SC2 Terran are too overpowered against Protoss

1. Stalkers and zealots alone, no. Which is why you use sentries to either gimp marine damage or, more likely, use forcefields to make sure he can't kite your zealots. Zealots actually tear through Terran bio when the Terran is backed into a wall. Yes, the Terran is at your front door while you're researching Storm, but the good news is you can drop a forcefield and keep him stuck out there- or better yet, only allow a few of his soldiers in and kill them while the rest are trapped. Two colossi with extender thermal lances are enough to turn most battles to your side if you've been keeping up in macro- if you fire them at the same place, that's *60* damage, enough to kill 8-9 marines with *every* attack and bring marauders down to 5 health with 2. If he's used stim (he has) then those marauders are dead. I generally don't recommend Immortals except against early Marauder pushes or again Terran mech, but you don't "always" have more marauders than marines. And here comes my answer again, Colossus and HT are at a higher research tier where upon MM are avaible right in the beginning. Even if you instantly tech to Colossus, you get beaten up as the requirement sucks up your resources and building even 1 colossus isnt cheap stuff. And back to my point. MM are avaible in the beginning so if you were just teching to colossus and just managed to make 1 (You can only make 1 with the time given), then you are screwed as your army is small because of the teching and 1 colossus isnt gonna do much. Yes you can research the Thermal Lances but that requires resources and time. You dont have the time. HT is nearly useless without storm and is also at a higher research tier. Yes Sentries does help if you can block your opponents attack wave, except ALL terran units are ranged. You can try and block your opponents army and split them to half, but both side of the splitted army can still attack rendering your powerfull FF nearly useless. Also, you mention zealots own if they do get close, but do they even have the chance to get close? Terrans can hit and run or use stimpack to own you. Even worse is if marauders has the upgrade which slows all your units that gets shot by a marauder. 2. The stalker does not get 'owned' by marines, only by marauders because, again, the marauder is built to fight armored units. Sentries do not 'suck' and zealots will only get shot to death before they reach the opposing army if you choose to engage him in the open. You let him run some of his guys up your ramp, throw down an FF and kill the stranded troops. Like I said, FF the ramp isnt gonna do much as your opponents both splitted army can still attack you. Even when you manage to surround them with zealots, they could just focus fire or spray them to death with stimpack. Like I said, terrans always have the open ground advantage and if they do get up your ramp, its wont matter whether he retreated or not as long as he focus fires or uses stimpack. And I say marine DOES own stalkers because they fire nearly 3x faster and 3 marines (150 minerals) owns a stalker (125 minerals 25 gas). You see now why its imbalanced, no? 3. If the attack is MMM then yes, you should be at T3- the medivac is a tier 3 unit. If he comes at you with just marines and marauders, you have to abuse forcefield. The idea behind blink stalkers is that you, if you mix them into your army, you will be more then prepared if he sends vikings at you (or any other air unit honestly.) MM is still unstopable, even with FF. But even so, this is where also the unbalancement is. The Viking has the same range as a sieged tank which is ALOT, outranging all other air units in the game. Even if you mix them at your stalker, your terran opponent does the same. Also, if you bring in colossus while your opponent comes with vikings, they get shredded. 4. My mistake, I excluded the words "the opponent" The post should have read "I'd claim the ramp layout benefits Toss quite significantly as well- you often see players like HuK using a FF at the ramp to keep the opponent stuck in his main as his expos are obliterated, or vice-versa. Defensively, a single sentry stops all early aggression." What I mean by this is that, while the Terran can wall off, the Protoss player can take advantage of the ramp as well by blocking it with forcefield. This serves two purposes-: first, if the Terran has expanded to his natural, you may divide up his army by placing a forcefield at his ramp- any troops in his main will be unable to reinforce his natural, giving you the upper hand. Furthermore, early in the game you can use a forcefield at your ramp to cut his army in half and defeat it or to keep him out of your base all together. So, the ramp benefits you as well. With Siege Tanks, who needs to reinforce his natural expansion anyway? Siege tanks if deployed into siege mode, has an ungodly range that can hit you from afar. It even does 50 damage + splash, ripping your army apart. See how imbalanced it is?