• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:13
CET 22:13
KST 06:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1772 users

Ghost vs High Templar - EMP v Feedback comparision - Page 3

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 Next All
Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 22 2010 20:20 GMT
#41
None of your replies make sense in the context of the actual game.

The T army is based on Marauder/Medivac. The P army in the lategame replenishes Zeal/HT as the zeals tank/HTs expend their energy, while stalkers/immos remain the core part of the army that faces less casualties. You are not sacrificing on the stalker count to make HTs because once you hit templar tech you have no need to dramatically increase the number of stalkers.

Yes, if you walk your entire army into EMPs, you will probably lose. If T walks his entire army into storms, he will also lose. EMP having 1 more range than Feedback does not disrupt this situation, and lategame Stormtech P is generally considered favored against MMM+Ghost T.
Friend23
Profile Joined August 2010
Poland270 Posts
October 22 2010 20:23 GMT
#42
On October 23 2010 05:01 Doso wrote:
EMP doesn't kill anything, storm/feedback does.


This is actually not true. In true game.
Friend23
Profile Joined August 2010
Poland270 Posts
October 22 2010 20:24 GMT
#43
Game is new, we are yet to see PvT Ghost play in the high level. The range issue will then kick in.
EffeCt
Profile Joined January 2010
United States77 Posts
October 22 2010 20:27 GMT
#44
I can't believe this post. You sure did a lot of research for a long QQ essay about something that is the last thing to be "nerfed". Toss are living the dream right now with warpgates and HT amulet upgrade. Yeah it costs gas to warp in HTs, but guess what? It costs gas to make ghosts and takes them a significantly longer time to produce. Seriously man move on.
Dfgj
Profile Joined May 2008
Singapore5922 Posts
October 22 2010 20:28 GMT
#45
We're also yet to see much of high-level HT control due to the prevalence of colossi, including BW tricks like hiding HTs in prisms.

It's definitely too early to call it.
Baum
Profile Blog Joined April 2010
Germany1010 Posts
October 22 2010 20:29 GMT
#46
I think it's not too hard to protect your high templars from getting emped by keeping them at the back of your army and spreading them out. If feedback had the same range as emp it would be insanely hard to hit a reasonable amount of high templars since any incoming ghost could just be feedbacked. The picture in the OP shows how you shouldn't position your high templars.
I want to be with those who share secret things or else alone.
BOOWOO
Profile Joined March 2010
United States83 Posts
October 22 2010 20:35 GMT
#47
As a Protoss player, EMP just feels so strong. Mainly becaise of the AoE. It's like Storm and Feedback combined into one spell if you place it right. And with range 10, its basically impossible to stop. Against a Templar-heavy army, 4-5 Ghosts not only negate ALL of your spellcasting, but make your already fragile Gateway army even weaker against a Bio Ball.

Also, I'd like to make a point to all the people saying "spread your Templar out." Sure, that sounds great in theory, and there's no excuse for not doing it in a defensive position. But the pathfinding in this game makes it pretty much impossible to keep them spread out if you're on the move without devoting 100% of your attention to them.

I keep my Templar in a second control group behind my main army, but a smart Terran player won't waste their EMPs when they know Templar are out. By the time your Templar get to battle, if you're lucky enough to get a Storm off, you will already be behind due to the sheer damage dealing that a Stimmed Bio army does against Gateway units. If you cant get any Storms off, you might as well GG right there.

All that said, I really can't think of a change that won't break the matchup. The only thing I can think of is the lower EMP's radius a little bit and make it more of an anti-caster spell, but I don't know. Terran needs EMP or Storm will roflstomp, and Protoss needs Templar to deal with a Bio army once Terran has committed to Vikings.
Tuneful
Profile Blog Joined May 2010
United States327 Posts
October 22 2010 20:38 GMT
#48
On October 23 2010 05:24 Friend23 wrote:
Game is new, we are yet to see PvT Ghost play in the high level. The range issue will then kick in.


Must not watch much high level play, then.

http://day9tv.blip.tv/file/4244308/
"I play this game for three years, twelve hours a day - I shouldn't lose to these people"
Friend23
Profile Joined August 2010
Poland270 Posts
October 22 2010 20:39 GMT
#49
On October 23 2010 05:29 Baum wrote:
I think it's not too hard to protect your high templars from getting emped by keeping them at the back of your army and spreading them out. If feedback had the same range as emp it would be insanely hard to hit a reasonable amount of high templars since any incoming ghost could just be feedbacked. The picture in the OP shows how you shouldn't position your high templars.


The pic is only to show the range comparision. Do you think im dumb not to spread as T is approaching? Then Im telling you I am not. In this special case though, he pulled Ghosts up ramp, I had observer there so I decided, hey why not to feedback them. So i hit HT hotkey and went up there cause i expected range to be equal. Well it was not.

'If feedback had the same range as emp it would be insanely hard to hit a reasonable amount of high templars since any incoming ghost could just be feedbacked.'

This part however is not true and says only that You havent read the post.

My suggestion was to have Snipe at 115% range of Feedback so that if there are HT's, you first have to kill HT's with Snipe. Spend the energy just so that You cant have both disabled HT's and shields removed. While having EMP range+radius at 90% of Feedback's range so that just as above cant have both advantages of disabling HT's and having shields removed. ATM 1 good emp wins the game and it is ridiculous.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 22 2010 22:15 GMT
#50
On October 23 2010 05:09 Senorcuidado wrote:
Colossi with Phoenix support has been the most popular strat for pvt for a while now. Pros haven't been using a whole lot of ht play lately. And most people (pros included) will tell you that while marauders give Terran a small advantage in the early game, lategame is quite an uphill battle. I wouldn't call it imbalanced from my experience, but i have to abuse drops like crazy to keep up.


Replays please. I havent been very diligent in watching high level plays lately, so you could be right. But this just seems wrong on so many levels:

1) marines are 50m and are nearly always present
2) Thors have obscene range, splash, and +damage to phoenix (and are now immune to Feedback)
3) Turrets rape air hard
4) Vikings parked over a bioball are unapproachable by Phoenix
5) No good transition out of stargate with VR nerf and Carrier being scarce.

Pros cant use HTs as well because terran timing attacks and harass are just so strong (see: marauder, banshee etc) They also cost a ton of gas and time to get (2 expensive upgrades! with long build times...)

A single ghost can spell doom early for a templar techer (since they have EMP inherently and T can easily scout templars with a scan). If T pushes at a time when P hasnt got storm (or amulet) upgraded, P also prolly doesnt have too many templar which means that a good EMP can really turn the tide and eliminate any templar saving up energy (if storm is researched, but not amulet).

Colossi are easy to use by comparison (stronger, A-movable), come with easy transition (from immortals) and dont give up mobile detection (observers) while teching.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Agenda42
Profile Joined October 2009
United States112 Posts
October 22 2010 22:33 GMT
#51
On October 23 2010 05:35 BOOWOO wrote:
As a Protoss player, EMP just feels so strong. Mainly becaise of the AoE. It's like Storm and Feedback combined into one spell if you place it right. And with range 10, its basically impossible to stop. Against a Templar-heavy army, 4-5 Ghosts not only negate ALL of your spellcasting, but make your already fragile Gateway army even weaker against a Bio Ball.


I think the way this is supposed to work is that ghosts are good against templars, and vikings are good against colossi, but the terran can't make enough of both without compromising big time on medivac count.
MK4512
Profile Blog Joined September 2010
Canada938 Posts
Last Edited: 2010-10-22 22:42:21
October 22 2010 22:40 GMT
#52
Great idea!

@Terrans, storm does 75 dmg over time, and terran has medivacs, whereas emp does 100 dmg to shields instantly, with no quick/instant heal (eg. medivacs or shield batteries), also, vikings are very good vs. collosus and carriers (but whoever suggests that as a counter is retarded), so the protoss is almost forced into templar tech, unless they have super gosu micro...

Also, storm + khydarin amulet takes forever to build, but you can tech to ghosts very easily (more easily than templars atleast)

I think a slight range buff on feedback so that it can outrange emp, but not snipe like OP suggested is a really good idea.
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
Kpyolysis32
Profile Joined April 2010
553 Posts
October 22 2010 22:55 GMT
#53
I really like this idea, but then I think that Terran would need a buff to their lategame versus Toss (which is already true, but this would make it even moreso, because it would be harder for them to cripple the Toss early). Perhaps a Battlecruiser change or a large buff to Ravens' Seeker Missile at the cost of being moved back to the Fusion Core would make this work?
Man, do I not keep this up to date, or what?
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 22 2010 23:03 GMT
#54
tvp is already in favor of P. And templars already are insanely strong, no reason to buff them.
Sup
Grond
Profile Blog Joined June 2010
599 Posts
October 22 2010 23:12 GMT
#55
Ghosts and Ravens will probably both be nerfed when Terrans get better. It doesn't really make sense for the Ghost to have longer range, be faster, have cloak and have such a large instant AoE. Right now so many Protoss are going heavy Colossus that Terran are spending most of their gas on Vikings until later in the game. I think we will see more Speedlot/Immortal in the future since mass Colossus can be pretty easily countered by Marauder/Viking. Once that happens expect to see more Ghosts and then it will be more evident how powerful they are.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
Last Edited: 2010-10-22 23:31:21
October 22 2010 23:25 GMT
#56
Right now, the PvT metagame does not seem to suffer from obvious balance issue. If you buff the feedback range, then something from Terran must be buffed as well.

Let's not forget that even emp'ed templar can morph into archon on the battlefield, which is an instantaneously generated 370 hp meat shield for your battle units including the colossus while a ghost suffering a feedback = a dead ghost.

A good Protoss player would spread out the templars instead of clustering into a giant ball. I don't see the problem.

As far as the PvT metagame goes, atm, due to tank nerf, marine marauder ghost, viking and medivac is the only way to play it. Protoss has two hard counters to terran bio, viking solves colossus while ghost somewhat solves templar. If ghost no longer counter templar, but the other way around, I see a problem here.

Also, while you are asking for a feedback range buff against ghost, you do realize that would affect the effectiveness of medivac and raven as well?
zbedlam
Profile Joined October 2010
Australia549 Posts
October 22 2010 23:37 GMT
#57
Coming from a zerg player, I think increasing HTs range would make ghost vs HT's much more entertaining to watch. However from what I have seen PvT lategame isn't scewed in the terrans' favor.

So I do agree with the OP, however I think terran would need some changes for their lategame viability against toss if this was implemented.

I'm sure this has been mentioned, but feedback counters far more than just ghosts, its borderline OP in PvT as is.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
October 22 2010 23:41 GMT
#58
EMP and feedback are 2 different spells.. why on earth are they "supposed" to have the same range
Pigzyf5
Profile Joined November 2009
Australia131 Posts
October 23 2010 00:05 GMT
#59
@ OP
So u think the gohst should equal the HT, u would do this by changing ranges as u said so EMP=storm and snipe=feed back
But this doesn't make the gohst=HT, gohst cost allot more, and T tend to have less bases and therefore a a lower gass income, its harder to get a gohst to the battle field than a HT coz it has to walk, HT can turn into arcons, yes gohst can still shoot but its really not all that good.
And why do unit have to be the same to be balnced, they kinda dont. Thats why there are three races and just 1 boring race called protoss
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
October 23 2010 00:10 GMT
#60
I think its very weird to still see people saying "but emp doesn't do damage" - what about ALL the shields it drains from the protoss units? How is that not damage lol.

Ghosts are way too powerful against protoss early-mid game before templars come. Theres nothing majority of protoss players can even do to stop an early bio ball with a ghost or two mixed in. One scan to get high ground vision, EMP the sentries, and its pretty much GG on a small map.

Its obvious terrans dominate protoss early game, but as the game progresses it will gradually favor the protoss more and more. Even though the win rates might be close to 50/50%, thats still not exactly a 'balanced' matchup. Terrans shouldn't have to win within the first 10 minutes in order to have the best chances to win. On the other hand, protoss shouldn't lose (pretty much automatically) if they fail to make the perfect forcefield at their ramp early game either. Buff some late game terran units but make EMP a researched ability.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Masters Cup #150: Group A
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 263
JuggernautJason197
IndyStarCraft 190
ProTech86
StarCraft: Brood War
Calm 1822
Shuttle 662
firebathero 171
Dota 2
Dendi1170
Counter-Strike
pashabiceps910
Foxcn183
Heroes of the Storm
Liquid`Hasu479
Other Games
summit1g6713
Grubby4397
Beastyqt692
fl0m494
DeMusliM342
Fuzer 219
Skadoodle164
C9.Mang070
Organizations
StarCraft 2
angryscii 19
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 14
• Dystopia_ 5
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV661
League of Legends
• imaqtpie2858
• TFBlade1053
Other Games
• Shiphtur245
Upcoming Events
Replay Cast
1h 47m
Replay Cast
11h 47m
OSC
14h 17m
Kung Fu Cup
14h 47m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 1h
The PondCast
1d 12h
RSL Revival
1d 12h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 14h
WardiTV Korean Royale
1d 14h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.