SC2 Terran are too overpowered against Protoss

1. You seem to misunderstand the point of the forcefield at the ramp. First, by dividing the army you limit how much of it can attack you. Yes, his units are ranged but they do not have infinite range- only a small fraction will actually be able to attack your forces. Secondly, he will not be able to kite your zealots, meaning your zealots will be doing their full damage all the time- and Zealots counter marines and marauders HARD in this circumstance. Thirdly, he will not be able to fight your stalkers since he won't be able to see up your ramp. If executed properly, he should loose 4-6 marines/marauders and you'll loose at most a zealot or two, not counting anything you manage to pick off as he retreats. Zealots own if they get close yes- they get the chance to get close when you corner them with a forcefield or research charge. You can easily beat a Terran opponent by holding him at your ramp. 2. His entire army can *not* attack you because they can't all get in range. Furthermore, as I said before, he can't shoot units at the top of your ramp, only the zealots carving through his marauders. The stalker's purpose is as follows in the marine/marauder vs. zealot/stalker matchup- If the Terran player sees a zealot/stalker mix then he was two options in terms of engaging- 1. Stand and fight 2. Shuffle forward If he chooses to stand and fight, the zealots will surround him and he will almost certainly loose- zealots just do too much damage. The stalkers aren't really useful at this point, the zealots are doing all the work. If he chooses to shuffle forward, as is common, then he will not take damage from the zealots- but he will gimp his own damage, risk cornering himself, and still take damage from the stalkers. if you micro your zealots properly, by sending zealots home when their shields get depleted, then you may well get away with minimal loses and several dead marines and marauders. 3. You say MM is unstoppable, yet even in my league (Platinum) MM is highly uncommon- because, like it or not, FF micro counters MM. If you stop his marauders from running, that's it. They *can't* go toe to toe with zealots, even if they outnumber them. A single zealot will kill a marauder in under 10 seconds (13.33 dps for 125 health) vs over 20 seconds for a marauder to kill a zealot (6.6667 dps for 150 health)- despite the fact that a marauder costs more than a zealot. You can set him far behind you if you can properly use forcefields. The viking (range 9) does not have the same range as a siege tank (range 7 not in siege mode, 13 in siege mode). First, if he's built enough vikings to be a problem then you can be certain he doesn't have as many ground troops as you. Second, if you have blink then you can easily hunt down and dispose of his vikings. 4. The same could be said of the Colossus- even more so in fact. The Colossi does more DPS to both armored and unarmored targets (18.18 to all targets) than a sieged tank (16.667 to armored, 11.667 to unarmored), does not do friendly fire, and I can chase his retreating army by walking right off the cliff and walking back up if chooses to chase me. I recommend you watch Day9's videos or perhaps Horst's recent tutorials posted on the Toss forums if you want something Protoss specific. If you can properly hold off the early game aggression, Terran doesn't have much he can throw at you.