PvT- EMP Round humiliation - Page 4
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Floophead_III
United States1832 Posts
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IdrA
United States11541 Posts
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. | ||
Floophead_III
United States1832 Posts
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. | ||
IdrA
United States11541 Posts
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. | ||
Mr.Pyro
Denmark959 Posts
On March 07 2010 09:26 Mohdoo wrote: 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.. | ||
Floophead_III
United States1832 Posts
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. | ||
TossFloss
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Canada606 Posts
On March 17 2010 01:22 MaD.pYrO wrote: How useful was Irradiate against Protoss in BW? I don't get your point.. IMO that point reveals a major flaw in BW. | ||
Knee_of_Justice
United States388 Posts
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 >? | ||
Mo_oN
Germany82 Posts
Have a nice day everyone | ||
arb
Noobville17921 Posts
On March 17 2010 02:00 TossFloss wrote: 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 | ||
Landsoul
United States23 Posts
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
United States1124 Posts
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) | ||
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NonY
8751 Posts
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? | ||
Floophead_III
United States1832 Posts
On March 17 2010 03:50 Liquid`NonY wrote: 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. | ||
cartoon]x
United States606 Posts
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Falling
Canada11367 Posts
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cartoon]x
United States606 Posts
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Majk
Sweden146 Posts
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BC.KoRn
Canada567 Posts
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Whiplash
United States2928 Posts
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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