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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.
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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.
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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.
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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?
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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.
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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.
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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.
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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!
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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.
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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)
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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.
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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.
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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.
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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.
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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...
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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.
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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.
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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.
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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.
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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.
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