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On April 15 2010 08:22 zizzefex wrote: Then the P answer to their fast Robo bay is 'go Ghost'... yet further away from a T's tech tree. Then they complain all T makes is MMM and ghosts.... duh!
The Ghost Academy only requires the Barracks. I do not understand how that's further down the tech tree?
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On April 15 2010 08:26 WorkersOfTheWorld wrote:Show nested quote +On April 15 2010 08:22 zizzefex wrote: Then the P answer to their fast Robo bay is 'go Ghost'... yet further away from a T's tech tree. Then they complain all T makes is MMM and ghosts.... duh! The Ghost Academy only requires the Barracks. I do not understand how that's further down the tech tree?
It's away from the techtree, not down in the techtree.
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Hey! - To respond to InControl, sorry if my posts came across as dark - it was just a response to your somewhat sarcastic posts.
Quite cool that a protoss rep got upped of me, and i'm pretty sure i remember that game ^^ (i went playing random for a day just for fun).
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iNcontroL
USA29055 Posts
On April 15 2010 08:38 DeMusliM wrote: Hey! - To respond to InControl, sorry if my posts came across as dark - it was just a response to your somewhat sarcastic posts.
Quite cool that a protoss rep got upped of me, and i'm pretty sure i remember that game ^^ (i went playing random for a day just for fun).
No harm done. I got out of hand as well.. need to learn to be more patient/non abrasive.
<3
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Sweden33719 Posts
On April 15 2010 07:36 MorroW wrote: pvt has favored toss really hard ever since beta came out. the only reason terran has been winning is because of these cheap wins with 1011rax rush or the 1rax fe by me that used to stop everything and later on the marauder fe, dunno who invented that but right now we r out of cheap and abusive ways to win against a toss. we have to play real and straight up and right now this is showing everyone the true colors of this mu. its not like terrans lose like tosses did before, we dont die vs special rush or any unbeatable fe by toss, we lose in every single aspect of the game. every single part about the game is p>t atm. if you think im wrong then sure, this is just a theory but sit and watch with me for a few weeks now. they will nerf toss more and more and start buffing up terran. the only way we won was through early game advantages or rushes, its the truth Lucifron created the marauder fe I'm pretty sure.
Anyway, there was definitely 1 a period where T beat P pretty easily straight up, because Ps didn't know how to counter Luci's expo yet.
I'm completely lost right now tho :[
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Can someone please explain why it's so hard to get ghost? All you need is a ghost academy which is immediately available after barracks. It's pretty cheap (only 50 gas) and ghost come with EMP. Yes, ghost cost 150 gas, but Protoss has to spend 100 gas per immortal and 100 gas per sentry, both of which are crucial. Furthermore, to detect cloaked ghost, Protoss needs to spend 100 gas on obs. I really don't quite see why it's so hard to get ghost... Yes, the factory is delayed, but as many people have already been whining saying, factory tech isn't that useful anyways that early.
Another path is to just rush banshees. I must've posted this like 3 times already and no one's explained why rushing banshees is bad. I dont' mean you commit completely to banshees. Just one starport with a techlab pumping a few banshees is really that hard/bad? You don't even need to research cloak. Without cloak, banshees are less effecient harassers, but they still rape ground very well. It should be pretty easy to get at least one banshee out in time for the initial Immortal push. Keep in mind that the only AA the initial immortal push usually will have are sentries, and they are not effecient against banshees at all. If Protoss adds stalkers, their push would be not only delayed (due to higher mineral, gas, and time cost of stalkers) but Marauders (which you would have anyways) would rape stalkers.
Can someone please explain those two things to me?
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On April 15 2010 08:49 Ryuu314 wrote: Can someone please explain why it's so hard to get ghost? All you need is a ghost academy which is immediately available after barracks. It's pretty cheap (only 50 gas) and ghost come with EMP. Yes, ghost cost 150 gas, but Protoss has to spend 100 gas per immortal and 100 gas per sentry, both of which are crucial. Furthermore, to detect cloaked ghost, Protoss needs to spend 100 gas on obs. I really don't quite see why it's so hard to get ghost... Yes, the factory is delayed, but as many people have already been whining saying, factory tech isn't that useful.
Another path is to just rush banshees. I must've posted this like 3 times already and no one's explained why rushing banshees is bad. I dont' mean you commit completely to banshees. Just one starport with a techlab pumping banshees is really that hard/bad? You don't even need to research cloak. Without cloak, banshees are less effecient harassers, but they still rape ground very well. It should be pretty easy to get at least one banshee out in time for the initial Immortal push. Keep in mind that the only AA the initial immortal push usually will have are sentries, and they are not effecient against banshees at all. If Protoss adds stalkers, their push would be not only delayed (due to higher mineral, gas, and time cost of stalkers) but Marauders (which you would have anyways) would rape stalkers.
Can someone please explain those two things to me?
I can explain the second. Banshees are awesome, but surviving to get banshees is the issue. Protoss aggression usually starts before the starports, and it takes at least 3 raxes to put a stop to an early protoss attack. Now if you've been putting resources into 3 raxes then you will have very, very late banshees.
Like I've said earlier in the thread, I've never lost to a protoss doing a dual rax -> dual port strategy after the banshees started coming out. But the problem is getting there, when you have to put nearly all your resources into fending off the first attack.
For your question, I don't think anyone says that ghosts are hard to get. What they are saying is getting ghosts and tanks or ghosts and banshees is hard to get off of one base.
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Ghosts: You need a ghost academy -150? gas Stim -150 gas Conc shells -100 gas Tech lab -25 gas -Each marauder: -25 gas So, only getting 1 tech lab 1 marauder and 1 ghost with upgrades that are NEEDED to make mass marauder/ghost viable you already need 600-650 gas. Protoss: Warp gate tech -50 gas Robo tech -100 gas Immortal -100 gas You can therefore go zealot/immortal with less than half the gas needed to go marauder ghost intially.
(USA vs Canada) + Show Spoiler + If you rush banshees you are comitting even more gas. You won't be able to get marauder upgrades and the toss might be able to just bowl you over early. This happened in one of the USA vs Canada matches.
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On April 15 2010 08:49 Ryuu314 wrote: Can someone please explain why it's so hard to get ghost? All you need is a ghost academy which is immediately available after barracks. It's pretty cheap (only 50 gas) and ghost come with EMP. Yes, ghost cost 150 gas, but Protoss has to spend 100 gas per immortal and 100 gas per sentry, both of which are crucial. Furthermore, to detect cloaked ghost, Protoss needs to spend 100 gas on obs. I really don't quite see why it's so hard to get ghost... Yes, the factory is delayed, but as many people have already been whining saying, factory tech isn't that useful anyways that early.
So you get EMP..... then what? So now you have a way for your army to be completely not slaughtered. EMP is not a magic button that suddenly makes the protoss units useless. Their units should be spread and you wont hit all of them if you attack and can still lose the battle depending upon who micros what. Further, ghosts don't come with cloak so if you're actually going to research it quick you're going to be costing your mineral/gas count even more. While the ghost is a needed part of the terran army against the Toss army, it doesn't suddenly make the protoss so weak that your army will roll over theirs; especially if they have you contained on your ramp (something I've seen a lot).
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On April 15 2010 08:54 shinosai wrote:Show nested quote +On April 15 2010 08:49 Ryuu314 wrote: Can someone please explain why it's so hard to get ghost? All you need is a ghost academy which is immediately available after barracks. It's pretty cheap (only 50 gas) and ghost come with EMP. Yes, ghost cost 150 gas, but Protoss has to spend 100 gas per immortal and 100 gas per sentry, both of which are crucial. Furthermore, to detect cloaked ghost, Protoss needs to spend 100 gas on obs. I really don't quite see why it's so hard to get ghost... Yes, the factory is delayed, but as many people have already been whining saying, factory tech isn't that useful.
Another path is to just rush banshees. I must've posted this like 3 times already and no one's explained why rushing banshees is bad. I dont' mean you commit completely to banshees. Just one starport with a techlab pumping banshees is really that hard/bad? You don't even need to research cloak. Without cloak, banshees are less effecient harassers, but they still rape ground very well. It should be pretty easy to get at least one banshee out in time for the initial Immortal push. Keep in mind that the only AA the initial immortal push usually will have are sentries, and they are not effecient against banshees at all. If Protoss adds stalkers, their push would be not only delayed (due to higher mineral, gas, and time cost of stalkers) but Marauders (which you would have anyways) would rape stalkers.
Can someone please explain those two things to me? I can explain the second. Banshees are awesome, but surviving to get banshees is the issue. Protoss aggression usually starts before the starports, and it takes at least 3 raxes to put a stop to an early protoss attack. Now if you've been putting resources into 3 raxes then you will have very, very late banshees. Like I've said earlier in the thread, I've never lost to a protoss doing a dual rax -> dual port strategy after the banshees started coming out. But the problem is getting there, when you have to put nearly all your resources into fending off the first attack. For your question, I don't think anyone says that ghosts are hard to get. What they are saying is getting ghosts and tanks or ghosts and banshees is hard to get off of one base. But what if you just go 1 rax and immediately a rush for banshees off a single port?
Factory immediately once you reach 100 gas, then start starport asap as soon as factory finishes. I don't know how fast it takes to get the factory, but from there, it takes 60 seconds to build the intial factory, while that's building you save up gas so when it's done you start starport immediately along with a tech lab on either your fact or rax. Starport finishes in 50 seconds, which is plenty of time to save up 100 gas for the first banshee. After switching ur buildings to get a starport w/ tech lab (which shouldnt' take more than a few seconds), you start banshee production, which takes another 60 seconds. So basically, from the moment u start your factory, you'll have the first banshee out in a little more than 170 seconds. That's just under three minutes. Once you get that first banshee, it should be easy to fend off the intial immortal push.
The initial immortal push will consist of 1-2 immortals and some gateway units. The amount of time it takes to get those immortals + robo is 165 seconds for 2 immortals, counting from when you start the robo. The first banshee pops out 5 seconds after that, and in my scenario for Protoss, I'm neglecting the build time of all the other gateway units. There's also a travel time, which is always going to be longer than 5 seconds -.-. If Protoss pushes as soon as they finish 1 immortal, at 115 seconds, their force will be a lot smaller and easier to fend off anyways.
EDIT: Obviously, this is all mathcraft and in an actual game it'll be different. But the discrepancy between this and an actual game shouldn't be too big. Now, granted, when done the way I described you're cutting all the bio upgrades (stim, slow, etc...), but honestly, a proper wall and some MM, and a banshee should be able to hold off the immortal push pretty well...
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On April 15 2010 09:01 Slayer91 wrote: (..) So, only getting 1 tech lab 1 marauder and 1 ghost with upgrades that are NEEDED to make mass marauder/ghost viable you already need 600-650 gas. (..) Protoss numbers (..)
The marauders themselves are pretty cheap gas-wise, though, compared to sentries and stalkers, which is probably the reason why massing them is generally more effective than only getting a few and teching to mech.
P.S.: I believe the ghost academy only costs 50 gas.
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2 stalkers beat a banshee so if they have 2 stalkers in that first push (which they should) then you'll be screwed. Even if you manage to kill both stalkers somehow he can just warp in more to his pylon that he just placed outside your base.
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On April 15 2010 09:09 Ryuu314 wrote:Show nested quote +On April 15 2010 08:54 shinosai wrote:On April 15 2010 08:49 Ryuu314 wrote: Can someone please explain why it's so hard to get ghost? All you need is a ghost academy which is immediately available after barracks. It's pretty cheap (only 50 gas) and ghost come with EMP. Yes, ghost cost 150 gas, but Protoss has to spend 100 gas per immortal and 100 gas per sentry, both of which are crucial. Furthermore, to detect cloaked ghost, Protoss needs to spend 100 gas on obs. I really don't quite see why it's so hard to get ghost... Yes, the factory is delayed, but as many people have already been whining saying, factory tech isn't that useful.
Another path is to just rush banshees. I must've posted this like 3 times already and no one's explained why rushing banshees is bad. I dont' mean you commit completely to banshees. Just one starport with a techlab pumping banshees is really that hard/bad? You don't even need to research cloak. Without cloak, banshees are less effecient harassers, but they still rape ground very well. It should be pretty easy to get at least one banshee out in time for the initial Immortal push. Keep in mind that the only AA the initial immortal push usually will have are sentries, and they are not effecient against banshees at all. If Protoss adds stalkers, their push would be not only delayed (due to higher mineral, gas, and time cost of stalkers) but Marauders (which you would have anyways) would rape stalkers.
Can someone please explain those two things to me? I can explain the second. Banshees are awesome, but surviving to get banshees is the issue. Protoss aggression usually starts before the starports, and it takes at least 3 raxes to put a stop to an early protoss attack. Now if you've been putting resources into 3 raxes then you will have very, very late banshees. Like I've said earlier in the thread, I've never lost to a protoss doing a dual rax -> dual port strategy after the banshees started coming out. But the problem is getting there, when you have to put nearly all your resources into fending off the first attack. For your question, I don't think anyone says that ghosts are hard to get. What they are saying is getting ghosts and tanks or ghosts and banshees is hard to get off of one base. But what if you just go 1 rax and immediately a rush for banshees off a single port? Factory immediately once you reach 100 gas, then start starport asap as soon as factory finishes. I don't know how fast it takes to get the factory, but from there, it takes 60 seconds to build the intial factory, while that's building you save up gas so when it's done you start starport immediately along with a tech lab on either your fact or rax. Starport finishes in 50 seconds, which is plenty of time to save up 100 gas for the first banshee. After switching ur buildings to get a starport w/ tech lab (which shouldnt' take more than a few seconds), you start banshee production, which takes another 60 seconds. So basically, from the moment u start your factory, you'll have the first banshee out in a little more than 170 seconds. That's just under three minutes. Once you get that first banshee, it should be easy to fend off the intial immortal push. The initial immortal push will consist of 1-2 immortals and some gateway units. The amount of time it takes to get those immortals + robo is 165 seconds for 2 immortals, counting from when you start the robo. The first banshee pops out 5 seconds after that, and in my scenario for Protoss, I'm neglecting the build time of all the other gateway units. There's also a travel time, which is always going to be longer than 5 seconds -.-. If Protoss pushes as soon as they finish 1 immortal, at 115 seconds, their force will be a lot smaller and easier to fend off anyways. Obviously, this is all mathcraft and in an actual game it'll be different. But the discrepancy between this and an actual game shouldn't be too big.
Because if they rush you with a few stalkers and all you have is 1 rax you'll probably die. I never go one rax because that's risky. I like a build that is safe versus any toss opening, and running in with 3 stalkers while robo teching is not uncommon. You're much better off using bunkers and multiple raxes and having a slow&steady tech to banshees, than you are trying to race the wind.
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even if you survive the toss immortal first push with banshee tech, all he has to do go pure stalkers to pair with his immortals and your banshee tech is useless (you sunk all those money into getting banshee which will be shutdown hard by mass stalker). Stalkers build much faster than banshees so even if he is good at microing them eventually your stalker group is too big to hold off with banshee.
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@Floop and Shinosai: Stalkers can counter banshees, yes, but it takes quite a decent investment to get 2 stalkers. That's as much as 1 immortal or 1 sentry or 2 zealots.. Furthermore, Marauders, which you should have anyways, rape stalkers 1v1 and en mass.
In addition, by racing the wind to try to get the first banshee out asap, you will likely have an excess of minerals, which can be used to add on a (late) second barrack, which should help reinforce your defensive line when the push actually arrives.
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On April 15 2010 09:26 Ryuu314 wrote: @Floop and Shinosai: Stalkers can counter banshees, yes, but it takes quite a decent investment to get 2 stalkers. That's as much as 1 immortal or 1 sentry or 2 zealots.. Furthermore, Marauders, which you should have anyways, rape stalkers 1v1 and en mass.
In addition, by racing the wind to try to get the first banshee out asap, you will likely have an excess of minerals, which can be used to add on a (late) second barrack, which should help reinforce your defensive line when the push actually arrives.
But if you're trying to get an insane fast banshee you won't have marauders.
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Jesus christ people. Start posting banshee replays or shut the hell up about how ineffective it is.
We don't need more "oh that can't possibly work," in this thread with no replay accompanying it. Stop bickering and start posting with substance.
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