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Banshee versus Dark Templar [Extended Serious] - Page 8

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LuckyMacro
Profile Joined July 2010
United States1482 Posts
Last Edited: 2011-03-10 17:07:17
March 10 2011 17:07 GMT
#141
Banshees. Especially early game, force earlier detection...DTs are nifty but don't really change how any stage of the game is played (as much as the banshee)
Lightswarm
Profile Blog Joined November 2008
Canada966 Posts
March 10 2011 17:09 GMT
#142
On March 10 2011 20:42 Zelniq wrote:
i'd take lurker over both of those


Zing!!! although ppl who didnt play bw prob dont know wat lurkers are so here are some examples





i doubt dts and banshees can compare to the power of lurkers
Team[AoV]
ki11z0ne
Profile Joined January 2011
United States427 Posts
March 10 2011 17:11 GMT
#143
if we are talking about an actually game and terrain rsuhed for banshies and toss rush for DTS terrain would win....love DT's tho
SC > halo
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2011-03-10 17:14:15
March 10 2011 17:11 GMT
#144
Banshees versus Terran or Protoss. DTs vs zerg (So few get detection and leave bases wide open). Most zergs only get one or two overseers so I simply send DTs where the overseers aren't. Plus DTs can snipe buildings faster which seems much more damaging for zergs.

Overall banshees though because they're a great combat unit as well and can often escape when detected.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Zorkmid
Profile Joined November 2008
4410 Posts
March 10 2011 17:12 GMT
#145
On March 11 2011 02:09 Lightswarm wrote:

i doubt dts and banshees can compare to the power of lurkers


I think lurkers would suck without dark swarm.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44337 Posts
Last Edited: 2011-03-10 17:14:43
March 10 2011 17:12 GMT
#146
On March 11 2011 02:03 BeMannerDuPenner wrote:
Show nested quote +
On March 11 2011 01:59 DarkPlasmaBall wrote:
On March 11 2011 01:29 BeMannerDuPenner wrote:
On March 11 2011 01:07 Le BucheRON wrote:
- Created from the most common Protoss Building


I take issue with this. Teching to a Dark shrine is suuuuch a long wait. building a starport then swapping it with your factory's tech lab is hardly a huge investment.


youre missing the point.


its about the production capabilites. you cant have suddenly 6 basnhees split up around the map harrassing evrywhere. but you can do a full warpin round of DTs whenever you want once the tech is ready .

also not that it matters here but the investment is the production time and the cloak research .

seriously you cant complain about a statement beeing wrong cause you miss the point and then argument against it with another wrong statement.


think people. think.


To have six dark templar immediately warped in *whenever you want*, you'd need six gateways (lol) and 750 minerals and 750 gas. Not to mention their slow cooldown time.
In other words:
-What are you talking about?
-Does this sound feasible to you?
-Do you realize that you can't actually do this in a game if you're rushing for templar tech?
-Are you talking about after two bases are up, when everyone already has detection out (and therefore dark templar are far less useful anyway)?
-Do you realize how all-in this is?

Think, people. Think.



and you are missing the point again.

its about the production. thats why the statement in the OP matters. thats all i say.


Your hypothetical situation isn't actually feasible (because Protoss doesn't have infinite money). They can make six gateways/ warpgates, but that doesn't mean they can warp-in six dark templar whenever they want. Units still cost money, and there are still cooldown timers.
Your scenario is as feasible as having four or five starports that can all simultaneously produce a banshee (with cloak), so we're clearly not talking about the early game anymore. And four or five banshees can harrass just as easily as six dark templar (because the former can fly), but the Protoss doesn't have robo tech or air units... whereas the Terran has access to most of his tech tree because he went banshee. It's very risky for Protoss to go dark templar, whereas if a Terran goes banshee, it inevitably unlocks most of his tech tree on the way there.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-10 17:21:24
March 10 2011 17:17 GMT
#147
On March 11 2011 02:12 DarkPlasmaBall wrote:
Show nested quote +
On March 11 2011 02:03 BeMannerDuPenner wrote:
On March 11 2011 01:59 DarkPlasmaBall wrote:
On March 11 2011 01:29 BeMannerDuPenner wrote:
On March 11 2011 01:07 Le BucheRON wrote:
- Created from the most common Protoss Building


I take issue with this. Teching to a Dark shrine is suuuuch a long wait. building a starport then swapping it with your factory's tech lab is hardly a huge investment.


youre missing the point.


its about the production capabilites. you cant have suddenly 6 basnhees split up around the map harrassing evrywhere. but you can do a full warpin round of DTs whenever you want once the tech is ready .

also not that it matters here but the investment is the production time and the cloak research .

seriously you cant complain about a statement beeing wrong cause you miss the point and then argument against it with another wrong statement.


think people. think.


To have six dark templar immediately warped in *whenever you want*, you'd need six gateways (lol) and 750 minerals and 750 gas. Not to mention their slow cooldown time.
In other words:
-What are you talking about?
-Does this sound feasible to you?
-Do you realize that you can't actually do this in a game if you're rushing for templar tech?
-Are you talking about after two bases are up, when everyone already has detection out (and therefore dark templar are far less useful anyway)?
-Do you realize how all-in this is?

Think, people. Think.



and you are missing the point again.

its about the production. thats why the statement in the OP matters. thats all i say.


Your hypothetical situation isn't actually feasible (because Protoss doesn't have infinite money). They can make six gateways/ warpgates, but that doesn't mean they can warp-in six dark templar whenever they want. Units still cost money, and there are still cooldown timers.
Your scenario is as feasible as having four or five starports that can all simultaneously produce a banshee (with cloak), so we're clearly not talking about the early game anymore. And four or five banshees can harrass just as easily as six dark templar (because the former can fly), but the Protoss doesn't have robo tech or air units... whereas the Terran has access to most of his tech tree because he went banshee.


dude. you always have 6+++ warpgates past early game. you almost never have 6 or even 3 techlabbed ports(for obvious reasons) . so you have the option to warpin as much DTs as you want (given the resources) when you want once the tech is ready since they are made from the basic production.

that is the point the line in the op tries to make. i dont even understand how you can argue against that nor do i see what your problem is.


life of lively to live to life of full life thx to shield battery
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
March 10 2011 17:26 GMT
#148
On March 11 2011 01:51 DarkPlasmaBall wrote:
Show nested quote +
On March 11 2011 01:42 Deckkie wrote:
~I would have to go for DT's
I will early game both early game, DT & Banshee asfighting units and mid to late game. For this discussion I will limit myself to TvP

+ Show Spoiler +
Early game
Its true that the Banshee flys (hard denying that). This makes it easier for the Banshee to do his harassment. You will always get some kills swith the banshee making it a extreem viable early game harassment unit. But personally I think its the Protoss game to lose , not the Terran's game to win. Meaning, no matter how well the Terran plays his banshee harass, it will only be as viable as the Protoss makes mistakes.

The DT's are ground units, making it harder for them to get to the mineral line of the main, or the natural. It is easier for the Terran to stop the DT's with one or two forward placed turrets.

Even if the DT's are easier to stop, they pin down the opponent much more. As long as there are DT's on the field, Terran cant move out without a Raven (wich takes a very long time to tech to and make). This gives the Terran could move out with scans, but they will dry out when the Protoss keeps sending one DT at the army. When there are no more scans there is basicly no more Terran army.
Obviously the Banshee pins down the Protoss as well. Bet instead of threatening the Protoss army it can solely threaten the mineral line, making it much easier for the Protoss to move out when it wants to. Plus its much easier for Protoss to get out stable detection.

Conclusion, yes the banshee has more harass possibility in the early game but the DT can have great strategical value for the Protoss when it wants to tech to a certain unit comp. (gateway +2+2 would be a possible next step)

Unit comp
The Banshee works better in the Terran army then the DT does in the Protoss army. Personally I feel that it are both HARASS units. Making there role in the army secundair. One might say that when the Banshee harass doesnt work Terran can still use them in there main army. But as said earlier the Protoss has more time to tech after the DT harassment. Also, there is always the archon. Even if there are DT's left after the initial harass, they can always be made into Archons and have somewhat of a role in the Protoss army.

Mid to late game
This is why I mostly prefer the DT over the Banshee. later in the game Protoss only has to throw donw a Dark shrine (granted it will take forever to build). After Dark shrine is finished, whenever the Protoss feels like it he can imediatly throw down 3/4/5 DT's and send them to mutible location to harass. And the harassment at this point in the game is scarifyingly good. If the Terran would want to harass mid to late game, it needs to invest a lot of minerals in making the Banshees then it needs to be with the army to make the army strong enough, so the protoss will more likely know they are there. The DT's only cost Protoss the minerals when he really wants to use the DT's. Another argument why I find the DT's late game so much better is that the Banshees are not permenantly cloacked. they are easliy spoted when moving over the map, or they need to cloack way earlier, shortening there harassment time significantly. The DT's on the other hand walk to the base being cloacked and are almost impoosible to detect until they start destroying some SCV's.


Again I would really have to go with the DT's


Your problem is that, in a TvP, if the Terran goes cloaked banshees and the Protoss goes dark templar, the Terran will win every time because the Protoss won't have a robo for observers, and he's not going to spend 450 minerals on a forge and two cannons. The banshees will kill the Protoss long before the Protoss can attack. Furthermore, The Terran can scan/ scout the Protoss's base more easily than the other way around, therefore making it easier to stop a dark templar harrass than a banshee harrass.
And yes, even though cloak eventually runs out for the banshees, there will be more than enough time to kill probes, some buildings, and gather intel that would let the Terran perfectly counter Protoss's all-in dark templar rush. He could just build a raven...
There won't be a mid-to-late game.


I think if you read a little more carefully, you will see that my strongest arguments ly in the mid to late game.
Always look on the bright side of life
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
March 10 2011 17:26 GMT
#149
Going for cloaked banshees is indeed quite a investment. If you go for a banshee + cloak upgrade you need to have around 10 kills to pay for it. If you don't manage to do any damage with the banshee you are as far behind as if you don't manage to do any damage with the DT's.


Yes the Dark Shrine might be seen as a waste right then, but so would the banshee's cloak resource have been. The cloak is 200/200 with the time 110 and Dark Shrine is 100/250 with time 100. Seems pretty even to me..

The Twilight Council basically opens up alot of choices for toss, and can't really be seen as a waste.

I mean common, Charge, blink and HT....

If the game goes to mid-late 99% of the toss players will go for HT's anyway.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
hmsrenown
Profile Joined July 2010
Canada1263 Posts
March 10 2011 17:28 GMT
#150
On March 10 2011 21:00 Bagi wrote:
Hey guys, zealot or zergling?

Siege tank or colossus?

Apple or orange?

exactly how I feel about the "issue".

zergling, siege tank, orange.

Banshee.

but does it really matter?
DarkPlasmaBall
Profile Blog Joined March 2010
United States44337 Posts
March 10 2011 17:31 GMT
#151
On March 11 2011 02:17 BeMannerDuPenner wrote:
Show nested quote +
On March 11 2011 02:12 DarkPlasmaBall wrote:
On March 11 2011 02:03 BeMannerDuPenner wrote:
On March 11 2011 01:59 DarkPlasmaBall wrote:
On March 11 2011 01:29 BeMannerDuPenner wrote:
On March 11 2011 01:07 Le BucheRON wrote:
- Created from the most common Protoss Building


I take issue with this. Teching to a Dark shrine is suuuuch a long wait. building a starport then swapping it with your factory's tech lab is hardly a huge investment.


youre missing the point.


its about the production capabilites. you cant have suddenly 6 basnhees split up around the map harrassing evrywhere. but you can do a full warpin round of DTs whenever you want once the tech is ready .

also not that it matters here but the investment is the production time and the cloak research .

seriously you cant complain about a statement beeing wrong cause you miss the point and then argument against it with another wrong statement.


think people. think.


To have six dark templar immediately warped in *whenever you want*, you'd need six gateways (lol) and 750 minerals and 750 gas. Not to mention their slow cooldown time.
In other words:
-What are you talking about?
-Does this sound feasible to you?
-Do you realize that you can't actually do this in a game if you're rushing for templar tech?
-Are you talking about after two bases are up, when everyone already has detection out (and therefore dark templar are far less useful anyway)?
-Do you realize how all-in this is?

Think, people. Think.



and you are missing the point again.

its about the production. thats why the statement in the OP matters. thats all i say.


Your hypothetical situation isn't actually feasible (because Protoss doesn't have infinite money). They can make six gateways/ warpgates, but that doesn't mean they can warp-in six dark templar whenever they want. Units still cost money, and there are still cooldown timers.
Your scenario is as feasible as having four or five starports that can all simultaneously produce a banshee (with cloak), so we're clearly not talking about the early game anymore. And four or five banshees can harrass just as easily as six dark templar (because the former can fly), but the Protoss doesn't have robo tech or air units... whereas the Terran has access to most of his tech tree because he went banshee.


dude. you always have 6+++ warpgates past early game. you almost never have 6 or even 3 techlabbed ports(for obvious reasons) . so you have the option to warpin as much DTs as you want (given the resources) when you want once the tech is ready since they are made from the basic production.

that is the point the line in the op tries to make. i dont even understand how you can argue against that nor do i see what your problem is.


Dark templar harrass isn't nearly as effective in the mid-to-late game, because your opponent will have detection. It doesn't even matter if you make a dark templar from each of your 8 gateways (which is 1000 minerals and 1000 gas, by the way), because they'll be nullified by turrets or cannons or spore crawlers (or actual detecting units).

The dark templar's main asset is its ability to cloak, and once that's nullified, it doesn't matter how many you produce. It would be more helpful to transition into units that have range or specialize in other areas (like those who counter whatever unit your opponent is making). The fact that you can make a lot of one unit is pointless if the unit is obejctively countered (in this case, by detection).

The problem here is that dark templar tech doesn't transition into anything except for other gateway units. That means no colossi, no void rays, etc. Protoss is stuck if they go dark templar and can't win.
However, even if the banshee harrass is stopped, Terran has a bio tree, mech tree, and air tree that they've opened up. Switch a few add-ons and start production!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 10 2011 17:40 GMT
#152
They are both fantastically good. It's actually very hard to choose.
==================================================

Disclaimer - I'm assuming both players are at least competent and know common usage tactics for each respective unit.

As an opener (rush)
------------------------------------
+ Show Spoiler +
Dark Templar Rush - if it goes unscouted, Protoss can just outright effectively win.
• Many Terran openers will not have an ebay and at best one scan.
• A 1 rax FE will regen scans a little faster.
• Critical structures can be permanently stopped from building by the DT. So, if there is no ebay, and no starport, you cannot create detection beyond scans.
• The DT is faster than any unit Terran has at this point in the game (barring a stim or helion rush).
• Protoss has almost no army, and most likely only two gateways. Templar tech tree is already primarily complete. Transition into HTs are viable.

Cloaked Banshee Rush - if it goes unscouted, Terran can get a massive lead. It will rarely outright win the game.
• Robo openers are extremely popular for Protoss right now. Some Protoss rush strategies do not include a robo (4gate, 3gate+blink, VR rush, Phoenix).
• A robo facility cannot be interrupted by a banshee once it begins to warp in.
• observers are very inexpensive and can be c-boosted.
• The banshee can fly but cannot outrun stalkers.


Opener rush strategy conclusion
+ Show Spoiler +

As an opener, the DT rush wins.

The DT is more potent in that if the opponent is not prepared their chances of recovering are almost impossible. It is basically a free win. It is risky, because Protoss takes a serious hit to early game army size and if planning a robo-tech or stargate mid game has to construct some new tech buildings.

The Banshee rush is also very potent but will be neutralized, guaranteed, by the warping in of a Robo Fac the moment the banshee is spotted. Both tech rushes require significant investment, but the DT tech is slightly shorter. The Banshee rush is less potent in the sense that if the opponent is unprepared, they can become prepared during the attack and there is nothing the banshee can do about it.


Mid Game
--------------------

+ Show Spoiler +
The banshee wins.

The banshee is a better combat unit in mid-game as part of an army composition, and is more common but cannot reliably be used for map control. The speed and perma-cloak feature of the DT makes it much more useful for map control, and expansion harass, but is almost completely ineffective as a combat unit because of scans, EMP, and/or the Raven.


Late and end game
---------------------------------

+ Show Spoiler +
The DT wins.

Its speed and perma-cloak attribute really shines in late and extreme late game scenarios where the opponents are very spread out and detection may become an issue.


Conclusion
----------------------
They are both wonderfully powerful units. They both shine in certain aspects of the game. They can both be countered and will both cause major damage as a rush play if not scouted or blind countered. For those looking for a play that is essentially a free BO win, the DT is better, for players looking for an opener than can secure a lead, or possibly a huge lead, the Banshee is better.

I hope you guys found my analysis insightful!
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
DarkPlasmaBall
Profile Blog Joined March 2010
United States44337 Posts
Last Edited: 2011-03-10 17:42:22
March 10 2011 17:42 GMT
#153
On March 11 2011 02:26 Deckkie wrote:
Show nested quote +
On March 11 2011 01:51 DarkPlasmaBall wrote:
On March 11 2011 01:42 Deckkie wrote:
~I would have to go for DT's
I will early game both early game, DT & Banshee asfighting units and mid to late game. For this discussion I will limit myself to TvP

+ Show Spoiler +
Early game
Its true that the Banshee flys (hard denying that). This makes it easier for the Banshee to do his harassment. You will always get some kills swith the banshee making it a extreem viable early game harassment unit. But personally I think its the Protoss game to lose , not the Terran's game to win. Meaning, no matter how well the Terran plays his banshee harass, it will only be as viable as the Protoss makes mistakes.

The DT's are ground units, making it harder for them to get to the mineral line of the main, or the natural. It is easier for the Terran to stop the DT's with one or two forward placed turrets.

Even if the DT's are easier to stop, they pin down the opponent much more. As long as there are DT's on the field, Terran cant move out without a Raven (wich takes a very long time to tech to and make). This gives the Terran could move out with scans, but they will dry out when the Protoss keeps sending one DT at the army. When there are no more scans there is basicly no more Terran army.
Obviously the Banshee pins down the Protoss as well. Bet instead of threatening the Protoss army it can solely threaten the mineral line, making it much easier for the Protoss to move out when it wants to. Plus its much easier for Protoss to get out stable detection.

Conclusion, yes the banshee has more harass possibility in the early game but the DT can have great strategical value for the Protoss when it wants to tech to a certain unit comp. (gateway +2+2 would be a possible next step)

Unit comp
The Banshee works better in the Terran army then the DT does in the Protoss army. Personally I feel that it are both HARASS units. Making there role in the army secundair. One might say that when the Banshee harass doesnt work Terran can still use them in there main army. But as said earlier the Protoss has more time to tech after the DT harassment. Also, there is always the archon. Even if there are DT's left after the initial harass, they can always be made into Archons and have somewhat of a role in the Protoss army.

Mid to late game
This is why I mostly prefer the DT over the Banshee. later in the game Protoss only has to throw donw a Dark shrine (granted it will take forever to build). After Dark shrine is finished, whenever the Protoss feels like it he can imediatly throw down 3/4/5 DT's and send them to mutible location to harass. And the harassment at this point in the game is scarifyingly good. If the Terran would want to harass mid to late game, it needs to invest a lot of minerals in making the Banshees then it needs to be with the army to make the army strong enough, so the protoss will more likely know they are there. The DT's only cost Protoss the minerals when he really wants to use the DT's. Another argument why I find the DT's late game so much better is that the Banshees are not permenantly cloacked. they are easliy spoted when moving over the map, or they need to cloack way earlier, shortening there harassment time significantly. The DT's on the other hand walk to the base being cloacked and are almost impoosible to detect until they start destroying some SCV's.


Again I would really have to go with the DT's


Your problem is that, in a TvP, if the Terran goes cloaked banshees and the Protoss goes dark templar, the Terran will win every time because the Protoss won't have a robo for observers, and he's not going to spend 450 minerals on a forge and two cannons. The banshees will kill the Protoss long before the Protoss can attack. Furthermore, The Terran can scan/ scout the Protoss's base more easily than the other way around, therefore making it easier to stop a dark templar harrass than a banshee harrass.
And yes, even though cloak eventually runs out for the banshees, there will be more than enough time to kill probes, some buildings, and gather intel that would let the Terran perfectly counter Protoss's all-in dark templar rush. He could just build a raven...
There won't be a mid-to-late game.


I think if you read a little more carefully, you will see that my strongest arguments ly in the mid to late game.


Check out my response to BeMannerDuPenner (the post two above this one) as to why I don't see dark templar as very viable at that point in time.

I do have to go now, but I'm glad I got to have this conversation with you guys
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
crms
Profile Joined February 2010
United States11933 Posts
March 10 2011 17:46 GMT
#154
On March 10 2011 20:22 coddan wrote:
I think your pros and cons aren't very fair. You only list the good things about the DT, while you list several of the bad things about the banshee. Why would you list Startport+Tech Lab as something bad, when it's way more handicapping to tech to Dark Srhine?




my first problem with this post as well... very intellectually dishonest representation of the two.

http://i.imgur.com/fAUOr2c.png | Fighting games are great
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 10 2011 17:48 GMT
#155
dts are great for late game, but mid i would definetely take banshees.
When they see MC Probe, all the ladies disrobe.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2011-03-10 17:52:32
March 10 2011 17:49 GMT
#156
On March 11 2011 01:59 DarkPlasmaBall wrote:
Show nested quote +
On March 11 2011 01:29 BeMannerDuPenner wrote:
On March 11 2011 01:07 Le BucheRON wrote:
- Created from the most common Protoss Building


I take issue with this. Teching to a Dark shrine is suuuuch a long wait. building a starport then swapping it with your factory's tech lab is hardly a huge investment.


youre missing the point.


its about the production capabilites. you cant have suddenly 6 basnhees split up around the map harrassing evrywhere. but you can do a full warpin round of DTs whenever you want once the tech is ready .

also not that it matters here but the investment is the production time and the cloak research .

seriously you cant complain about a statement beeing wrong cause you miss the point and then argument against it with another wrong statement.


think people. think.


To have six dark templar immediately warped in *whenever you want*, you'd need six gateways (lol) and 750 minerals and 750 gas. Not to mention their slow cooldown time.
In other words:
-What are you talking about?
-Does this sound feasible to you?
-Do you realize that you can't actually do this in a game if you're rushing for templar tech?
-Are you talking about after two bases are up, when everyone already has detection out (and therefore dark templar are far less useful anyway)?
-Do you realize how all-in this is?

Think, people. Think.


It seems you have little experience in lategame Protoss, but having 6 gateways is extremely common on 2 or 3 bases. It isn't common to have 6 tech lab Starports at any time.

Point is that you're going to build gateways anyways, mineral only buildings that can warp-in any gateway unit you have the tech for. If you go 4 port banshee or 6 port banshee you have no choice but to continue doing that untill you win or lose, since you don't have the infrastructure to build anything else.

If you somehow go heavy DT from your gateways and it isn't succesful you can always spend your next round of warp-in on different units.

Personally, I like DT's more, but that's a personal preference. Primarily I like them in combination with the warp-in mechanic since you can choose to have them NOW when you deem them useful. Banshees might be more useful in direct comparison, but DT tech is a lot more flexible to me. You scout a push without Raven? Warp-in some DT's for defense. Push with a Raven? Warp in zealots instead or send DT's to counter attack your opponent's bases.

If you go heavy Starport and your opponent goes phoenixes, how are you going to use those Starports differently?
I think esports is pretty nice.
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
March 10 2011 17:51 GMT
#157
They're fundamentally different units. Banshees are better for early-game harass and have an easier/more stable transition into the mid-game. DTs are better mid- to late-game harass units because of warp in combined with warp prisms and pylon spread. DTs are also better for map control.

Overall, DTs are probably a bit better vs. T and banshees are pretty clearly better vs. P. Against zerg... I'd probably favor DTs, but I could see an argument the other way.
like a school bus through a bunch of kids
Azide
Profile Joined March 2010
Canada566 Posts
March 10 2011 17:52 GMT
#158
On March 10 2011 20:29 BetterFasterStronger wrote:
I'm a terran player and i am ashamed that my terran brother would give up his Banshee.
A Banshee with Cloak is guaranteed to kill something because a Observer is actually slower then a banshee so you can move from base to base faster then the protoss can if he goes 1 observer.
If the protoss didn't go robo tech he loses.

If you go DT you are praying that the terran does not have any scans saved up or a safe missle turrent down (which i put one down at the 10 minute mark nearly every game unless i see a immortal or another tech path.

If you go DT you open up Zealots Stalkers and DT

if you go banshee you open up a entire tech tree. Except Thors, BC, Ghosts.
Your banshee opening will also give you a Raven. Which is the counter to DT

Theres really no logical argument for a DT being better then a Banshee


You win this thread sir.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
zeru
Profile Blog Joined September 2010
8156 Posts
March 10 2011 17:52 GMT
#159
--- Nuked ---
Zeri
Profile Joined March 2010
United States773 Posts
March 10 2011 17:52 GMT
#160
On March 11 2011 02:46 crms wrote:
Show nested quote +
On March 10 2011 20:22 coddan wrote:
I think your pros and cons aren't very fair. You only list the good things about the DT, while you list several of the bad things about the banshee. Why would you list Startport+Tech Lab as something bad, when it's way more handicapping to tech to Dark Srhine?




my first problem with this post as well... very intellectually dishonest representation of the two.




Yup. "made from most common protoss building" I guess thats technically true but it sounds like saying:

Yea I ALWAYS have a dark shrine in my build. its pretty much a given. like a pylon bro.
You can think I'm wrong, but that's no reason to quit thinking.
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