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I have a 100% losses on early push with marine/marauder and 2-3 ghosts. No matter what units I have they die in about 5-6 seconds. And dozens of losses in late game aswell for the exact same reason. 150 food vanishes like unupgraded zerglings attacking 3/3 archons in SC1. Am I missing something as a protoss player on this? Besides spreading :p 3 ghosts can do roughly 4-5 emps and it's like trying to avoid a storm that 1 shots your army, so it's simply can't be dodged.
I feel humiliated and abused any tips or help are appreciated.
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You're in the same boat as most protoss players. EMP is definitely a bit too good vs Protoss. When your opponent gets ghosts, your army should consist mostly of zealots since their shield is only 60. EMPed zealots with charge vs MM is more or less a close fight. Tech to storms as storms 1 hit marines if the opponent doesn't move them in time. Make sure your HTs are separate from your main force or else they'll get EMPed.
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hmm, whats the range on EMP compared to feedback. Since you can put obs over his army you should be able to get the first shot
you can also try putting your HTs in a shuttle so they dont get their energy raped by EMP (not sure if this works in SC2)
also 150 food really isn't early game...
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Just wait till EMPs get nerfed. In the meantime, just go 4 gate proxy warp. Works everytime.
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On March 03 2010 16:39 caution.slip wrote: hmm, whats the range on EMP compared to feedback. Since you can put obs over his army you should be able to get the first shot
you can also try putting your HTs in a shuttle so they dont get their energy raped by EMP (not sure if this works in SC2)
also 150 food really isn't early game...
he said dozens of losses late game for the 150 food remark
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Carry your templars around in the shuttle of sc2? Can't remember what it is called, erh, Warp prism I think. I don't know but maybe use them like a reaver in starcraft 2? Unload, storm, reload.
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Protoss aren't using enough Psi storm against Terran nowadays.
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United States4126 Posts
I'm curious as to what your army composition is. If you have 2-3 colossus + abuse terrain with them, I can't imagine it being too hard.
Having an obs over their army should help tons since it allows you to setup beforehand and storm before they can react fast enough to EMP.
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Well placed psi storms appear to wreck Terran bio players. If you can feedback his Ghosts, it's nearly a guaranteed win.
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As others suggested, templars in a shuttle would be my first idea to counter this, how fast is the emp missle? As quick as sc1 or much slower?
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Aotearoa39261 Posts
I think a replay would be very useful in this situation.
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I'd really love to see a replay of P convincingly beating T who does a good execution of MM + Ghost push...
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The thing is PSI storm comes way to late takes ages to tech by then your dead if not twice. So we are forced to tech colossus but those get raped by flying vikings so then we need some anti air that we don't have. Except for the phoenix but if you want to get a phoenix on time you cant get a colossus. Vikings rape phoenix also btw not sure about this.
Edit: Don't have much problems late game as i dont even get there :D
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emp is not overpowered, if t didnt have emp tvp would be literally impossible. chances are you're not abusing the early game hard enough and so you're playing the mid game from behind, which makes everything seem more powerful than it actually is.
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By the time he has 3 ghosts, you can have 3 collosus. Then you win head to head vs a bio army, even with EMP.
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On March 03 2010 23:30 IdrA wrote: emp is not overpowered, if t didnt have emp tvp would be literally impossible. chances are you're not abusing the early game hard enough and so you're playing the mid game from behind, which makes everything seem more powerful than it actually is.
The first half of sc2 I tried to power through tvp without ghosts. Needless to say I got raped. I agree with IdrA, EMP is powerful, but without it the whole matchup would be imbalanced.
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On March 03 2010 23:32 Hobbes.uhz wrote: By the time he has 3 ghosts, you can have 3 collosus. Then you win head to head vs a bio army, even with EMP.
This. If you see a ghost academy and just barracks production units I don't see why you would skip the colossus tech...
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Splitting up in several groups and flanking the terran army is good as well. As much as i hate the ghost as a Protoss I can't really avoid to love it because that single unit forces you to actually do more than just "1a, G, T click, T click"  The problem is that to me it seems so easy to build up your army and get the Ghost pretty fast while it feels like it takes a longer time for a Protoss to get a decent army with Colossus, charge and storm. I've lost a couple of times to Terrans getting Ghosts asap,
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On March 03 2010 23:32 Hobbes.uhz wrote: By the time he has 3 ghosts, you can have 3 collosus. Then you win head to head vs a bio army, even with EMP.
Most Terrans who go for a Psio timing push either go too early for you to reach critical mass for Colossus, or will bring vikings.
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On March 04 2010 00:35 Volshok wrote:Show nested quote +On March 03 2010 23:32 Hobbes.uhz wrote: By the time he has 3 ghosts, you can have 3 collosus. Then you win head to head vs a bio army, even with EMP. Most Terrans who go for a Pyso timing push either go too early for you to reach critical mass for Colossus, or will bring vikings.
I would love to see a Terran that can get enough vikings that can kill the phoneix's and get to the collossus before their whole army melts. So far the only success I've had vs any toss is going banshees, but usually it's because the toss is doing some kind of silly void ray/templar tech and they dont have collossus anyways (so I would've probably won if I went standard EMP push)
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