About: Protoss gameplay (StarCraft)   Sponge Permalink

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All protoss military units (including buildings) have shields; when damaged, shields regenerate over time, even faster than zerg units heal. Shields, however, always take full damage (see damage types). Shields are instantly drained by the terran science vessel's EMP ability. Shields on all units can be regenerated almost instantly by the protoss shield battery structure. However, they are unable to heal damage sustained when their shields have been depleted.

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  • Protoss gameplay (StarCraft)
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  • All protoss military units (including buildings) have shields; when damaged, shields regenerate over time, even faster than zerg units heal. Shields, however, always take full damage (see damage types). Shields are instantly drained by the terran science vessel's EMP ability. Shields on all units can be regenerated almost instantly by the protoss shield battery structure. However, they are unable to heal damage sustained when their shields have been depleted.
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  • All protoss military units (including buildings) have shields; when damaged, shields regenerate over time, even faster than zerg units heal. Shields, however, always take full damage (see damage types). Shields are instantly drained by the terran science vessel's EMP ability. Shields on all units can be regenerated almost instantly by the protoss shield battery structure. However, they are unable to heal damage sustained when their shields have been depleted. * Protoss structures, like their units, cannot be repaired of damage sustained while the shields were down (exception to this is a terran medic healing a non-mechanical protoss unit) * Fastest building method, moderate building location restrictions (pylons) Protoss structures and units, to a lesser extent, draw their energy from a great psionic energy matrix that emanates from Aiur. While the nexus provides a link to this matrix, khaydarin crystal-based pylons are needed to actually tap into the energy required to provide psionic energy to new colonies. Each pylon generates a short-ranged aura of energy, which can provide the power needed by structures and warp gates. If a protoss building loses its connection to the Psionic Matrix, it will shut down until it is reconnected, and new units cannot be gated in if there is insufficient psionic energy to provide them with power. The most technologically advanced race in the game, the protoss field relatively small but very powerful armies. Their units cost much more than those of the terran or zerg, and require more supply ("psi"), but are far more powerful than the equivalent units of those races. Their shields also serve as a replaceable buffer of health. The protoss builder unit, the probe, does not actually build structures but instead warps them in from Aiur; once the probe has finished opening the warp gate, it can walk off and begin mining, or even warp in more buildings as the first building warps in. The protoss's major downfall is their high cost; a protoss player without a strong economy is essentially doomed, and it is a small economic disaster if they lose even one unit (as opposed to, say, the zerg, who throw away their soldiers with impunity). The protoss also have a weakness no other race has, in the form of their pylons. Pylons are specialized buildings that project an energy field, symbolized onscreen as a transparent blue circle; all protoss buildings require this field to function. That means production buildings can't create units, any research or upgrade a building is doing will halt, and photon cannons won't be able to fire. Pylons are relatively durable (300 shield points and 300 Hit Points), but they are still the easiest thing in a protoss base to destroy, with the added effect of 'unplugging' all the protoss's home appliances and factories. A concentrated assault on pylons, in other words, can bring protoss production to a halt; and, since pylons also provide psi, those buildings that remain 'plugged in' still may not be able to produce more units until the psi limit is restored.
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