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PvT- EMP Round humiliation - Page 4

Forum Index > StarCraft 2 Strategy
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Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 15:50 GMT
#61
Eh, I wouldn't go and say that. I think banshees and mech are both super strong and hellion harass is a protoss's worst nightmare. I do agree that terran seems to have an awful lot of viable allins with barracks units, and unfortunately it's getting pretty hard to distinguish them. I think perhaps some better maps will decrease the effectiveness of cheese and allin (imagine fighting spirit). Some of these maps honestly suck dick.
Half man, half bear, half pig.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2010 15:55 GMT
#62
ya the maps without forcefieldable ramps are actually ridiculously hard to defend terran cheese on

if you mean early banshees thats a horrible build and honestly i dont think theyre worth the cost midgame when you have so much else competing for resources. hellion raids are strong unless you play someone who uses the map control that protoss is guaranteed to have. then theyre not so good. mech never really has any kind of timing threat unless something weird happened early game, meaning that p is free to have their army positioned to stop harass without worrying about a real attack. and if you cant harass your mech army is never really gonna be able to bust them before they have high tech and then you're kinda dead.

its not impossible or anything, but you really do have to get lucky or have the protoss player make mistakes to win beyond the early game.
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Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 16:12 GMT
#63
I never go straight banshees. I play a 1 fact/1 port opener and after my hellion drop I start making tank/banshee and take an expansion with the remaining minerals. Banshees stop an immortal rush cold (though a bunker and a tank do that fine too if you have good placement/repair/good micro). I find it basically impossible to lose early with that build unless it's a bullshit map like blistering sands (backdoor is completely stupid). I almost always win early with that build anyways, but it transitions really nicely into mid and lategame.

I don't see how you have to get lucky to win beyond the early game vs protoss though. I find it so much easier in the lategame when you get a nice critical number of tanks with some grades, and a couple ghosts with emp.
Half man, half bear, half pig.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2010 16:21 GMT
#64
thats entirely dependent on the hellion drop doing damage and the protoss then choosing to allin because of it. if the drop gets stuffed or they just absorb it and expand instead of attacking into your defense you're not really gonna be in good shape.
t has to get lucky because p units are just much more cost efficient and protoss has a much easier time taking map control and expanding.
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Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
March 16 2010 16:22 GMT
#65
On March 07 2010 09:26 Mohdoo wrote:
Show nested quote +
On March 07 2010 09:19 Khadgars wrote:
One thing you are all forgetting to mention is the fact that EMP is completely worthless against Zerg, while Psi storm is extremely effective against all races. The HT is a much more versatile unit, balancing out EMP


This is totally irrelevant. Its not like Terran should be balanced around the idea that one skill is useless against one race but INSANELY good against another.


How useful was Irradiate against Protoss in BW? I don't get your point..
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Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 16:52 GMT
#66
On March 17 2010 01:21 IdrA wrote:
thats entirely dependent on the hellion drop doing damage and the protoss then choosing to allin because of it. if the drop gets stuffed or they just absorb it and expand instead of attacking into your defense you're not really gonna be in good shape.
t has to get lucky because p units are just much more cost efficient and protoss has a much easier time taking map control and expanding.


Usually I kill at least a few probes, and if I'm lucky... all of them =P

I will say on some maps I don't like to open with this. Lost temple and Kulas I'd much prefer opening with just a normal siege FE. However I pretty much always get stupid freaking desert oasis every game which demands use of air in some way. I have yet to lose a TvP on there with this build. I should probably start using it vs zerg as well.
Half man, half bear, half pig.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 16 2010 17:00 GMT
#67
On March 17 2010 01:22 MaD.pYrO wrote:
Show nested quote +
On March 07 2010 09:26 Mohdoo wrote:
On March 07 2010 09:19 Khadgars wrote:
One thing you are all forgetting to mention is the fact that EMP is completely worthless against Zerg, while Psi storm is extremely effective against all races. The HT is a much more versatile unit, balancing out EMP


This is totally irrelevant. Its not like Terran should be balanced around the idea that one skill is useless against one race but INSANELY good against another.


How useful was Irradiate against Protoss in BW? I don't get your point..



IMO that point reveals a major flaw in BW.
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Knee_of_Justice
Profile Joined October 2009
United States388 Posts
Last Edited: 2010-03-16 17:21:26
March 16 2010 17:20 GMT
#68
Yes, it does. Do we want to repeat that flaw in SC2?

I thought they removed EMP precisely because it was a race-specific spell and they were trying to remove those (think, dark swarm being nasty against terran).

I guess they brought EMP back to fix terran's woes which are probably the results of poor design in other areas (immortal shield?)

Frankly, when Beta first hit, i was expecting people to be abusing the shit out of EMP against toss, but it took a week or so for them to figure it out, which i guess is understandable.

EMP advantages:

>No upgrade required
>Only 75 energy (like storm, very good for such a powerful ability!)
>Hits instantly
>Deals 100 damage to shields
>Deletes any energy in casting radius
>Detects cloaked units for 5 seconds (HEAVILY anti-protoss since any terran cloakers would have 0 energy anyways, and i assume it doesnt reveal burrowed units).
>Fairly large radius
>Ghost can cloak (with upgrade)
>Ghost is small (yes, it matters because its hard to see/snipe, just like high templars)
>Ghost has a solid attack and can snipe for 25 energy
>Ghost has 100hp (can take a storm with 20 hp left)

Disadvantages:

>Ghosts are fairly expensive and gas heavy
>Ghosts are fairly easy to snipe in the right circumstances and are high-value targets
>?
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
Mo_oN
Profile Joined December 2009
Germany82 Posts
March 16 2010 17:26 GMT
#69
iam not really suprised this is all being said, but lets face it. Now terran can actually push out with bio, and has a chance to win games, unlike before were we would loose to storms all day with this kind of army. Toss has to change their style of playing against terran and while they dont, we can abuse this kind of thing early but iam sure toss will find a way to deal with it. Iam so happy that the days of crawling along the map with turrets and tanks all the time are over (not completely of course since the option is always there). At least we can do different kinds of stuff now and you guys better get your templars ready ^^

Have a nice day everyone
To wait for Luck isnt lucky to create luck is what being lucky truly means
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 16 2010 17:31 GMT
#70
On March 17 2010 02:00 TossFloss wrote:
Show nested quote +
On March 17 2010 01:22 MaD.pYrO wrote:
On March 07 2010 09:26 Mohdoo wrote:
On March 07 2010 09:19 Khadgars wrote:
One thing you are all forgetting to mention is the fact that EMP is completely worthless against Zerg, while Psi storm is extremely effective against all races. The HT is a much more versatile unit, balancing out EMP


This is totally irrelevant. Its not like Terran should be balanced around the idea that one skill is useless against one race but INSANELY good against another.


How useful was Irradiate against Protoss in BW? I don't get your point..



IMO that point reveals a major flaw in BW.

i disagree, the science vessel gave you the option of getting irrdiate or emp, considering irrdiate was better against zerg than emp, you werent forced to get emp. but against protoss emp is miles better so you should get it.

basically the only way i see this as a "flaw" is if you just want to like combine the two effects together or something. i mean no one was forcing you to go EMP agaisnt zerg and be at a disadvantage
Artillery spawned from the forges of Hell
Landsoul
Profile Joined February 2010
United States23 Posts
March 16 2010 18:42 GMT
#71
Phoenixes.

Pick them all up and watch your army walk all over his. Phoenixes will also probably destroy picked up ghosts in a few seconds. Also works great with disabling tanks.
Stropheum
Profile Joined January 2010
United States1124 Posts
March 16 2010 18:42 GMT
#72
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...

Feedback has slightly more range than emp. Orb snipes ghosts like it's his job. I've seen him play a bazillion pvt's and i only recall one instance where an emp hit him, and he still won the battle, using just sentries, zealots, and high templar. Feedback ghosts as a priority(look for energy bar), then just storm like hell. (he uses like 6+ templar in an ideal army, demolishes everything)
NonY
Profile Blog Joined June 2007
8751 Posts
March 16 2010 18:50 GMT
#73
On March 17 2010 01:12 Floophead_III wrote:
I never go straight banshees. I play a 1 fact/1 port opener and after my hellion drop I start making tank/banshee and take an expansion with the remaining minerals. Banshees stop an immortal rush cold (though a bunker and a tank do that fine too if you have good placement/repair/good micro). I find it basically impossible to lose early with that build unless it's a bullshit map like blistering sands (backdoor is completely stupid). I almost always win early with that build anyways, but it transitions really nicely into mid and lategame.

I don't see how you have to get lucky to win beyond the early game vs protoss though. I find it so much easier in the lategame when you get a nice critical number of tanks with some grades, and a couple ghosts with emp.

Observer rush into 2 gate stalkers with blink doesn't own you?
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 19:38 GMT
#74
On March 17 2010 03:50 Liquid`NonY wrote:
Show nested quote +
On March 17 2010 01:12 Floophead_III wrote:
I never go straight banshees. I play a 1 fact/1 port opener and after my hellion drop I start making tank/banshee and take an expansion with the remaining minerals. Banshees stop an immortal rush cold (though a bunker and a tank do that fine too if you have good placement/repair/good micro). I find it basically impossible to lose early with that build unless it's a bullshit map like blistering sands (backdoor is completely stupid). I almost always win early with that build anyways, but it transitions really nicely into mid and lategame.

I don't see how you have to get lucky to win beyond the early game vs protoss though. I find it so much easier in the lategame when you get a nice critical number of tanks with some grades, and a couple ghosts with emp.

Observer rush into 2 gate stalkers with blink doesn't own you?


Never actually played vs it for some reason. I get immortal rushed all day though. If you want to try it vs a couple of my openings we can see how that works out.
Half man, half bear, half pig.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-16 20:02:56
March 16 2010 20:00 GMT
#75
without EMP I don't think terran could possibly win this matchup. If you're having problems with templars, make sure you get the upgrade and warp them in / instant storm. It's probably smarter not to enter a fight with a huge number of templars, but to turn them to archons beforehand. I mean, keep enough but don't have like 8 for example. Then just use warp ins. The armor upgrade is probably pretty important .. be sure to get it.
It is not enough to conquer; one must learn to seduce.
Falling
Profile Blog Joined June 2009
Canada11367 Posts
March 16 2010 20:00 GMT
#76
Hm, sounds like if they scale back emp, they'd have to buff mech, which wouldn't be bad as mech has been suffering in beta.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-16 20:04:11
March 16 2010 20:03 GMT
#77
Mech is pretty strong vs. zerg already, isn't it?
It is not enough to conquer; one must learn to seduce.
Majk
Profile Blog Joined January 2009
Sweden146 Posts
March 16 2010 20:16 GMT
#78
Ok, how about instant Psi-storms from cloaked templars at Twilight Tech... sounds imba? of course!
BC.KoRn
Profile Joined February 2003
Canada567 Posts
March 16 2010 20:25 GMT
#79
Feedback
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
March 16 2010 20:40 GMT
#80
Sigh I'm seeing a lot of stupid posts in this thread.

early push with marine/marauder and 2-3 ghosts


The OP is talking about ghost balance real early game, this is going to be between the 7-9 minute mark max. It is hard to get enough units out this early as toss that can counter the first Terran push because protoss tech/production hasn't kicked in yet. This situation suffers from the recent protoss nerfs (gateway timings, zealot shields, and warpgate research time) which were necessary for PvP but its really starting to show how much its hurting here.
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