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PvT- EMP Round humiliation

Forum Index > StarCraft 2 Strategy
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kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 03 2010 07:17 GMT
#1
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.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 03 2010 07:37 GMT
#2
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.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2010-03-03 07:39:31
March 03 2010 07:39 GMT
#3
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...
Live, laugh, love
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
March 03 2010 07:52 GMT
#4
Just wait till EMPs get nerfed. In the meantime, just go 4 gate proxy warp. Works everytime.
n.Die_Jaedong <3
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
March 03 2010 07:53 GMT
#5
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
Hwaseung Oz fan for life. Swing out, always swing out.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
March 03 2010 08:12 GMT
#6
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.
In the woods, there lurks..
Khac
Profile Joined February 2010
United States4 Posts
March 03 2010 09:11 GMT
#7
Protoss aren't using enough Psi storm against Terran nowadays.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
March 03 2010 09:24 GMT
#8
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.
Odds
Profile Joined May 2008
Canada1188 Posts
March 03 2010 09:50 GMT
#9
Well placed psi storms appear to wreck Terran bio players. If you can feedback his Ghosts, it's nearly a guaranteed win.
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
March 03 2010 09:52 GMT
#10
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?
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 03 2010 09:57 GMT
#11
I think a replay would be very useful in this situation.
Administrator~ Spirit will set you free ~
zazen
Profile Blog Joined April 2009
Brazil695 Posts
March 03 2010 13:58 GMT
#12
I'd really love to see a replay of P convincingly beating T who does a good execution of MM + Ghost push...
"The quest for nexus has brought many men of genius to insanity... HUEHUEHUE!"
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
Last Edited: 2010-03-03 14:19:00
March 03 2010 14:04 GMT
#13
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
Starcraft 2 - Beta
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 03 2010 14:30 GMT
#14
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.

http://www.splitreason.com/product/1152 release the gracken tshirt now available
Hobbes.uhz
Profile Joined February 2010
United States33 Posts
March 03 2010 14:32 GMT
#15
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.
Buff Rock, Nerf Scissors, Papers ok
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
March 03 2010 14:52 GMT
#16
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.
Opportunities multiply as they are seized.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
March 03 2010 15:15 GMT
#17
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...
"We have unfinished business, I and he."
Derby
Profile Joined April 2009
Sweden31 Posts
March 03 2010 15:30 GMT
#18
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,
Volshok
Profile Joined August 2008
United States349 Posts
Last Edited: 2010-03-03 16:09:35
March 03 2010 15:35 GMT
#19
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.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
Last Edited: 2010-03-03 15:46:20
March 03 2010 15:40 GMT
#20
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)
Keep the Dream Alive twitch.tv/monokerros
SoleSteeler
Profile Joined April 2003
Canada5447 Posts
March 03 2010 15:46 GMT
#21
I'm finding I have like a ~70% win rate as TvP doing a rine/raud push. When I lose I'm just too slow and they have 1-2 colossus and it's pretty much GG
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 03 2010 15:47 GMT
#22
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.


How the hell do you figure?

3 colossi are useless when they get oneshot by his army after the EMP. They'll get off one shot each which isn't nearly enough to decimate the terran army the way their EMP decimates the protoss army.

Any good terran will target fire your colossi and if they are EMP'd they will drop like flies.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Volshok
Profile Joined August 2008
United States349 Posts
March 03 2010 16:09 GMT
#23
On March 04 2010 00:40 Monokeros wrote:
Show nested quote +
On March 04 2010 00:35 Volshok wrote:
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)


Sounds like you are waiting too long before you hit. You want Stim, +1/+1, Combat shield, a M&M mass, then 1-2 ghosts, medivacs, and Vikings.

Download CowGoMoo's replay pack. It has numerous instances of this build against top tier players (Artosis, Louder are all I can think off off hand).
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
zazen
Profile Blog Joined April 2009
Brazil695 Posts
Last Edited: 2010-03-03 19:03:10
March 03 2010 19:00 GMT
#24
On March 03 2010 18:50 Odds wrote:
If you can feedback his Ghosts


You can't.

Best bet seems to be to kill the T before ghosts are out.
Tonight I'll be attempting storms in PvT and see how it goes... It was the main reason bio wasn't used in PvT play so it *has* to be at least slightly effective in SC2...
"The quest for nexus has brought many men of genius to insanity... HUEHUEHUE!"
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 03 2010 20:11 GMT
#25
On March 04 2010 04:00 zazen wrote:
Show nested quote +
On March 03 2010 18:50 Odds wrote:
If you can feedback his Ghosts


You can't.

Best bet seems to be to kill the T before ghosts are out.
Tonight I'll be attempting storms in PvT and see how it goes... It was the main reason bio wasn't used in PvT play so it *has* to be at least slightly effective in SC2...



Storms are great and the completely negate Bio armies assuming your Templars avoid the emps. However a Terran can get Ghosts much much faster than a Toss can get Templars and therefore beat you much earlier with Bio.
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-03-06 20:16:47
March 06 2010 20:15 GMT
#26
On March 04 2010 01:09 Volshok wrote:
Show nested quote +
On March 04 2010 00:40 Monokeros wrote:
On March 04 2010 00:35 Volshok wrote:
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)


Sounds like you are waiting too long before you hit. You want Stim, +1/+1, Combat shield, a M&M mass, then 1-2 ghosts, medivacs, and Vikings.

Download CowGoMoo's replay pack. It has numerous instances of this build against top tier players (Artosis, Louder are all I can think off off hand).


CowGoMoo is from blizzard.
I just saw a vod talking about emp and feedback at the end..


I think emp is way too powerful..
You can get ghosts before templars..
Emp is aoe and can halve hp of entire protoss army and drain energy as a bonus.
There is no way that anybody can pick out ghosts from mm army to do feedback faster than terran can emp..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
slained
Profile Blog Joined October 2006
Canada966 Posts
March 06 2010 20:26 GMT
#27
Yes I think it's way too powerful. Honestly I do an immortal build or something. EMP totally obliterates any chance of using them.
MeruFM
Profile Joined February 2010
United States167 Posts
March 06 2010 22:02 GMT
#28
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.
Ych9
Profile Joined May 2007
Canada39 Posts
March 06 2010 22:17 GMT
#29
On March 07 2010 07:02 MeruFM wrote:
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.


I believe the problem with EMP is basically that it's undodgeable. Psi Storm, it gives you time to move your army away to minimize the damage. However, EMP is basically an instant AOE 100 damage to Protoss.
iounas
Profile Joined July 2008
409 Posts
March 06 2010 22:26 GMT
#30
On March 07 2010 07:02 MeruFM wrote:
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.

Protoss army is more expensive so easily killing their army puts them in a bad position..
Look that vid 3.40 a group of mm take out a group of zeals, stalkers,immortals, collosus..
and draining energy from sentries and if protoss had ht-s they would also be useless.. basically it works too good and protoss cant counter it..
I have seen some TvP games with decent players using ghosts.. Its very hard to counter them and terran usually wins..
What do you do in that situation against mms.. collosus get raped by vikings.. stalkers suck as antiair, templars get drained, zealots get slowed down by marauders and killed by marines..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 06 2010 22:29 GMT
#31
On March 07 2010 07:02 MeruFM wrote:
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.


Emp alone is not much overpowered.
But the fact that it's, barracks --> ghost academy is too much imo. Being able to get the unit that counters the entire protoss army so early with no research is too match deciding. There was a reason the original Starcraft developers (who are long gone from Blizzard btw) had science vessel on such high tier on SC1 (racks -> factory -> starport -> facility -> reasearch).
Similarly, templars are still gate -> core -> citadel -> archives -> research.
Also emp is INSTANT and has wider radius than storm.

I struggle to beat terrans anymore and if they know what they are doing I feel there's just no chance. I'm not a pro I was C tops on iccup but I lose to 30 apm people who do A-move and click emp from the action bar.
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
March 06 2010 22:41 GMT
#32
On March 07 2010 07:29 kasumimi wrote:
Show nested quote +
On March 07 2010 07:02 MeruFM wrote:
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.


Emp alone is not much overpowered.
But the fact that it's, barracks --> ghost academy is too much imo. Being able to get the unit that counters the entire protoss army so early with no research is too match deciding. There was a reason the original Starcraft developers (who are long gone from Blizzard btw) had science vessel on such high tier on SC1 (racks -> factory -> starport -> facility -> reasearch).
Similarly, templars are still gate -> core -> citadel -> archives -> research.
Also emp is INSTANT and has wider radius than storm.

I struggle to beat terrans anymore and if they know what they are doing I feel there's just no chance. I'm not a pro I was C tops on iccup but I lose to 30 apm people who do A-move and click emp from the action bar.


You make a fair point. From the arguments above, it seems that removing the shields is really detrimental to the Protoss army, so that might be nerfed accordingly, increasing the energy cost or decreasing the amount of shields taken off (let's say to 20, that fair?)

But leave the energy drain there, or any Terran will be fucked over by vortex and storm. Speaking as a Terran player, and from what I've seen on Brent's stream, Protoss is utterly difficult to play against because of the durability of their units.

And Colossi and any storms that do go off simply tears through the Terran bio army.

Go figure.
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-03-06 22:43:24
March 06 2010 22:42 GMT
#33
On March 07 2010 07:02 MeruFM wrote:
I don't get how ghost emp is overpowered. 100mineral 200 gas. Emp does 100 damage to shields + drains all energy.
High Templar: 50mineral 150 gas. storm does 80 to anything.

The two attacks seem almost paralleled. Just makes both sides realize they can't bunch up their units onto a single hotkey.

I mean didn't terran/zerg have this problem the entire time in starcraft 1? I'm sure everyone has seen storms take out entire 200/200 terran armies and massive groups of hydralisks. Now protoss players just have to deal with it as well at least against terran.

In addition to being instant and thus undodgeable as the poster above me mentioned, EMP is also much easier and faster to get than storm.

EMP = Barracks (150/0, 60BT) - > Ghost Academy (150/50, 40BT) -> Ghost (100/200, 40BT) = 400/250 and only 150 seconds (2.5 minutes) before you have EMP once you start your barracks.

Storm = Gateway (150/0, 65BT) -> Cyber Core (150/0, 50BT) -> Twilight Council (150/100, 50BT) -> Templar Archives (150/200, 50BT) -> Research Storm (200/200, 110BT) -> Templar (50/150, 55BT) = 860/650 and at minimum 325 seconds, or 6 and a half minutes (once you start a gateway), before you can get it.

The fact that EMP drains all energy also means if a protoss gets a storm off on a ghost, it can (in addition to shrugging off the storm with 20hp left) shoot an EMP right back, whereas if the ghost gets the first shot off the Templar can't storm back (or do anything, for that matter).

I think the obvious solution is to make the EMP field radius smaller, so it effects less units but can still be used to disable storm/clumps of templar/a small number of units.

[Edit: Okay, I took so long to post this that "poster above me" is now 4 posts above me, and my whole point got sniped by a few of the folks up there too :p]
Teejing
Profile Joined January 2009
Germany1360 Posts
March 06 2010 23:18 GMT
#34
The problem is that the emp projectile is too fast. It should be slower so you have a chance to dodge it like with storm.
brocoli
Profile Joined February 2010
Brazil264 Posts
Last Edited: 2010-03-07 00:05:04
March 06 2010 23:54 GMT
#35
Is it possible to snipe early (non-viking) ghosts with phoenixes (use their speed, anti-g + attack while you harass with something else)?

Also, couldn't they make the archon's shields immune to EMP?
SC1 lore stated that EMP works against protoss' shields because of cybernetic elements "start them up", but that isn't the case for archons.

Edit: 2nd paragraph
Khadgars
Profile Joined March 2010
United States38 Posts
March 07 2010 00:19 GMT
#36
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
Mohdoo
Profile Joined August 2007
United States15723 Posts
March 07 2010 00:26 GMT
#37
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. A unit should be useful in some sort of situation, that is true. But a unit not being used in one match-up doesn't mean that it should be twice as effective against another race. You are just missing the entire point. The fact is, EMP is completely overpowered against Protoss. That needs to change. Anything about Zerg is irrelevant.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
March 07 2010 00:29 GMT
#38
So ppl would like SC1 EMP back? have slight chance to dodge the projectile but removes all shields and energy?
There is ways to counter EMPs now; it's called feedback.

Not only that feedback is very useful against zerg casters too.
Hi!
Mohdoo
Profile Joined August 2007
United States15723 Posts
March 07 2010 00:33 GMT
#39
On March 07 2010 09:29 ooni wrote:
So ppl would like SC1 EMP back? have slight chance to dodge the projectile but removes all shields and energy?
There is ways to counter EMPs now; it's called feedback.
http://www.youtube.com/watch?v=h4GYoerJVCM
Not only that feedback is very useful against zerg casters too.


Read the thread before you reply.
Mazer
Profile Joined April 2008
Canada1086 Posts
March 07 2010 00:58 GMT
#40
Haven't seen P using shuttles (warp prisms or w/e) at all to carry around their HT and they just get EMPd. Someone should do that.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
March 07 2010 01:22 GMT
#41
On March 07 2010 09:33 Mohdoo wrote:
Show nested quote +
On March 07 2010 09:29 ooni wrote:
So ppl would like SC1 EMP back? have slight chance to dodge the projectile but removes all shields and energy?
There is ways to counter EMPs now; it's called feedback.
http://www.youtube.com/watch?v=h4GYoerJVCM
Not only that feedback is very useful against zerg casters too.


Read the thread before you reply.


I was merely juxtaposing the fact EMP is not that overpowered. SC1 EMP was pretty powerful too. Read the reply and understand it before you reply. Please.
Hi!
StarBrift
Profile Joined January 2008
Sweden1761 Posts
March 07 2010 01:26 GMT
#42
A single ghost costs 200 gas to produce so no, EMP is not too over powered for the price. Get colossus in time then mass stalkers for the viking switch. NO terran player will have ghosts AND 4+ vikings timed for your first colossus unless yiour build is simply behind.
s2pid_loser
Profile Joined March 2010
United States699 Posts
March 07 2010 01:28 GMT
#43
yea im having trouble against terran also as protoss

so ht's are good against marines/reapers/marauders/sieges?

but suck against ghost?
Et Ducit Mundum Per Luce
Sasajoe
Profile Joined March 2010
Bulgaria46 Posts
March 16 2010 12:23 GMT
#44
well i play all 3 races (mainly zerg) but tvp EMP is godly Overppowered simply because it drains energy & shields instantly & is unavoidable as is the hunter-seeker missle for the zerg when the terran masses ravens anyways

wehn i play terran both races have extremely limited chance of survival when u use those spells so i think they should both be nerfed
jabberwokie
Profile Joined September 2009
Canada142 Posts
March 16 2010 12:32 GMT
#45
If you keep your temps in a warp prism until after you have seen an emp or two and only unload to storm you can retain your energy and shield on some essential units. /agree that emp is redic against protoss. I have seen a few games recenttly where toss relied too heavy on temps thoupgh; you need robo bay units as well imho and sometimes stargate tech or units.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2010 12:43 GMT
#46
emp is not overpowered, t would have no chance at all vs immortal/ht if it were weaker.
you just have to have the right unit mixture depending on their ghosts/vikings and keep your units spread out on mixed hotkeys.
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Konni
Profile Blog Joined February 2003
Germany3044 Posts
March 16 2010 12:45 GMT
#47
Temp with feedback should have longer range than EMP. There was a thread about this from a guy using this strategy to win alot of games PvT.
SturmAddict
Profile Joined October 2009
Malaysia176 Posts
March 16 2010 12:49 GMT
#48
well i play all 3 races (mainly zerg) but tvp EMP is godly Overppowered simply because it drains energy & shields instantly & is unavoidable as is the hunter-seeker missle for the zerg when the terran masses ravens anyways

wehn i play terran both races have extremely limited chance of survival when u use those spells so i think they should both be nerfed


there is no such thing as "emp overpowered". only bad players ; )
abuse obs and feedback, since its so lategame anyways so you should have the tech.
Protoss always have more storms then he has EMP, so keep ur units spread.
threehundred
Profile Joined July 2009
Canada911 Posts
March 16 2010 13:12 GMT
#49
after expo'ing i think speed (charging) zealots and dark templar are good alternatives to massing high templars. most of the time as a terran player i wouldn't have enough energy to scan more then twice off of 2 bases because of how much i enjoy mule'ing.

i've been playing protoss this week and i'm enjoying my mid-game mix of pure immortals/zealots/dts/sentries.
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Feefee
Profile Joined November 2009
Canada556 Posts
March 16 2010 13:31 GMT
#50
Easiest solution is colossus, at least if you're playing against me =P. EMP is great I agree, but terran needs EMP and stim before his army can move out, which means about 600 gas (400 if you only want one ghost). That means you won't have gas for a factory+starport+vikings for a long time, and without vikings colossi burnnn.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
March 16 2010 13:38 GMT
#51
You need need need to have the right mixture to counter emp. Spread your units out, flank, and if they actually have more than 2-3-4 ghosts, use obs/feedback, which you're going to need to prevent nukes going off in your base anyway (maybe).

Also, get two robos if you need to. Stalker/immortal/collossus vs ht/dt/zeal. EMP doesn't melt collssus, and so if you get like 6 with thermal lance (easy with two robos), you still destroy bio without shields.
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Lunat!c
Profile Joined March 2010
122 Posts
Last Edited: 2010-03-16 14:01:09
March 16 2010 14:00 GMT
#52
On March 16 2010 21:43 IdrA wrote:
emp is not overpowered, t would have no chance at all vs immortal/ht if it were weaker.
you just have to have the right unit mixture depending on their ghosts/vikings and keep your units spread out on mixed hotkeys.


Well, I think we are not all as good as u... But of course that would help but against 3 emp's no chance to avoid it.
Teejing
Profile Joined January 2009
Germany1360 Posts
March 16 2010 14:13 GMT
#53
i rush ht and feedback the shit out of ghosts and medivacs
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 16 2010 14:16 GMT
#54
On March 16 2010 23:00 Lunat!c wrote:
Show nested quote +
On March 16 2010 21:43 IdrA wrote:
emp is not overpowered, t would have no chance at all vs immortal/ht if it were weaker.
you just have to have the right unit mixture depending on their ghosts/vikings and keep your units spread out on mixed hotkeys.


Well, I think we are not all as good as u... But of course that would help but against 3 emp's no chance to avoid it.

the only proper way to avoid emp is to feedback or kill the ghost

its like saying us hould spread out against defiler plauge, i mean u can try but its impossible, u need to kill the defiler before he reaches ur army, same thing with hts when playing bio or for a toss army against ghosts
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2010 14:24 GMT
#55
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.

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MorroW
Profile Joined August 2008
Sweden3522 Posts
March 16 2010 14:41 GMT
#56
On March 16 2010 23:24 IdrA wrote:
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.


well its totally imba right now, the only way i mange to win tosses is by having a 2-2 army vs his 0-0. but good tosses who upgrade also and make many colosus and hts is auto gg

they can consume all map with pure dt to stop any push and if u get a raven they can feedback it. and when they get 4 base they can just get this massive army thats impossible to stop

i think its quite ridiculous mu atm, all tosses just like sc1 too stupid to realize how to abuse their own race to max ofc
Progamerpls no copy pasterino
iounas
Profile Joined July 2008
409 Posts
March 16 2010 15:01 GMT
#57
On March 16 2010 23:41 MorroW wrote:
Show nested quote +
On March 16 2010 23:24 IdrA wrote:
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.


well its totally imba right now, the only way i mange to win tosses is by having a 2-2 army vs his 0-0. but good tosses who upgrade also and make many colosus and hts is auto gg

they can consume all map with pure dt to stop any push and if u get a raven they can feedback it. and when they get 4 base they can just get this massive army thats impossible to stop

i think its quite ridiculous mu atm, all tosses just like sc1 too stupid to realize how to abuse their own race to max ofc

Why do terrans go bio vs P and not mech+ghost? It would be insane in sc1 vs reaver and ht..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 16 2010 15:05 GMT
#58
On March 17 2010 00:01 iounas wrote:
Show nested quote +
On March 16 2010 23:41 MorroW wrote:
On March 16 2010 23:24 IdrA wrote:
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.


well its totally imba right now, the only way i mange to win tosses is by having a 2-2 army vs his 0-0. but good tosses who upgrade also and make many colosus and hts is auto gg

they can consume all map with pure dt to stop any push and if u get a raven they can feedback it. and when they get 4 base they can just get this massive army thats impossible to stop

i think its quite ridiculous mu atm, all tosses just like sc1 too stupid to realize how to abuse their own race to max ofc

Why do terrans go bio vs P and not mech+ghost? It would be insane in sc1 vs reaver and ht..

because u dont even have gas for it and even if u did have gas for it it would still suck hard
Progamerpls no copy pasterino
Velr
Profile Blog Joined July 2008
Switzerland10778 Posts
Last Edited: 2010-03-16 15:10:56
March 16 2010 15:09 GMT
#59
On March 17 2010 00:01 iounas wrote:
Show nested quote +
On March 16 2010 23:41 MorroW wrote:
On March 16 2010 23:24 IdrA wrote:
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.


well its totally imba right now, the only way i mange to win tosses is by having a 2-2 army vs his 0-0. but good tosses who upgrade also and make many colosus and hts is auto gg

they can consume all map with pure dt to stop any push and if u get a raven they can feedback it. and when they get 4 base they can just get this massive army thats impossible to stop

i think its quite ridiculous mu atm, all tosses just like sc1 too stupid to realize how to abuse their own race to max ofc

Why do terrans go bio vs P and not mech+ghost? It would be insane in sc1 vs reaver and ht..



No mines.

Just imagine SC1... But you don't have mines and Zealots would charge and (weaker) Dragoons Blink right next to your Tanks :p.


And the Gas thing.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 16 2010 15:12 GMT
#60
On March 16 2010 23:41 MorroW wrote:
Show nested quote +
On March 16 2010 23:24 IdrA wrote:
its not about entirely avoiding, thats not gonna happen, its about minimizing damage
protoss army is much, much stronger than the terran army and killing every ghost is impractical vs a good terran. obviously it can happen if they make a mistake or you catch them off guard but really it shouldnt. theyre supposed to be able to emp you, and you can take emps on portions of your army and still win easily. even after an emp a handful of collosus' will decimate a bio army, as will 1 temp that manages to avoid an emp.


well its totally imba right now, the only way i mange to win tosses is by having a 2-2 army vs his 0-0. but good tosses who upgrade also and make many colosus and hts is auto gg

they can consume all map with pure dt to stop any push and if u get a raven they can feedback it. and when they get 4 base they can just get this massive army thats impossible to stop

i think its quite ridiculous mu atm, all tosses just like sc1 too stupid to realize how to abuse their own race to max ofc

indeed
only thing terran has going for them is the really early barrack unit allins
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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.
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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
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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?
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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.
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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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Louder
Profile Blog Joined September 2002
United States2276 Posts
March 16 2010 21:29 GMT
#81
I do fast EMP builds all the time, and I still get stomped routinely vs P, and I'm #1 in my division at about 2040 points. Ghosts are not cheap, and they slow other tech and production of other barracks units with their high cost and long build time.

Players who go 2 gate robo / expand, then dt while taking a high yield, into mass charge-lot + mass temp beat me pretty often. They can make so many goddamned probes and make me waste EMPs to spot DTs while they just add more and more gates and more and more probes, steadily making units a few at a time... by the time I can actually mount an attack i get proper fucked by a milion speed zeals + immortals and templars.
Stormscion
Profile Joined March 2010
Serbia27 Posts
March 16 2010 22:17 GMT
#82
- Templar tech is good counter. Psy storm and Feedback works great.
- You can do it with stalker zealot sentry imortal combo as well
- And if you are on bigger map you can have colosus with range in time.

Most important thing is stay on your choke / high ground and spread your units in concave and it is actually very easy to kill emp is not OP atm i think.
Shambler
Profile Joined March 2010
United States40 Posts
Last Edited: 2010-03-16 22:23:03
March 16 2010 22:21 GMT
#83
I don't play as P, but DT's fuck terran up. You can use them to snipe ghosts, and when you mix them in an army it is hard to tell that your army is partially composed of DT's until you have already lost.

Also terran's stealth detection is pretty bad until late game, so P gets map control for quite awhile.


This matchup is kind of broken though. As T you have to get ghosts. It is not optional at all. So T is kind of forced to do a bionic build against P right now
jamvng
Profile Joined October 2008
Canada244 Posts
March 16 2010 22:37 GMT
#84
On March 17 2010 07:21 Shambler wrote:
I don't play as P, but DT's fuck terran up. You can use them to snipe ghosts, and when you mix them in an army it is hard to tell that your army is partially composed of DT's until you have already lost.

Also terran's stealth detection is pretty bad until late game, so P gets map control for quite awhile.


This matchup is kind of broken though. As T you have to get ghosts. It is not optional at all. So T is kind of forced to do a bionic build against P right now


Getting ghosts doesn't mean you have to go bio...In fact it complements mech really well. The counter for mech (siege tanks) for protoss is the Immortal. With EMP, you can take out all of the Immortals shields (they have 100 Shields). Tanks can then shred Immortals if they don't have their shields. It's actually pretty strong. Zealots get owned by hellions.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 23:17 GMT
#85
I think he means that you can't safely expand vs toss to get enough gas for mech + ghosts. This is of course a matter of learning how to safely expand, but it's really not that hard to do, even on crap maps like desert oasis. The fact of the matter is, you don't need ghosts ASAP. You might not even need them at all unless they go super heavy immortals.
Half man, half bear, half pig.
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-03-16 23:36:51
March 16 2010 23:22 GMT
#86
idea for toss is to get Colo first then make the T go heavy into vikings after that switching into HT then back into colo later on in game again.

Colo Deal insane dmg to the T army till the vikings come. Problem is most Toss keep spaming them ... Vikings switch to HT and 1 shot all the rines : P

Toss better early game
Terran better mid
Toss better later

/shrug way it seems right now
Loving the beta !! Weeeeeeee
borg286
Profile Joined March 2010
United States8 Posts
March 17 2010 01:21 GMT
#87
I apologize if this video has been posted, but I saw that you were wanting a video of EMP.
This is CowGoMoo, a developer at blizzard, as he uses EMP to turn the tides. Afterwards there is a most intriguing conversation about his feelings of its overpoweredness and that it needs a nerf.
http://www.youtube.com/watch?v=ZltCnantkcE&feature=PlayList&p=5C66D4A2A6E9ABB8&playnext=1&playnext_from=PL&index=36
Carpe-Diem
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
March 17 2010 01:36 GMT
#88
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...


this a joke? You say you have success with banshees but your vikings would be melted? I smell copper.

If your opponent is making both colossus AND pheonix, they aren't going to be able to keep up with your gas on equal bases. If he's not making immortals then I don't even really need a ghost, but I can still afford the academy because the colo upgrade is 200 gas so i'm still pretty much on point if i chose to get emp and vikings. I'm confused as to how you think the pheonix' would melt anything when you're going to have 2 extra vikings for every 1 colo they made.
Quanticfograw
Profile Blog Joined October 2005
United States2053 Posts
March 17 2010 02:16 GMT
#89
emp is not gonna get nerfed but i wish this would be harder to get or cost more energy. I really struggle vs some timing pushes and whats horrible is its just as strong late game as it is early game.
https://twitter.com/quanticfograw
xnub
Profile Joined August 2009
Canada610 Posts
March 17 2010 03:31 GMT
#90
On March 17 2010 10:21 borg286 wrote:
I apologize if this video has been posted, but I saw that you were wanting a video of EMP.
This is CowGoMoo, a developer at blizzard, as he uses EMP to turn the tides. Afterwards there is a most intriguing conversation about his feelings of its overpoweredness and that it needs a nerf.
http://www.youtube.com/watch?v=ZltCnantkcE&feature=PlayList&p=5C66D4A2A6E9ABB8&playnext=1&playnext_from=PL&index=36



All he says is its easyer to use does not say emp is overpowered or not and this was really early patch
Loving the beta !! Weeeeeeee
borg286
Profile Joined March 2010
United States8 Posts
March 17 2010 05:29 GMT
#91
On March 17 2010 12:31 xnub wrote:
Show nested quote +
On March 17 2010 10:21 borg286 wrote:
I apologize if this video has been posted, but I saw that you were wanting a video of EMP.
This is CowGoMoo, a developer at blizzard, as he uses EMP to turn the tides. Afterwards there is a most intriguing conversation about his feelings of its overpoweredness and that it needs a nerf.
http://www.youtube.com/watch?v=ZltCnantkcE&feature=PlayList&p=5C66D4A2A6E9ABB8&playnext=1&playnext_from=PL&index=36



All he says is its easyer to use does not say emp is overpowered or not and this was really early patch

My bad. I guess I'm more behind in what's current and what's not. Thank you for the clarification, and confirmation that EMP will probably continue to be as powerful as it currently is.
Carpe-Diem
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 17 2010 05:39 GMT
#92
On March 17 2010 02:31 arb wrote:
Show nested quote +
On March 17 2010 02:00 TossFloss wrote:
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


No it's just bad game design. Blizzard could balance matchups by giving each race two sets of units for each opposing race. That's unimaginative and stupid.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
splcer
Profile Joined October 2009
United States166 Posts
March 17 2010 06:35 GMT
#93
On March 03 2010 16:52 asdfTT123 wrote:
Just wait till EMPs get nerfed. In the meantime, just go 4 gate proxy warp. Works everytime.

these people make me lmao
just cheese and wait till something that is necassary get nerfed omg i hope ur kidding i really do
That which grows fast, whithers as rapidly. That which grows slowly, endures
GG.MaRs
Profile Joined March 2010
Singapore6 Posts
March 17 2010 07:05 GMT
#94
EMPs can take down shields but the whole army will melt by 2-4 col in 5 seconds.
Viking is good against colosus but the bio army dies much faster. Plus stalkers can kill vikings fast too.
fearus
Profile Blog Joined December 2003
China2164 Posts
March 17 2010 07:30 GMT
#95
What does adding feedback do.. people really believe they can feedback 3 ghosts before 1 ghost gets off 1 emp? What if they pop a ghost in a medivac?
bisu fanboy
jamvng
Profile Joined October 2008
Canada244 Posts
March 17 2010 07:35 GMT
#96
EMP is a little overpowered...

But is Colossus not overpowered? Immortal? Psi Storm?

I thought that BW had plenty of overpowered units, but overpowered units were balanced by other overpowered units. Irridiate was strong, but so was Dark Swarm... Can't the same be true for Starcraft 2? Isn't the overpoweredness of some spells and units what made the game fun to watch?
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
March 17 2010 07:36 GMT
#97
You lost 150 food to an early push!?
lFrost
Profile Blog Joined July 2009
United States295 Posts
March 17 2010 07:44 GMT
#98
you can literally wipe out the ghost/rine/mara push with 1 ranged upgraded colo as long as you micro and abuse cliffs
Radison
Profile Joined January 2010
Poland44 Posts
Last Edited: 2010-03-17 08:01:12
March 17 2010 07:59 GMT
#99
I don't play SC2 simply beause I don't have a beta key, but I am pretty up - to - date with SC1 scene and somehow don't see sniping ghosts with HT's feedback a possible solution...

I mean - protoss had their feedback in SC1. And yeah, it was used from time to time, mainly for sniping defilers, but...

1) Dark Archons were faster then HT's are now, I think.
2) DA had much more total hit points (with shields) than HT's so they could be in front of an army or strictly in combat
3) Defilers were EASY to distinguish from all other zerg units not as ghosts in Terran SC2 army (btw: don't you think that marines, marauders, ghosts looks to similar to each other? Just from the viewer point of view even)
4) Defilers were bigger than ghosts (now and in SC1)

What's more: ghosts are mixed in terran army, consisting of other infantry. Now try to imagine there is a battle just starting, protoss and terran units are getting closer to each other and lets say your HT's are in good position for once (not lagging behind as it was in SC1, because otherwise they will be late to feedback ghosts after the latter have already casted their EMP). So you have them into position, you have an energy and you do... Feedback?

Would you really take this risk? It's enough if you leave one ghost alive to get at least half of your army get EMPed (and without storms). And you never know how many of them are there. I would say in these situations feedback would not be really used just because it would be better to use your apm and time to cast a storm when you have the opportunity (that means: BEFORE EMP).

The only option for me is to snipe these ghosts with HT's before the battle. But, as Idra pointed out a good Terran player wouldn't leave his ghosts aside the rest of his army. That's why getting close with HT's would be extremely challenging if not impossible. Look how hard was to irradiate defilers with FLYING science vessels.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 17 2010 08:09 GMT
#100
On March 17 2010 16:05 GG.MaRs wrote:
EMPs can take down shields but the whole army will melt by 2-4 col in 5 seconds.
Viking is good against colosus but the bio army dies much faster. Plus stalkers can kill vikings fast too.


This. Once you have 3-4 colossi out it's impossible to win with bio. I don't care about how godly your micro is, you can't do it.
Half man, half bear, half pig.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
March 17 2010 08:20 GMT
#101
On March 03 2010 18:57 Plexa wrote:
I think a replay would be very useful in this situation.

i don't think so. the op put a very situational condition...why you need replay? ..emp is a big issue for all p, not only for him
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Sohma
Profile Joined March 2010
France10 Posts
March 17 2010 10:03 GMT
#102
Yeah it's obvious that emp is waaaaay too strong in TvP...
Feedback on ghost, why not?The problem is that the ghost doesn't stand much in an MMM army xD (hard to spot them right away, unlike templars who are obvious).Of course u get obs on his army to do so and it's unusual for the ran to go raven, but still....
And i'm not too sure of the feedback range compared to the emp range...
lol_WomensRights
Profile Joined March 2010
52 Posts
Last Edited: 2010-03-17 10:30:28
March 17 2010 10:12 GMT
#103
ladder reset soon so i guess its time to switch T to something easier lol(zerg?)
cant possibly imagine how blizzard is going to buff mech to make it viable vs toss (no mines, immortals, no anti air...) and they way its now with bio when slow minded Tosses just learned to actualy abuse their race is unplayable.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
March 17 2010 10:40 GMT
#104
This thread is hideous, I don't know why these stay open.

The only way EMP is imbalanced is if it makes PvT impossible for Protoss. This is actually the opposite of truth.
Maybe you meant EMP is boring and the whole matchup revolves around it? That's barely the case either. You still need a nice unit mix to go with your ghosts who are gas heavy and make up only a small portion of the army.

It's strong yes; just like storm is strong in BW.
In BW Protoss would always include storm in their army against Zerg and it could win the game single handedly. That doesn't mean it's overpowered.
All it does is introduce some nice micro and a lot excitement into the match up.
AAAAAAHHH EEEMMMPPPP!!! You know it's gonna happen.
Don't hate the player - Hate the game
Squallcloud
Profile Joined February 2008
France466 Posts
Last Edited: 2010-03-17 11:50:36
March 17 2010 11:44 GMT
#105
Just saw a PvT on youtube Jump/Predy vs FirstandLast.
http://www.youtube.com/watch#!v=jSYAIkrwTJY&feature=related

You can see that a bio force with ghost is destroyed by storm. Also the protoss player protected his templar with war prism or just kept them in the back. Both player were pretty evenly matched.

So if you ask me EMP isn't overpowered at all.
Firebathero fanboy - It's not that i'm dumb i'm just controlled by a retarded infestor - Day[9]
willeesmalls
Profile Joined March 2010
United States477 Posts
Last Edited: 2010-03-17 13:53:34
March 17 2010 13:51 GMT
#106
On March 17 2010 20:44 Squallcloud wrote:
Just saw a PvT on youtube Jump/Predy vs FirstandLast.
http://www.youtube.com/watch#!v=jSYAIkrwTJY&feature=related

You can see that a bio force with ghost is destroyed by storm. Also the protoss player protected his templar with war prism or just kept them in the back. Both player were pretty evenly matched.

So if you ask me EMP isn't overpowered at all.


I just saw that replay too. Let's keep in mind that the terran (Jump) was a much faster player than FirstandLast. While both are terrific players, I saw terran snipe emp on HT's prior to fights while protoss never snipe feedbacked any ghosts. I think if the players were evenly matched, there would be more ghost kills prior to starting fights.

With that aside, I think the match also shows how ridiculous EMP is lategame. Even if you're as good as this toss player, if you mess up once you're almost guaranteed to lose. he had 4 HT's emp'd by a ghost (the terran scanned and found the HT's) and lost his richmineral expo despite having a greater resource army.

Terran doesn't need EMP to be this strong, since they CAN fight with infantry army, even vs collosus due to how strong infantry is with stim marauders.

EMP is an instant cast, AOE, 75 energy spell that completely negates all spellcasters. The only reason EMP is not useful against zerg is because zerg has no powerful spellcasters.

Even if you separated your casters, terran can still drain them all because the spell only costs 75.

Solution: if the EMP is going to be AOE and instant cast, make it drain energy of only the targetted unit. You can still negate storm, it would just require more work on the terran's part. 2 full mana ghosts can make 4 full mana HT's useless. It wouldn't just be 2 well placed emp's (extremely easy to do) and protoss army is screwed.
Sasajoe
Profile Joined March 2010
Bulgaria46 Posts
March 17 2010 14:04 GMT
#107
willeesmalls is completely right either emp should be made avoidable, destroys only one casters energy or feedback should be buffed as an aoe or even both + Huter-seeker missiles should be rodone completely
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-17 14:25:26
March 17 2010 14:19 GMT
#108
EMP is indeed very good against Protoss, but Protoss is over all extremely good against Terran, so I dont see why EMP should be changed. ^^'

Stuff like Collossi that rip apart Bio doesn't require any skill and even with extremely well micro, it's hard to win against them. Also, rushing with Warpgates isn't very skilled either. I just wanna say that don't balling up your Units so that 90% of your Army gets hit by one EMP shouldn't be that hard to do.
I mean: Send an Observer in front of your Units, don't attack the Terran through small chokes and just snipe the Ghost in advance.
ppl just tend to see the effect of a well-placed and poorly avoided EMP but forget that you need a Tech-lab (costs 50/50), a Ghost-Academy (costs 150/50) for one Ghost (that costs 100/200) and then the ghost needs enough energy and you have to place the EMP right and after the EMP is fired, the Ghost is pretty much useless for the amount of ressources you had to spend on him.

Also, if Toss just retreats after the EMP is fired, the shields regenerate ridiculously fast and the Spellcasters... well: I don't see many Spellcasters being used against T and jsut don't ball them so hard. Spellcaster are supposed to be strong but fragile; thats why you had to snipe Templars with Mutas, EMP Arbiters/Temlpars or Irradiate Defilers before the big fight or "hide" casters in Shuttles and just drop them directly before casting etc.

Stuff like that can be dealt with easily just by playing better, but try to win with Bio against Collos or against a P that reinforces stuff into your base as fast as if you were in HIS base. -.-°
https://soundcloud.com/thesamplethief
brocoli
Profile Joined February 2010
Brazil264 Posts
March 17 2010 15:52 GMT
#109
The problem is that I don't see P using warp prisms nearly enough.
Sure, you could build a colossus with that robo facility instead of a prism, but the prism increases the effectiveness of colossi (their attack is not cancelled when you pick up a colossus after he starts it), and later it helps the HTs and Immortals.
Not to mention it can be used to reinforce your troops in place, making it less necessary to retreat.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
March 17 2010 16:27 GMT
#110
On March 18 2010 00:52 brocoli wrote:
The problem is that I don't see P using warp prisms nearly enough.
Sure, you could build a colossus with that robo facility instead of a prism, but the prism increases the effectiveness of colossi (their attack is not cancelled when you pick up a colossus after he starts it), and later it helps the HTs and Immortals.
Not to mention it can be used to reinforce your troops in place, making it less necessary to retreat.


prism-micro? - that'd be cool!
https://soundcloud.com/thesamplethief
NonY
Profile Blog Joined June 2007
8751 Posts
March 17 2010 17:52 GMT
#111
On March 17 2010 04:38 Floophead_III wrote:
Show nested quote +
On March 17 2010 03:50 Liquid`NonY wrote:
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.

Actually I have tried it a bit already and feel that it does quite well. But my opponents have not had a chance to adapt to it yet so I am not sure if adaptation is possible. It might be that fast obs is simply a good counter so long as the protoss knows how to follow up
"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.'
willeesmalls
Profile Joined March 2010
United States477 Posts
March 18 2010 00:55 GMT
#112
On March 18 2010 00:52 brocoli wrote:
The problem is that I don't see P using warp prisms nearly enough.
Sure, you could build a colossus with that robo facility instead of a prism, but the prism increases the effectiveness of colossi (their attack is not cancelled when you pick up a colossus after he starts it), and later it helps the HTs and Immortals.
Not to mention it can be used to reinforce your troops in place, making it less necessary to retreat.


You can pick up colossi with warp prism? Can you pick up units of massive type? that's insane. Never even tried.
chocoed
Profile Joined June 2007
United States398 Posts
March 19 2010 17:53 GMT
#113
On March 18 2010 09:55 willeesmalls wrote:
Show nested quote +
On March 18 2010 00:52 brocoli wrote:
The problem is that I don't see P using warp prisms nearly enough.
Sure, you could build a colossus with that robo facility instead of a prism, but the prism increases the effectiveness of colossi (their attack is not cancelled when you pick up a colossus after he starts it), and later it helps the HTs and Immortals.
Not to mention it can be used to reinforce your troops in place, making it less necessary to retreat.


You can pick up colossi with warp prism? Can you pick up units of massive type? that's insane. Never even tried.


Yeah. Only one though but still pretty cool. Even the Medivac can pickup Thors. Amazes me how such a small ship can carry a gigantic hunk of metal.
My life for Aiur!
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 19 2010 18:04 GMT
#114
On March 18 2010 02:52 Liquid`NonY wrote:
Show nested quote +
On March 17 2010 04:38 Floophead_III wrote:
On March 17 2010 03:50 Liquid`NonY wrote:
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.

Actually I have tried it a bit already and feel that it does quite well. But my opponents have not had a chance to adapt to it yet so I am not sure if adaptation is possible. It might be that fast obs is simply a good counter so long as the protoss knows how to follow up


I'm a fan of using marines to snipe that first obs with a scan (or turrets if you're hanging in sight range but out of range.) But I don't believe that's reliable at all. I often don't even notice an obs shimmering around in my base.

The thing is... stalkers vs marines/tanks is pretty much like dragoons vs marines/tanks. The difference is you can just blink and snipe tanks, but tanks/marines are more cost effective vs you. I donno how it'd work out but I'd definitely want to investigate it further.

I actually noticed a weakness in my openings vs a midgame immortal/sentry/stalker/zealot push that's really heavy on the immortals. It comes just as my econ is kicking in and I think I can survive it with good placement and fast ghosts, but I'm not 100% sure how it'll work out. That's something I'd want to investigate more too.
Half man, half bear, half pig.
morimacil
Profile Joined March 2010
France921 Posts
March 19 2010 19:31 GMT
#115
About ghosts in general, and other casters:
A ghost with EMP can remove the shields from an army, effectively bringing the army to half life.
A high templar, can storm, effectively killing or bringing a bio army to 10% life.

Both are really powerful, but it is hard to say that one is OP, and the other is just fine.


About spotting ghosts:
Turning on the lifebars make them much easier to spot, if you dont want to turn them on all the time, turn them on using alt. The infantry units with energy are the ghosts

Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
March 19 2010 23:15 GMT
#116
Hm, After playing the past few days, I can't see how EMP would be any different to how it used to be. It's the exact same situation with losing shields but you're only losing it to a man rather than a vessel.

Does anyone know the exact range of the Ghosts EMP and the Vessel? I'm sure the ghost has less range and the ghost is alot more squishy than the vessel ever was. I'm sure if you just keep a close eye on your templar like the terran has to with his ghosts you'll be fine, if you can get a storm off on top of where the ghosts are, that's pretty much a dead ghost and feedback is quite nice for taking them down too.

Maybe it just leads to the added flanking effect, if you can hide your templar around the side or to the back, the terran without scouting won't be able to effectively use his ghosts. Just seperate your army up a bit and I think it should be fine.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2010-03-19 23:33:57
March 19 2010 23:32 GMT
#117
With EMP it makes winning a PvT really hard, but without it, it would make winning a TvP almost impossible. So it's hard to tell what to do with it. I think there should be some kind of nerf, but unless something else about Terran is changed to make the TvP matchup different, it's pretty necessary to have in some form to have any chance against P.

Maybe if they had it slowly drain the shields at the same rate as psi storm drains health? Idk.



On March 20 2010 08:15 Qikz wrote:
Hm, After playing the past few days, I can't see how EMP would be any different to how it used to be. It's the exact same situation with losing shields but you're only losing it to a man rather than a vessel.

Does anyone know the exact range of the Ghosts EMP and the Vessel? I'm sure the ghost has less range and the ghost is alot more squishy than the vessel ever was. I'm sure if you just keep a close eye on your templar like the terran has to with his ghosts you'll be fine, if you can get a storm off on top of where the ghosts are, that's pretty much a dead ghost and feedback is quite nice for taking them down too.

Maybe it just leads to the added flanking effect, if you can hide your templar around the side or to the back, the terran without scouting won't be able to effectively use his ghosts. Just seperate your army up a bit and I think it should be fine.


EMP is way lower on the tech tree, the unit is cheaper, and it has a lower energy cost to cast in SC2.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
March 19 2010 23:41 GMT
#118
Well perhaps you could fix the problem by making EMP cost 100 mana? That could work in theory as it means your early pushes couldn't come out as fast, but as a Terran player I think losing out on EMP could be a massive problem as Collosus are enough of a problem as it is.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
checo
Profile Joined November 2008
Mexico1364 Posts
March 20 2010 00:09 GMT
#119
On March 17 2010 23:04 Sasajoe wrote:
willeesmalls is completely right either emp should be made avoidable, destroys only one casters energy or feedback should be buffed as an aoe or even both + Huter-seeker missiles should be rodone completely


LOL... buff feed back??? it already can kill a ghost on one shot thats 100/200 +build time man come on buff that????

if something make feed back just take 50 energy-75 top so it doesn't cost 300resourses to the T....
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
morimacil
Profile Joined March 2010
France921 Posts
March 20 2010 01:26 GMT
#120
If emp is nerfed right now, then the matchup would be really really imbalanced, in the protoss's favor.

Here is what I would do to change the situation a bit around:
Nerf EMP (more energy, later tech, effect over time, ...)
Buff Mech units (making helions more useful past the first few minutes, reducing tank gas cost, making thors good, getting decent AA in mech, ...)
Nerf immortal by giving them an upgrade (so they dont destroy mech builds with going immortals right away) - Immortals would be same as now after upgrade, upgrade could be so you get the shield that stops all dmg past 10, or dmg upgrade to armored, or speed upgrade, or range, ...

Tah-dah!
EMP gets nerfed, but its ok, because terran can do something else than going bio, and so doesnt get destroyed as much by storm, and so doesnt have to rely on emp so much.
Chen
Profile Joined June 2009
United States6344 Posts
March 20 2010 03:34 GMT
#121
On March 20 2010 08:15 Qikz wrote:
Hm, After playing the past few days, I can't see how EMP would be any different to how it used to be. It's the exact same situation with losing shields but you're only losing it to a man rather than a vessel.

Does anyone know the exact range of the Ghosts EMP and the Vessel? I'm sure the ghost has less range and the ghost is alot more squishy than the vessel ever was. I'm sure if you just keep a close eye on your templar like the terran has to with his ghosts you'll be fine, if you can get a storm off on top of where the ghosts are, that's pretty much a dead ghost and feedback is quite nice for taking them down too.

Maybe it just leads to the added flanking effect, if you can hide your templar around the side or to the back, the terran without scouting won't be able to effectively use his ghosts. Just seperate your army up a bit and I think it should be fine.

EMP is now instant, no delay between cast and effect, meaning it is impossible to dodge.
ghosts have 100 hp, storm does 80 damage. doesnt matter if you storm then they'll still be able to emp a big chunk of your army

does anyone know if EMP has a cooldown like storm, or if you can just insta-cast 2 EMP's with 1 ghost?
morimacil
Profile Joined March 2010
France921 Posts
March 20 2010 03:48 GMT
#122
You can insta cast them.
And if you just stormed a bio army, it doesnt really matter if he EMPs you right after.
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