• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:36
CET 12:36
KST 20:36
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies0ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread Nintendo Switch Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1459 users

Ghost vs High Templar - EMP v Feedback comparision - Page 4

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 Next All
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
October 23 2010 00:10 GMT
#61
On October 23 2010 04:07 Ryuu314 wrote:
Show nested quote +
On October 23 2010 03:57 Sfydjklm wrote:
why do terrans refuse to use ghosts?

Only the bad ones refuse to use ghosts because they'd rather just 1at their way to victory.

In all seriousness, the OP's suggestion seems pretty valid to me, but tbh even with the whole Ghost>HT issue I'm still really not having that much trouble against it. As long as I have obs scouting for cloaked ghosts and I spread my HTs well it's really not a problem. Having a warp prism or proxy pylon helps too so in the case all your HTs are EMP'd you can just warp in some more.


I agree. I really don't think there is any problem between this direct unit to unit balance. Unless people have 500 apm and can constantly watch their units to take advantage of +X range.

Another issue is that back in that old game called Starcraft 1, terrans vultures sniped HT in the mid-late game, this forced p's to keep their templars in shuttles, or micro an babysit their units.

Why can't players focus on doing smart things like that instead of trying to convince ppl the game needs to be changed.
Coaching for 1v1 and Team games at Gosucoaching.com
zbedlam
Profile Joined October 2010
Australia549 Posts
October 23 2010 00:14 GMT
#62
On October 23 2010 09:10 zomgtossrush wrote:
Show nested quote +
On October 23 2010 04:07 Ryuu314 wrote:
On October 23 2010 03:57 Sfydjklm wrote:
why do terrans refuse to use ghosts?

Only the bad ones refuse to use ghosts because they'd rather just 1at their way to victory.

In all seriousness, the OP's suggestion seems pretty valid to me, but tbh even with the whole Ghost>HT issue I'm still really not having that much trouble against it. As long as I have obs scouting for cloaked ghosts and I spread my HTs well it's really not a problem. Having a warp prism or proxy pylon helps too so in the case all your HTs are EMP'd you can just warp in some more.


I agree. I really don't think there is any problem between this direct unit to unit balance. Unless people have 500 apm and can constantly watch their units to take advantage of +X range.

Another issue is that back in that old game called Starcraft 1, terrans vultures sniped HT in the mid-late game, this forced p's to keep their templars in shuttles, or micro an babysit their units.

Why can't players focus on doing smart things like that instead of trying to convince ppl the game needs to be changed.


Vultures were far more mobile than the protoss's main army in BW. This is not the case in sc2, if hellions get too close to the protoss's death ball stalkers will shred them. The kind of smart play that was encouraged in brood war isn't really encouraged in sc2.

However saying that, I have seen someone use ghosts to stalk the protoss army and EMP/snipe stray templar. I think it was TLO in one of his beta games, not sure about that though.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
October 23 2010 00:19 GMT
#63
On October 23 2010 09:14 zbedlam wrote:
Show nested quote +
On October 23 2010 09:10 zomgtossrush wrote:
On October 23 2010 04:07 Ryuu314 wrote:
On October 23 2010 03:57 Sfydjklm wrote:
why do terrans refuse to use ghosts?

Only the bad ones refuse to use ghosts because they'd rather just 1at their way to victory.

In all seriousness, the OP's suggestion seems pretty valid to me, but tbh even with the whole Ghost>HT issue I'm still really not having that much trouble against it. As long as I have obs scouting for cloaked ghosts and I spread my HTs well it's really not a problem. Having a warp prism or proxy pylon helps too so in the case all your HTs are EMP'd you can just warp in some more.


I agree. I really don't think there is any problem between this direct unit to unit balance. Unless people have 500 apm and can constantly watch their units to take advantage of +X range.

Another issue is that back in that old game called Starcraft 1, terrans vultures sniped HT in the mid-late game, this forced p's to keep their templars in shuttles, or micro an babysit their units.

Why can't players focus on doing smart things like that instead of trying to convince ppl the game needs to be changed.


Vultures were far more mobile than the protoss's main army in BW. This is not the case in sc2, if hellions get too close to the protoss's death ball stalkers will shred them. The kind of smart play that was encouraged in brood war isn't really encouraged in sc2.

However saying that, I have seen someone use ghosts to stalk the protoss army and EMP/snipe stray templar. I think it was TLO in one of his beta games, not sure about that though.


I never suggested that hellions should be used. Granted they could be, i agree that the cost effectiveness is hard to compare and probably is harder to acheive in sc2.

My point is that, p's in bw, found a solution to this, use shuttles. Most of the SC2 community already agrees that warp prisms are underused, this is just another reason why to incorporate them into your mid-late game armies.

As a random player, it just irks when when 1/3 of alot of tl posts are people forcing the game to adjust the game to make it easier for their respective races instead of practicing more and trying to find sensible solutions.
Coaching for 1v1 and Team games at Gosucoaching.com
Blyadischa
Profile Joined April 2010
419 Posts
October 23 2010 00:29 GMT
#64
With ghosts, you need to predict the the position of the HTs, then hit the edge of the emp on the HTs, and then make sure there aren't 30 more that are in the back or have just been warped in.

Trust me, protosses have it easier with the HT cost and warpin function
Ghostlike
Profile Joined October 2010
United States4 Posts
October 23 2010 00:31 GMT
#65
Really? Both spells are very powerful and completely fine.

Seems like another "nerf this because I lost" thread.
Choose your behavior, choose your consequence.
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 23 2010 00:37 GMT
#66
On October 23 2010 09:14 zbedlam wrote:
Show nested quote +
On October 23 2010 09:10 zomgtossrush wrote:
On October 23 2010 04:07 Ryuu314 wrote:
On October 23 2010 03:57 Sfydjklm wrote:
why do terrans refuse to use ghosts?

Only the bad ones refuse to use ghosts because they'd rather just 1at their way to victory.

In all seriousness, the OP's suggestion seems pretty valid to me, but tbh even with the whole Ghost>HT issue I'm still really not having that much trouble against it. As long as I have obs scouting for cloaked ghosts and I spread my HTs well it's really not a problem. Having a warp prism or proxy pylon helps too so in the case all your HTs are EMP'd you can just warp in some more.


I agree. I really don't think there is any problem between this direct unit to unit balance. Unless people have 500 apm and can constantly watch their units to take advantage of +X range.

Another issue is that back in that old game called Starcraft 1, terrans vultures sniped HT in the mid-late game, this forced p's to keep their templars in shuttles, or micro an babysit their units.

Why can't players focus on doing smart things like that instead of trying to convince ppl the game needs to be changed.


Vultures were far more mobile than the protoss's main army in BW. This is not the case in sc2, if hellions get too close to the protoss's death ball stalkers will shred them. The kind of smart play that was encouraged in brood war isn't really encouraged in sc2.

However saying that, I have seen someone use ghosts to stalk the protoss army and EMP/snipe stray templar. I think it was TLO in one of his beta games, not sure about that though.

Erm...hellions and vultures are equally mobile. The only difference is that vultures are better at kiting. I'm also pretty damn sure dragoons shred vultures that approach the Protoss death ball a helluva lot faster than stalkers do to hellions.
dukethegold
Profile Blog Joined August 2009
Canada5645 Posts
October 23 2010 01:56 GMT
#67
On October 23 2010 09:37 Ryuu314 wrote:
Show nested quote +
On October 23 2010 09:14 zbedlam wrote:
On October 23 2010 09:10 zomgtossrush wrote:
On October 23 2010 04:07 Ryuu314 wrote:
On October 23 2010 03:57 Sfydjklm wrote:
why do terrans refuse to use ghosts?

Only the bad ones refuse to use ghosts because they'd rather just 1at their way to victory.

In all seriousness, the OP's suggestion seems pretty valid to me, but tbh even with the whole Ghost>HT issue I'm still really not having that much trouble against it. As long as I have obs scouting for cloaked ghosts and I spread my HTs well it's really not a problem. Having a warp prism or proxy pylon helps too so in the case all your HTs are EMP'd you can just warp in some more.


I agree. I really don't think there is any problem between this direct unit to unit balance. Unless people have 500 apm and can constantly watch their units to take advantage of +X range.

Another issue is that back in that old game called Starcraft 1, terrans vultures sniped HT in the mid-late game, this forced p's to keep their templars in shuttles, or micro an babysit their units.

Why can't players focus on doing smart things like that instead of trying to convince ppl the game needs to be changed.


Vultures were far more mobile than the protoss's main army in BW. This is not the case in sc2, if hellions get too close to the protoss's death ball stalkers will shred them. The kind of smart play that was encouraged in brood war isn't really encouraged in sc2.

However saying that, I have seen someone use ghosts to stalk the protoss army and EMP/snipe stray templar. I think it was TLO in one of his beta games, not sure about that though.

Erm...hellions and vultures are equally mobile. The only difference is that vultures are better at kiting. I'm also pretty damn sure dragoons shred vultures that approach the Protoss death ball a helluva lot faster than stalkers do to hellions.


The problem is that vultures are far more versatile than hellions. Due to the way BW metagame works, you are bound to have excessive number of vulture that you can use to snipe templar. Hellions don't have mines, they are 25 minerals more expensive and they don't counter Protoss shields like vulture did in BW. Protoss can warp templar directly onto the battlefield with warpgate with 75 energy.

It's just not the same thing. Not to mention tanks are next to useless in TvP now.
TehForce
Profile Joined July 2010
1072 Posts
October 23 2010 02:07 GMT
#68
use a warp prism to protect ur templar from getting emp, then drop and storm
NesTea <3
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
Last Edited: 2010-10-23 02:19:54
October 23 2010 02:17 GMT
#69
Trust me, protosses have it easier with the HT cost and warpin function


We should have a poll to see whether the majority thinks ghosts are easier to use or high templars in PvT! =)
frucisky
Profile Joined September 2010
Singapore2170 Posts
October 23 2010 02:18 GMT
#70
Just a random question, will EMP hit templars as they warp in?
<3 DongRaeGu <3
VanGarde
Profile Joined July 2010
Sweden755 Posts
October 23 2010 02:20 GMT
#71
Well... I think that feedback is strong enough as it is. You can't determine the balance between emp and feedback by comparing the ghost and templar because the interaction between the two units is a small fraction of the utilization of these units.

Yeah, the ghost can emp the templar before the templar can feedback the ghost, but the templar can also feedback ravens, medivacs, battlecruisers and banshee's.
War does not determine who is right - only who is left.
Bagi
Profile Joined August 2010
Germany6799 Posts
October 23 2010 02:38 GMT
#72
On October 23 2010 11:17 Zealot Lord wrote:
Show nested quote +
Trust me, protosses have it easier with the HT cost and warpin function


We should have a poll to see whether the majority thinks ghosts are easier to use or high templars in PvT! =)

Protoss players will say ghost, terrans will say HT.

But you cant look at which unit is "easier to use" alone, you have to look at how these units impact the game. I'd say getting stormed is alot worse than getting EMP'd.
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
October 23 2010 02:40 GMT
#73
On October 23 2010 11:20 VanGarde wrote:
Yeah, the ghost can emp the templar before the templar can feedback the ghost, but the templar can also feedback ravens, medivacs, battlecruisers and banshee's.


Not sure what the point of listing the units templar can feedback on is for when ghost's EMP affects every single protoss unit lol =p

But I don't think protoss/terran players will ever agree on the ghost balance debate haha.
Cephei
Profile Joined October 2010
United Kingdom79 Posts
October 23 2010 02:43 GMT
#74
Why would you waste energy and effort to feedback ghosts? why don't you just drop 2 storms on the bioball and completely destroy it...EMP becomes irrelevant then.
'There is no life', only AFK - Some guy
Silidons
Profile Blog Joined September 2010
United States2813 Posts
October 23 2010 02:44 GMT
#75
On October 23 2010 03:54 Dfgj wrote:
Personally I feel EMP needs to be stronger than FB just because of how easy it is to replenish storms via warpin with the amulet upgrade.


Really? EMP needs to be stronger when it costs half as much?
"God fights on the side with the best artillery." - Napoleon Bonaparte
D10
Profile Blog Joined December 2007
Brazil3409 Posts
October 23 2010 02:55 GMT
#76
its balanced, stop crying.

if theres any change to be made in pvt I would make observers and ravens 50 gas cheaper
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
Peekaboo
Profile Joined May 2010
Canada219 Posts
October 23 2010 02:56 GMT
#77
Watching Pro games 80% of the time getting storm with amulet means win.....
You loved me as a loser but now you're worried that I just might win. -L. Cohen
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
Last Edited: 2010-10-23 03:00:33
October 23 2010 02:58 GMT
#78
Ya I think if emp were to be worsened (?), the matchup would be quite broken. Its hard enough having to go bio in this matchup, but now there would be no counter to the strongest (or colosi) response to bio if emp is nerfed So, ya, no i dont agree.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
October 23 2010 03:05 GMT
#79
On October 23 2010 11:38 Bagi wrote:
Show nested quote +
On October 23 2010 11:17 Zealot Lord wrote:
Trust me, protosses have it easier with the HT cost and warpin function


We should have a poll to see whether the majority thinks ghosts are easier to use or high templars in PvT! =)

Protoss players will say ghost, terrans will say HT.

But you cant look at which unit is "easier to use" alone, you have to look at how these units impact the game. I'd say getting stormed is alot worse than getting EMP'd.


haha yeah I know, I said that just for fun because I know players of both races will never agree on it anyways lol.

well as for getting stormed being worse than EMP, I personally don't agree, while both are strong, storm you can move out and dodge at least part of the effects - EMP is instant damage while draining all mana of spellcasters. but i guess it depends on the juncture of the game.

one thing that bothers me though, is that people always make it sound like you can warp in an unlimited amount of templars, amulet research or not, it costs 150 gas PER high templar - that is a crap load of gas. not to mention how long it takes to actually get to the templar tech with psi storm AND amulet researched.
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
October 23 2010 03:21 GMT
#80
On October 23 2010 12:05 Zealot Lord wrote:
Show nested quote +
On October 23 2010 11:38 Bagi wrote:
On October 23 2010 11:17 Zealot Lord wrote:
Trust me, protosses have it easier with the HT cost and warpin function


We should have a poll to see whether the majority thinks ghosts are easier to use or high templars in PvT! =)

Protoss players will say ghost, terrans will say HT.

But you cant look at which unit is "easier to use" alone, you have to look at how these units impact the game. I'd say getting stormed is alot worse than getting EMP'd.


haha yeah I know, I said that just for fun because I know players of both races will never agree on it anyways lol.

well as for getting stormed being worse than EMP, I personally don't agree, while both are strong, storm you can move out and dodge at least part of the effects - EMP is instant damage while draining all mana of spellcasters. but i guess it depends on the juncture of the game.

one thing that bothers me though, is that people always make it sound like you can warp in an unlimited amount of templars, amulet research or not, it costs 150 gas PER high templar - that is a crap load of gas. not to mention how long it takes to actually get to the templar tech with psi storm AND amulet researched.


It also depends whether Protoss is aggressive or defensive. If Protoss is aggressive, he could retreat a little without being chased if possible. Regenerate shields which are much faster now and then come back. Otherwise, it depends on ur initial army placement.

Storm does permanent damage that must be healed by medivacs, thus they also drain energy as an additional function. Templars certainly cost more to get tech but it is easier to sustain upon reaching that tech. Time and distance is also a resource. Protoss is meant to resupply faster than Terran (while Zerg resupplies faster than Protoss) So, you can make more Templars faster than a Terran can make ghosts and be immediately battle effective thanks to warp in. Additionally, it also costs 150 gas PER Ghost, hence gas costs are not considered by my part.

Both units have different ways of being supportive, thus both have their edge and weaknesses. I believe its difficult without preparation such as scans for Terran to move in and EMP effectively against a good spread of HTs and with observers. Ghosts too need their upgrades such as the Moebius Reactor that is like the Terran Khaydarin Amulet. Cloak too will be needed for EMP in the late game but good observer placement can counter that.

Hence, there are both pros and cons to both sides. It now depends highly on user control.
I live by the LoL
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
WardiTV Mondays #65
CranKy Ducklings248
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 106
trigger 50
RotterdaM 2
StarCraft: Brood War
Sea 2089
Bisu 1027
GuemChi 579
Stork 440
Soma 390
Larva 334
firebathero 297
Aegong 251
Mini 210
Light 198
[ Show more ]
Sharp 196
Yoon 136
PianO 120
Killer 120
ggaemo 107
hero 95
ZerO 82
Pusan 75
JYJ 73
Rush 71
Snow 56
ToSsGirL 51
soO 41
Mong 41
sorry 34
Movie 29
NotJumperer 24
yabsab 21
zelot 19
Shinee 18
ajuk12(nOOB) 18
Sacsri 11
SilentControl 11
Noble 10
Terrorterran 9
Bale 7
Icarus 5
Dota 2
singsing2649
XcaliburYe688
League of Legends
JimRising 347
Counter-Strike
olofmeister2512
x6flipin363
Heroes of the Storm
Khaldor165
Other Games
summit1g8000
crisheroes247
Fuzer 240
XaKoH 191
Mew2King73
nookyyy 68
ZerO(Twitch)12
Organizations
StarCraft: Brood War
lovetv 4
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 52
• LUISG 39
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2135
• Stunt481
• HappyZerGling123
Other Games
• WagamamaTV276
Upcoming Events
Wardi Open
25m
Monday Night Weeklies
5h 25m
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.