• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:45
CET 09:45
KST 17:45
  • 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 Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation12Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation TL.net Map Contest #21: Winners RSL Season 3 - RO16 Groups A & B Preview
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
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 What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason
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 Artificial Intelligence Thread Canadian Politics Mega-thread
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: 2185 users

TvP Lategame comment from Blizzard - Page 66

Forum Index > Closed
Post a Reply
Prev 1 64 65 66 67 68 112 Next
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 03:28 GMT
#1301
On May 07 2012 12:27 S_SienZ wrote:
Show nested quote +
On May 07 2012 12:25 KingLol wrote:
To be honest, it's looking more and more like the problem is not that there is unit imbalance, but that Terran players are having trouble transitioning to viable ultra-late game compositions.

This is true.

I wouldn't complain about TvP at all if I could magically make 3/3 BCs and Thors appear on screen.

Actually they're having trouble recognizing the current good one. At the moment, as I've said multiple times, it's 15+ ghosts, 14+ Vikings, 6+ Medivacs, and the rest in MMM.
This is my signature. There are many like it, but this one is mine.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
May 07 2012 03:32 GMT
#1302
On May 07 2012 12:28 Fencer710 wrote:
Show nested quote +
On May 07 2012 12:27 S_SienZ wrote:
On May 07 2012 12:25 KingLol wrote:
To be honest, it's looking more and more like the problem is not that there is unit imbalance, but that Terran players are having trouble transitioning to viable ultra-late game compositions.

This is true.

I wouldn't complain about TvP at all if I could magically make 3/3 BCs and Thors appear on screen.

Actually they're having trouble recognizing the current good one. At the moment, as I've said multiple times, it's 15+ ghosts, 14+ Vikings, 6+ Medivacs, and the rest in MMM.


you do realize that if you have 15 ghosts, 14 vikings, 8 medivacs, and 50 SCV's, you're gonna be running around with an MM ball of no more than 50 units (assuming an 1:1 ratio of marine to marauder), which is pathetically small

edit: also if you're doing the "sac SCVs and rely on MULEs for income" thing you're absolutely fucked if you suddenly lose SCVs or your extra orbitals, you're taking a huge risk just to do that.


that's way too many ghosts. ghosts are useless once you've carpet-EMP'd/gotten your snipes off, and they can't kite since they don't have stim so they just die to chargelot/colossus while the rest of your bio leaves them behind. there's a reason Terrans have stopped making that many ghosts.
From the void I am born into wave and particle
Noocta
Profile Joined June 2010
France12578 Posts
May 07 2012 03:32 GMT
#1303
I like what Day9 showed on tonight daily about this topic. People should watch it.
The games shown weren't the best, but the idea of delaying heavily rax 4, 5 and 6 to get the third CC and the second ebay/armory is cool.

It make you able to have an edge to work with even without doing damage with the 10min ish stim+medivac timing.
Still hard as hell to deal with a lategame protoss army, but it's better than nothing.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 03:38 GMT
#1304
On May 07 2012 12:32 corpuscle wrote:
Show nested quote +
On May 07 2012 12:28 Fencer710 wrote:
On May 07 2012 12:27 S_SienZ wrote:
On May 07 2012 12:25 KingLol wrote:
To be honest, it's looking more and more like the problem is not that there is unit imbalance, but that Terran players are having trouble transitioning to viable ultra-late game compositions.

This is true.

I wouldn't complain about TvP at all if I could magically make 3/3 BCs and Thors appear on screen.

Actually they're having trouble recognizing the current good one. At the moment, as I've said multiple times, it's 15+ ghosts, 14+ Vikings, 6+ Medivacs, and the rest in MMM.


Show nested quote +
you do realize that if you have 15 ghosts, 14 vikings, 8 medivacs, and 50 SCV's, you're gonna be running around with an MM ball of no more than 50 units (assuming an 1:1 ratio of marine to marauder), which is pathetically small

edit: also if you're doing the "sac SCVs and rely on MULEs for income" thing you're absolutely fucked if you suddenly lose SCVs or your extra orbitals, you're taking a huge risk just to do that.


that's way too many ghosts. ghosts are useless once you've carpet-EMP'd/gotten your snipes off, and they can't kite since they don't have stim so they just die to chargelot/colossus while the rest of your bio leaves them behind. there's a reason Terrans have stopped making that many ghosts.

Excuse me, 22 damage per shot on Chargelots plus cloaking, anyone?
This is my signature. There are many like it, but this one is mine.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
Last Edited: 2012-05-07 03:39:10
May 07 2012 03:38 GMT
#1305
Do any of you realize that it took David Kim 8 months to solve early game ZvT with this "call to action map"?


This was written in September of last year when patch 1.4 came out...

+ Show Spoiler +
* Terran
* Barracks build time increased from 60 to 65.
We first started looking at this change due to the 11 11 rush vs. zerg and also evaluated how easy it is to just put down a bunker on the offensive to do some minor damage early on in terran vs. zerg match-ups without much sacrifice from the terran player.

We also started to notice not just the all-in rushes terran players do, but also that the various early game push options available (before scouting even comes into play) were slightly problematic as well.

Due to both of those reasons, we feel this change is very solid. As always, however, we will continue to evaluate the ongoing effects of this change on gameplay.



The point is...when they say "we're paying close attention to it." I wouldn't hold my breath.
moo...for DRG
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-07 03:45:48
May 07 2012 03:38 GMT
#1306
On May 07 2012 12:32 Noocta wrote:
I like what Day9 showed on tonight daily about this topic. People should watch it.
The games shown weren't the best, but the idea of delaying heavily rax 4, 5 and 6 to get the third CC and the second ebay/armory is cool.

It make you able to have an edge to work with even without doing damage with the 10min ish stim+medivac timing.
Still hard as hell to deal with a lategame protoss army, but it's better than nothing.


Day9 basically explained how every korean has been playing TvP for the last 3 months. It wasn't useful at all. He basically showed how everyone who watches tournaments closely already knows how Terran wins. It was frankly a pretty low-level analysis of the matchup and showed literally nothing new.

Basically, if you try to turtle and lose to protoss deathballs because you didn't do anything in the midgame, it's helpful. If you have some semblance of an idea of what to do in current TvP, you sat there listening and saying "yeah, I fucking know, thanks."

Excuse me, 22 damage per shot on Chargelots plus cloaking, anyone?


If you don't have an obs in your army, you will lose the fight every time, cloaking is irrelevant.

3/3 ghosts do roughly 14.6~ DPS to 3/3/3 charglelots and have 100 hp. 3/3/3 chargelots do 15.83~ DPS to 3/3 ghosts, and have 100 hp + 50 shields.

So, a 100 mineral unit trades cost-efficiently against a 200/100 unit with a longer build time and the inability to reinforce anywhere there's a pylon.

But yeah, no Ghosts do 22 damage per shot, guys.
From the void I am born into wave and particle
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 03:39 GMT
#1307
On May 07 2012 12:32 Noocta wrote:
I like what Day9 showed on tonight daily about this topic. People should watch it.
The games shown weren't the best, but the idea of delaying heavily rax 4, 5 and 6 to get the third CC and the second ebay/armory is cool.

It make you able to have an edge to work with even without doing damage with the 10min ish stim+medivac timing.
Still hard as hell to deal with a lategame protoss army, but it's better than nothing.

Note that the Terran never gets more than 7 ghosts in any of the games, and only barely wins, along with always getting way too many marauders.
This is my signature. There are many like it, but this one is mine.
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 07 2012 03:41 GMT
#1308
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.


Ignoring difficulty, the thing to do is have a handful of ghosts up front to snipe/EMP power units, and the rest safely in back to EMP everything they can and wail on the zealots.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it.

Here is the protoss micro

2 hold F click click click
1 G (optional; in the lategame you might not have any Sentries),
A-click
hold F click click click click (optional; in the lategame you might not have any Sentries)
5 hold T click click click click (stormmm!)
double click stalkers, B-click close to vikings,
5 CC (queue up 2 colossi)
W T shift click click click Z, shift click until you have no more money (warp ins!)

Here is the Terran Micro.

2 rightclick (get Vikings into a good position)
4 C click (scan)
2 a-click (snipe observer), right click
box select some ghosts, C, hold E or R click click click
1 A-click T (put the bio to work killing zealots)
2 a click
7 VVVD 5 DDDDAAAAA (if you were queueing before the battle you can skip this, but if you don't start queuing ASAP you're in trouble since protoss is already warping in)
3 C, hold E click click click click (land the rest of those EMPs)
1 right click A-click, right click A-click, etc.
5 DDAAAAA (spend that money!)

So without Sentries it's 6 actions and 4 hotkeys for protoss, versus 9 actions (including stutter step!), 5 or 6 hotkeys, and a box select for Terran. And again, because the Protoss army has such higher health that the Terran army, Terran needs better micro to win the battle. I don't think we should be surprised that the lategame favors Protoss given this unit structure

If by some miracle the Terran comes out ahead, whatever T has left over has to deal with something like 8 zealots and 2 archons. Which requires a bunch of marines and a couple of ghosts with available EMPs. GLHF!
Can we get an official definition of "all-in"? Please?
Kharnage
Profile Joined September 2011
Australia920 Posts
May 07 2012 03:55 GMT
#1309
On May 07 2012 12:41 ZeroTalent wrote:
Show nested quote +
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.


Ignoring difficulty, the thing to do is have a handful of ghosts up front to snipe/EMP power units, and the rest safely in back to EMP everything they can and wail on the zealots.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it.

Here is the protoss micro

2 hold F click click click
1 G (optional; in the lategame you might not have any Sentries),
A-click
hold F click click click click (optional; in the lategame you might not have any Sentries)
5 hold T click click click click (stormmm!)
double click stalkers, B-click close to vikings,
5 CC (queue up 2 colossi)
W T shift click click click Z, shift click until you have no more money (warp ins!)

Here is the Terran Micro.

2 rightclick (get Vikings into a good position)
4 C click (scan)
2 a-click (snipe observer), right click
box select some ghosts, C, hold E or R click click click
1 A-click T (put the bio to work killing zealots)
2 a click
7 VVVD 5 DDDDAAAAA (if you were queueing before the battle you can skip this, but if you don't start queuing ASAP you're in trouble since protoss is already warping in)
3 C, hold E click click click click (land the rest of those EMPs)
1 right click A-click, right click A-click, etc.
5 DDAAAAA (spend that money!)

So without Sentries it's 6 actions and 4 hotkeys for protoss, versus 9 actions (including stutter step!), 5 or 6 hotkeys, and a box select for Terran. And again, because the Protoss army has such higher health that the Terran army, Terran needs better micro to win the battle. I don't think we should be surprised that the lategame favors Protoss given this unit structure

If by some miracle the Terran comes out ahead, whatever T has left over has to deal with something like 8 zealots and 2 archons. Which requires a bunch of marines and a couple of ghosts with available EMPs. GLHF!


I love how the terran player gets movement commands to position vikings. I love how chrono on warp gates is ignored. I love how repositioing to the neartest pylon before you can warp in units is ignored. I love how bringing HT's from around the map so they can pre-emptively storm where your bio army is going to be is ignored, and lets all pretend that stalkers are never blinked to focus down priority targets.

What this looks like to me is a high level terran player knowing the ins and outs of what they do while having no real idea what the protoss player does during an engagement.

the funny thing is that I agree; bio is flimsy and it takes a lot of good control and attention to keep them out of the storm radius while keeping your production running and trying to snipe / emp HT and archons and get your vikings to pick off the colossus, then landing the vikings once the colossus is dead, landing your factory to choke and distract the chargelots, and all important what to do with the slight advantage you gain if you come out ahead in the battle.
We know it's hard, yes protoss has the advantage in the late game, just try and keep your hyperbole to a minimum.
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 07 2012 03:55 GMT
#1310
On May 07 2012 12:25 corpuscle wrote:
you do realize that if you have 15 ghosts, 14 vikings, 8 medivacs, and 50 SCV's, you're gonna be running around with an MM ball of no more than 50 units (assuming an 1:1 ratio of marine to marauder), which is pathetically small

edit: also if you're doing the "sac SCVs and rely on MULEs for income" thing you're absolutely fucked if you suddenly lose SCVs or your extra orbitals, you're taking a huge risk just to do that.


(1) 1:1 marine/marauder ratio is actually pretty bad in the lategame. The heart of the Protoss army is going to be Zealot/Archon, with enough stalkers to pick off vikings, and then some HT and perhaps Immortals thrown in. Marauders aren't cost or supply effective against most of those units. Just against stalkers and colossi. You're better off with a ratio somewhere between 2:1 and 4:1 marine/marauder.

(2) If he gets to your extra orbitals, you've already lost anyway. (the point about sudden SCV loss is real with templar + warp prism)
Can we get an official definition of "all-in"? Please?
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-07 04:02:03
May 07 2012 03:55 GMT
#1311
On May 07 2012 12:41 ZeroTalent wrote:
Show nested quote +
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it


Yeah, seriously? What's the logic here?

"I'm worried about getting hit by feedback, so I'm gonna put my ghosts in a dropship that has energy and doesn't have cloak. Problem solved!"

(1) 1:1 marine/marauder ratio is actually pretty bad in the lategame. The heart of the Protoss army is going to be Zealot/Archon, with enough stalkers to pick off vikings, and then some HT and perhaps Immortals thrown in. Marauders aren't cost or supply effective against most of those units. Just against stalkers and colossi. You're better off with a ratio somewhere between 2:1 and 4:1 marine/marauder.

(2) If he gets to your extra orbitals, you've already lost anyway. (the point about sudden SCV loss is real with templar + warp prism)


1) I went with 1:1 marine/marauder ratio just as a guess, but maybe it's more like 2:1-3:1. Even if you go 3:1 marine:marauder, it's a pretty weak bioball, you're gonna end up with a lot of fairly useless/vulnerable/expensive vikings/ghosts if you control properly. I'm more of the opinion that you need to control a smaller number of ghosts and vikings really well, while pulling the protoss out of position with drops and hit-squads since you have more bio/medivacs, rather than focusing on the "power" units.

2) Yeah, I agree, I just wanted to make sure people don't think that it's like you can just transition over to mules and not give a fuck. It makes your econ a lot more vulnerable; losing 20 SCV's when you only have 50 is a huge difference from losing 20 when you have 70 in terms of how much it affects your income.
From the void I am born into wave and particle
Noocta
Profile Joined June 2010
France12578 Posts
May 07 2012 03:55 GMT
#1312
On May 07 2012 12:38 corpuscle wrote:
Show nested quote +
On May 07 2012 12:32 Noocta wrote:
I like what Day9 showed on tonight daily about this topic. People should watch it.
The games shown weren't the best, but the idea of delaying heavily rax 4, 5 and 6 to get the third CC and the second ebay/armory is cool.

It make you able to have an edge to work with even without doing damage with the 10min ish stim+medivac timing.
Still hard as hell to deal with a lategame protoss army, but it's better than nothing.


Day9 basically explained how every korean has been playing TvP for the last 3 months. It wasn't useful at all. He basically showed how everyone who watches tournaments closely already knows how Terran wins. It was frankly a pretty low-level analysis of the matchup and showed literally nothing new.

Basically, if you try to turtle and lose to protoss deathballs because you didn't do anything in the midgame, it's helpful. If you have some semblance of an idea of what to do in current TvP, you sat there listening and saying "yeah, I fucking know, thanks."
.


Sometimes I feel it's just what people need to remember that hey, TvP is not unwinnable if you move your ass a bit before the guy has 3/3 Chargelots archon colossus storm and you start to invest in long term play early enough yourself.

There's nothing new to find so people who aren't MKP or Puma or Polt so they can win TvP. Not any magic trick nobody discovered before or stuff like that.

Just do what you need to do, stop being scared of very lategame protoss and start winning games.
" I'm not gonna fight you. I'm gonna kick your ass ! "
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
May 07 2012 04:04 GMT
#1313
On May 07 2012 12:55 Noocta wrote:
Show nested quote +
On May 07 2012 12:38 corpuscle wrote:
On May 07 2012 12:32 Noocta wrote:
I like what Day9 showed on tonight daily about this topic. People should watch it.
The games shown weren't the best, but the idea of delaying heavily rax 4, 5 and 6 to get the third CC and the second ebay/armory is cool.

It make you able to have an edge to work with even without doing damage with the 10min ish stim+medivac timing.
Still hard as hell to deal with a lategame protoss army, but it's better than nothing.


Day9 basically explained how every korean has been playing TvP for the last 3 months. It wasn't useful at all. He basically showed how everyone who watches tournaments closely already knows how Terran wins. It was frankly a pretty low-level analysis of the matchup and showed literally nothing new.

Basically, if you try to turtle and lose to protoss deathballs because you didn't do anything in the midgame, it's helpful. If you have some semblance of an idea of what to do in current TvP, you sat there listening and saying "yeah, I fucking know, thanks."
.


Sometimes I feel it's just what people need to remember that hey, TvP is not unwinnable if you move your ass a bit before the guy has 3/3 Chargelots archon colossus storm and you start to invest in long term play early enough yourself.

There's nothing new to find so people who aren't MKP or Puma or Polt so they can win TvP. Not any magic trick nobody discovered before or stuff like that.

Just do what you need to do, stop being scared of very lategame protoss and start winning games.


I agree that TvP isn't unwinnable, and I've said before that I don't think it's imbalanced (I don't know if you read that or remembered, so I don't blame you if you think that's what I was saying). It's actually my best matchup, I have a 75% winrate over ~30 games this season. The issue I have is that I feel forced into playing a really aggressive and somewhat risky style in order to win, which I just don't like stylistically. It works really well for me, but I hate it.
From the void I am born into wave and particle
Kharnage
Profile Joined September 2011
Australia920 Posts
May 07 2012 04:05 GMT
#1314
On May 07 2012 12:55 corpuscle wrote:
Show nested quote +
On May 07 2012 12:41 ZeroTalent wrote:
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it


Yeah, seriously? What's the logic here?

"I'm worried about getting hit by feedback, so I'm gonna put my ghosts in a dropship that has energy and doesn't have cloak. Problem solved!"

.
You don't want you ghosts to die so you put them in a low energy medivac when pulling back instead of leaving them on the ground in front of the chargelots going 'fuck, i hope he doesn't have a 2nd observer near by. oh he did, protoss imba!'

Maybe 'oh look, he's gone for a low colossus count zealot archon ht mix, not a lot of shit shooting up there! better not lose those key ghosts now that my EMP's are fired off. I bet they will be real handy when his archon reinforcements come in...'

Or even 'losing my ghosts sucks because they take ages to rebuild, i'm going to EMP then evac my ghosts'

Basically what i'm getting at is that terran don't fucking look after their ghosts! They don't! Watch game after game, whoever the fuck you like at watch their ghost positioning and what they do with their ghosts once the engagement begins. The ghost is the front line spell caster of the terran army. And by front line i mean the first row.
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 07 2012 04:05 GMT
#1315
On May 07 2012 12:55 Kharnage wrote:
Show nested quote +
On May 07 2012 12:41 ZeroTalent wrote:
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.


Ignoring difficulty, the thing to do is have a handful of ghosts up front to snipe/EMP power units, and the rest safely in back to EMP everything they can and wail on the zealots.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it.

Here is the protoss micro

2 hold F click click click
1 G (optional; in the lategame you might not have any Sentries),
A-click
hold F click click click click (optional; in the lategame you might not have any Sentries)
5 hold T click click click click (stormmm!)
double click stalkers, B-click close to vikings,
5 CC (queue up 2 colossi)
W T shift click click click Z, shift click until you have no more money (warp ins!)

Here is the Terran Micro.

2 rightclick (get Vikings into a good position)
4 C click (scan)
2 a-click (snipe observer), right click
box select some ghosts, C, hold E or R click click click
1 A-click T (put the bio to work killing zealots)
2 a click
7 VVVD 5 DDDDAAAAA (if you were queueing before the battle you can skip this, but if you don't start queuing ASAP you're in trouble since protoss is already warping in)
3 C, hold E click click click click (land the rest of those EMPs)
1 right click A-click, right click A-click, etc.
5 DDAAAAA (spend that money!)

So without Sentries it's 6 actions and 4 hotkeys for protoss, versus 9 actions (including stutter step!), 5 or 6 hotkeys, and a box select for Terran. And again, because the Protoss army has such higher health that the Terran army, Terran needs better micro to win the battle. I don't think we should be surprised that the lategame favors Protoss given this unit structure

If by some miracle the Terran comes out ahead, whatever T has left over has to deal with something like 8 zealots and 2 archons. Which requires a bunch of marines and a couple of ghosts with available EMPs. GLHF!


I love how the terran player gets movement commands to position vikings. I love how chrono on warp gates is ignored. I love how repositioing to the neartest pylon before you can warp in units is ignored. I love how bringing HT's from around the map so they can pre-emptively storm where your bio army is going to be is ignored, and lets all pretend that stalkers are never blinked to focus down priority targets.

What this looks like to me is a high level terran player knowing the ins and outs of what they do while having no real idea what the protoss player does during an engagement.

the funny thing is that I agree; bio is flimsy and it takes a lot of good control and attention to keep them out of the storm radius while keeping your production running and trying to snipe / emp HT and archons and get your vikings to pick off the colossus, then landing the vikings once the colossus is dead, landing your factory to choke and distract the chargelots, and all important what to do with the slight advantage you gain if you come out ahead in the battle.
We know it's hard, yes protoss has the advantage in the late game, just try and keep your hyperbole to a minimum.


The hyperbole was trying to make the point that the idea of adding "gosu medivac micro" to the Terran's battle plan is completely unrealistic.

But, the preemptive feedback is there ... I guess it should have been feedback/storm, the way the Terran is doing Snipe/EMP. The blink is in there. The pylon thing I genuinely missed so that's an extra action and hotkey. I guess if Terran gets to count the Viking flying, then Protoss gets to count using the Observer to figure out where to storm/feedback. The chronoboost isn't critical at all; it's all after the battle, and you could just build a couple more warpgates and get close to the same effect. If you want to include chronoboost than shouldn't terran get to include dropping mules so that would be a wash? And they're dropping mules at a time where their leftover bio has to deal with the zealot/archon warpin ...

You also have to decide whether or not it makes sense to land the vikings after the colossi are dead or fly them to safety...
Can we get an official definition of "all-in"? Please?
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 07 2012 04:09 GMT
#1316
On May 07 2012 13:05 Kharnage wrote:
Basically what i'm getting at is that terran don't fucking look after their ghosts! They don't! Watch game after game, whoever the fuck you like at watch their ghost positioning and what they do with their ghosts once the engagement begins. The ghost is the front line spell caster of the terran army. And by front line i mean the first row.


So, this part I buy. Group all your ghosts and waltzing them to the front of the battle is dumb, even with cloak. There are a handful of players who know to use a handful of ghosts to preemptively snipe or EMP, while saving the rest for the big battle. Jinro does it, Sterling does it, I think I've seen drewbie do it. It does help. Not enough to make the big engagement "even" but maybe I have been spoiled by the small amount of micro needed in other matchups. TvZ micro is something like 1 tab, E, and then just have fun splitting bio units. TvT is pretty straight forward micro and there's not that much of it. TvP is ... different.
Can we get an official definition of "all-in"? Please?
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-05-07 04:14:17
May 07 2012 04:11 GMT
#1317
On May 07 2012 13:05 Kharnage wrote:
Show nested quote +
On May 07 2012 12:55 corpuscle wrote:
On May 07 2012 12:41 ZeroTalent wrote:
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it


Yeah, seriously? What's the logic here?

"I'm worried about getting hit by feedback, so I'm gonna put my ghosts in a dropship that has energy and doesn't have cloak. Problem solved!"

.
You don't want you ghosts to die so you put them in a low energy medivac when pulling back instead of leaving them on the ground in front of the chargelots going 'fuck, i hope he doesn't have a 2nd observer near by. oh he did, protoss imba!'

Maybe 'oh look, he's gone for a low colossus count zealot archon ht mix, not a lot of shit shooting up there! better not lose those key ghosts now that my EMP's are fired off. I bet they will be real handy when his archon reinforcements come in...'

Or even 'losing my ghosts sucks because they take ages to rebuild, i'm going to EMP then evac my ghosts'

Basically what i'm getting at is that terran don't fucking look after their ghosts! They don't! Watch game after game, whoever the fuck you like at watch their ghost positioning and what they do with their ghosts once the engagement begins. The ghost is the front line spell caster of the terran army. And by front line i mean the first row.


Terrans lose their ghosts because you have to run forward to EMP/snipe before the engagement, and then you want to go ASAP before the shields start recharging or they bring in more templar. The ghosts are nearly always in colossus range and end up at the front because you were trying to avoid an engagement, so you EMP, the protoss sends forward their chargelots and starts shooting with colossi because they know you're coming, and the ghosts die super fast (they only have 100 hp). You can't really get in to rescue them with medivacs in time without risking your medis, which are super important and expensive.

You could argue that Terrans should run forward with ghosts one at a time, but often you end up having to run in and get your EMPs/snipes down while the protoss is frantically feedbacking, and it's just sort of a race. If you send them in piecemeal, the protoss hits you before you hit them, then you send in another, they do the same, etc. etc. so it's better to just sac the ghosts and hope you can win a decisive engagement while they rebuild.

edit: this is somewhat conditional and if you have a high ghost count it's often better to send a few forward to try to EMP and leave the rest at the back like Zero said. I'm mostly talking about situations where you only have 4-5 ghosts and want to clear out the protoss army before templars start getting to max energy and stuff.
From the void I am born into wave and particle
malaan
Profile Joined September 2010
365 Posts
May 07 2012 04:35 GMT
#1318
so what do you protoss players suggest us, Terran players, do when you late-game tech switch into a 50+ supply army that we don't have the correct comp for? I would love to know, because if we don't have any vikings left and you make even one round of colossi it's GG, or if you mass warp in HT's then morph to archons after a big engagement where we used up all of our EMP energy.

You have it so easy, and If you can't see if I think you need to watch some reaplays and look how much more terran is doing than you during battles.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
May 07 2012 04:47 GMT
#1319
Honestly if you want a split second answer, which is about what I'm prepared to offer, I'd say planetaries and bunkers in the middle of the map help at least delay tier 3 splash units. Almost perfect as a place to heal up whenever the dreaded run-over zealot wave starts to chase you down, too, without giving up so much map presence. Emp backup would be important against immortals and templar, but even if you lose a few repairing scvs to storms you're still buying precious time while maybe the protoss has to reset colossus production. Maybe there's even a place for neosteel frames. Remember that just because you have a bunker built, that doesn't mean you need to have units in it all the time, you could leave them around the map as places to retreat to.

It's still probably the smartest looking terran late game option we still see way too little of. Tech and production already there, few reasons not to.

You asked for a suggestion.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 07 2012 04:57 GMT
#1320
On May 07 2012 12:55 corpuscle wrote:
Show nested quote +
On May 07 2012 12:41 ZeroTalent wrote:
On May 07 2012 11:44 Kharnage wrote:
actually what I usually see is terran have their ghosts out front trying to pick off HT's before an engagement. Usually they rely on cloak to keep the ghost safe once the EMP's are fired off. It is rare that I see ghosts being kept safe at the back, and never do I see terran picking up ghosts with a medivac to get the m out of the line of fire.
.

But, I mean, really, you wish the terran player to pick up the ghosts? You might as well wish for a pony while you're at it


Yeah, seriously? What's the logic here?

"I'm worried about getting hit by feedback, so I'm gonna put my ghosts in a dropship that has energy and doesn't have cloak. Problem solved!"

Show nested quote +
(1) 1:1 marine/marauder ratio is actually pretty bad in the lategame. The heart of the Protoss army is going to be Zealot/Archon, with enough stalkers to pick off vikings, and then some HT and perhaps Immortals thrown in. Marauders aren't cost or supply effective against most of those units. Just against stalkers and colossi. You're better off with a ratio somewhere between 2:1 and 4:1 marine/marauder.

(2) If he gets to your extra orbitals, you've already lost anyway. (the point about sudden SCV loss is real with templar + warp prism)


1) I went with 1:1 marine/marauder ratio just as a guess, but maybe it's more like 2:1-3:1. Even if you go 3:1 marine:marauder, it's a pretty weak bioball, you're gonna end up with a lot of fairly useless/vulnerable/expensive vikings/ghosts if you control properly. I'm more of the opinion that you need to control a smaller number of ghosts and vikings really well, while pulling the protoss out of position with drops and hit-squads since you have more bio/medivacs, rather than focusing on the "power" units.

2) Yeah, I agree, I just wanted to make sure people don't think that it's like you can just transition over to mules and not give a fuck. It makes your econ a lot more vulnerable; losing 20 SCV's when you only have 50 is a huge difference from losing 20 when you have 70 in terms of how much it affects your income.
Useless, vulnerable, and expensive? Only one of these is true. Ghosts are nowhere near useless, as they do 22 damage with a 1.5 attack speed against Zealots, plus they can regenerate energy to EMP in future battles, believe it or not. They may be vulnerable IF you leave them in front soaking Colossus shots while there is an observer on the field or they are not cloaked.

Vikings aren't useless, but landing them right on top of the Protoss army is a terrible idea in any circumstance unless you're really, really, really far ahead. A better idea is to land them behind your bio so that they do some extra DPS against the Zealots and Archons, but you can still lift them in case he gets more Colossus. If you have 6+ Vikings left over after a battle, you can keep them and he can either go Colossus and play defensively, or not get colossus and have a highly reduced army capability, since Marine/Ghost/Medivac shits on pure gateway.
This is my signature. There are many like it, but this one is mine.
Prev 1 64 65 66 67 68 112 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 203
StarCraft: Brood War
Zeus 669
Shuttle 512
Stork 467
Jaedong 433
Leta 300
PianO 203
Dewaltoss 65
Shinee 44
Bale 28
NotJumperer 20
[ Show more ]
soO 17
Hm[arnc] 17
Hyuk 10
Dota 2
XaKoH 451
NeuroSwarm102
League of Legends
JimRising 574
Counter-Strike
fl0m1804
Other Games
summit1g15872
FrodaN1814
WinterStarcraft529
C9.Mang0263
mouzStarbuck115
KnowMe88
Mew2King49
Organizations
Dota 2
PGL Dota 2 - Main Stream9810
PGL Dota 2 - Secondary Stream1473
Other Games
gamesdonequick634
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH123
• LUISG 30
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt1502
• Lourlo1014
• HappyZerGling123
Upcoming Events
CranKy Ducklings
1h 15m
RSL Revival
1h 15m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3h 15m
Cure vs Reynor
Classic vs herO
IPSL
8h 15m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
10h 15m
BSL 21
11h 15m
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 1h
RSL Revival
1d 1h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 3h
WardiTV Korean Royale
1d 3h
[ Show More ]
BSL 21
1d 11h
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
1d 11h
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
1d 14h
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
3 days
The PondCast
4 days
Replay Cast
4 days
RSL Revival
5 days
BSL: GosuLeague
5 days
RSL Revival
6 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
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.