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PvT Ghost EMP - Page 7

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iCCup.riffe
Profile Joined February 2010
Sweden23 Posts
May 03 2010 21:08 GMT
#121
I'm a Protoss player, and I don't think the Terran ghost emp should be nerfed, I had problem with the emp like first 2 games with emp, and I got it directly of what I had to do, and it was to split up my forces, after doing it, Terran has no chance, and if you manage to put up really good force fields it's gg after that battle!! If anything the emp should have a bit bigger radius...
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QuakerOats
Profile Joined April 2009
United States1024 Posts
May 03 2010 21:08 GMT
#122
On May 04 2010 06:02 Chill wrote:
Show nested quote +
On May 04 2010 05:59 Lafer wrote:
I lost to a Terran who had an MMM ball and a ghost or two, EMP just demolished my army. However, it was entirely my fault.

Fantastic post (no sarcasm). Would like to see more posters blaming themselves than the game.

Stop changing the game and fucking take responsibility for your losses.


Yeah but this is the beta, where balance is supposed to be worked out. There's no harm in discussing whether something is imbalanced or not. If SC1 players blamed themselves when they lost to 4pool cuz spawning pool was 150 minerals... yeah.
Conris
Profile Joined April 2010
United States79 Posts
May 03 2010 21:09 GMT
#123
On May 04 2010 05:59 Corwin wrote:
Show nested quote +
On May 04 2010 05:45 Conris wrote:
On May 04 2010 05:38 Corwin wrote:
On May 04 2010 05:28 Conris wrote:
just tested emp with a buddy against feedback
correction is that there is a projectile on the EMP skill, of mere milliseconds. the range is generally the same however the AOE is the offset, if you have a HT and a ghost go head to head with EMP and FB, i think the milliseconds is the difference with FE going off or not, so the conclusion is, EMP is going off, so is FB, but that defeats the purpose because you're supposed to prevent that EMP.

and that HT move slower and are generally further back, same as ghost, however HT only has 1 target, the ghost, where as regardless where the EMP lands it'll do the damage.
so that's the range issue aside.

also tested out hellucination (however you spell that) it's...actually not that bad, the time of which it lasts will be more than useful throughout an entire fight, but the damage taken multiplier gives that away quite easily, but then again, it's useful enough to be used.

so the conclusion is, FE will probably hit the ghost, at the sametime the EMP goes off, even if the ghost sits at 200 energy where after 75 EMP it'll die from the FE, the damage is done. it can rest in peace. where as the HT can't do anything after the FE or even if it has storm, there generally won't be enough energy to do it(assuming it doesn't get hit by EMP)
so i think the feedback discussion can end about now, because killing a ghost that has already done it's job doesn't help (maybe mid/late midgame where HT has storm or you have a bigger army to sustain EMP, but again this thread deals with early mid game.

So just to be clear, you made a thread complaining about EMP without knowing what happens when a HT and a ghost try to feedback and EMP each other at the same time? You should research and test these things before creating a thread saying how the game is broken. Also, you haven't posted any replays, so it's impossible to give you feedback on the strategy you're using. My guess is that you are clumping units, but again, without a replay it's impossible to know for sure.

This entire thread is just a bunch of theory-crafting and pointless debate. There hasn't been a single replay posted by anyone.


i wish posts would cluster up or somehow simplify itself so theories of which get tested don't need to be repeatedly posted.

the reason for the actual test is because that seems like to be the general ideas people throw around to counter ghosts. the reason why it's not even bothered to be tested is because of how long it takes to get a HT out, yes if you teched all the way up to HT at the cost of DT herrang, fine, but the time it takes to get a single templar out is not the same as a ghost, hence it not being an effective EARLY MID game counter, as said more than enough times throughout this thread. however if the matter must be pressed, then we should test it, and that is what i have just done.

so the conclusion of the testing AFTER this thread agrees with the ASSUMPTION previous to the thread, HT are not effective with feedback against ghosts, so what is the problem here?

without theory crafting there will be no ideas for testing, this thread is once again mentioned many many times, not to cry about EMP, but ways to deal with it, it started with sentries being EMPed early game where FF and probably 3~5 zealots is the force to deal with the bio ball, then came the counters to the EMP, which are HT of which are not anywhere close to being made at that stage of the game. so please if you have constructive input or advice, do share.


The problem is that you're conclusion is wrong. Feedback works against ghosts (although it is fairly micro intensive). It sounds to me like your trying to cast feedback from a HT that is clumped with the rest of your army. You should be keeping one or two HTs on your army's flank and you should periodically attempt to snipe ghosts with them. I'd be happy to provide more constructive feedback, but you haven't provided any replays demonstrating your problem.

Also, the fact that HT are at a higher tech than ghosts is irrelevant. If the Terran has a ghost heavy army midgame, you can't push out against him. It's that simple. There are a ton of timings in which a Terran cannot push against a Protoss. The time between mass ghosts and Templar/Collosi tech is simply a timing in which Protoss can't push against a Terran.


yea the templar positioning is tricky, but like i said, let's just say the templar is out and well, even if the FE does go off given that the templar doesn't get hit by the EMP, the EMP has already landed, hence defeating the purpose of the FE.

the point is not to kill the ghost but to avoid the first EMP or the multiple EMPs that land, i understand the effectiveness of HT possibly killing the ghost even after the EMP, but the EMP is all the ghost is there for, so purpose served.

i guess splitting sentries into 2 different control grounds will help, that i will be able to get those FF off, but then again...that's a lot of sentries, noted and will try.
HoroBoro
Profile Joined April 2010
United States91 Posts
May 03 2010 21:10 GMT
#124
On May 04 2010 06:00 Sentient wrote:
Show nested quote +
On May 04 2010 05:01 4Servy wrote:
Wether or the emp is overpowerd or not, you could argue the match up is kinda broken when the balance of entire match up basicly lies in a few good emps or a ghost snipe.


^ This.


God I hate defending Terran.

I wonder if the outcome of a battle can be decided by a few good psi storms in sc1? Or in sc2 a few good storms and templar feedback. Good spell placement wins battles period. That's what they're there to do.
Conris
Profile Joined April 2010
United States79 Posts
May 03 2010 21:12 GMT
#125
On May 04 2010 06:07 DGMavn wrote:
To all the P players who think spreading out your casters is "too hard" or "not practical":

Do you have your entire army on one control group? My guess is yes. Get better at this game.


my sentry zealot force at the beginning of nat expo is in 3 different control groups =) tyvm
but i guess expanding that to 4 might do the trick, no sarcasm
Lafer
Profile Joined April 2010
United States114 Posts
May 03 2010 21:13 GMT
#126
On May 04 2010 06:08 QuakerOats wrote:
Show nested quote +
On May 04 2010 06:02 Chill wrote:
On May 04 2010 05:59 Lafer wrote:
I lost to a Terran who had an MMM ball and a ghost or two, EMP just demolished my army. However, it was entirely my fault.

Fantastic post (no sarcasm). Would like to see more posters blaming themselves than the game.

Stop changing the game and fucking take responsibility for your losses.


Yeah but this is the beta, where balance is supposed to be worked out. There's no harm in discussing whether something is imbalanced or not. If SC1 players blamed themselves when they lost to 4pool cuz spawning pool was 150 minerals... yeah.



I get that it's a beta, and imbalances should be discussed. I'm not saying that EMP is perfect, I'm just saying that, from my experience with it, I lost that battle, not the fact that EMP is unbalanced. After I face a couple of more ghosts, if I'm spreading out my army, and I'm still losing, I might have to change my mind, but as of right now, it's ok, I just have to alter my gameplay and see what happens.
DGMavn
Profile Blog Joined November 2009
United States48 Posts
May 03 2010 21:16 GMT
#127
On May 04 2010 06:12 Conris wrote:
Show nested quote +
On May 04 2010 06:07 DGMavn wrote:
To all the P players who think spreading out your casters is "too hard" or "not practical":

Do you have your entire army on one control group? My guess is yes. Get better at this game.


my sentry zealot force at the beginning of nat expo is in 3 different control groups =) tyvm
but i guess expanding that to 4 might do the trick, no sarcasm


Post reps.
"Combat, your penis is full of shit!" - Day[9]
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
May 03 2010 21:19 GMT
#128
On May 04 2010 06:08 QuakerOats wrote:
Show nested quote +
On May 04 2010 06:02 Chill wrote:
On May 04 2010 05:59 Lafer wrote:
I lost to a Terran who had an MMM ball and a ghost or two, EMP just demolished my army. However, it was entirely my fault.

Fantastic post (no sarcasm). Would like to see more posters blaming themselves than the game.

Stop changing the game and fucking take responsibility for your losses.


Yeah but this is the beta, where balance is supposed to be worked out. There's no harm in discussing whether something is imbalanced or not. If SC1 players blamed themselves when they lost to 4pool cuz spawning pool was 150 minerals... yeah.

Read this thread. There's no proof of anything posted anywhere. There's pseudo mathematical discussions about cost and timing, and then there's 6 pages of people posting their feelings and experiences. It's a terrible discussion with nothing objective whatsoever.
Moderator
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
Last Edited: 2010-05-03 21:21:31
May 03 2010 21:20 GMT
#129
Splitting up sentries and high temps into sub-groups generates 4 control groups. I always keep zealots seperate from stalkers too, so thats 6. Ofc, you need long-range like colossi in their own group, 7. 8 for any air units you might have to drop/harass.

So that leaves 2 control groups for buildings and macro.

Not saying EMP is imba, but the "moar control groups," can only go so far. Most players are going to need want at least some of their control groups for structure/macro. I think feedback should have equal range.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-05-03 21:33:13
May 03 2010 21:32 GMT
#130
Feedback has 1 more range than EMP but EMP has a 2 AOE. Feeback targets the ghost automatically onced clicked, but the EMP must be placed absolutely perfectly to make use of the 1 extra range that the 2 AOE provides. Feedback and EMP have fairly equal range in real game situations. The ranges are perfectly balanced as is.

Toss has the advantage of having observers to spot for feedback/storm. Terran has the advantage of a bigger margin of error if the EMP isn't perfectly placed since it will likely hit some other units as well.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Wargizmo
Profile Joined March 2010
Australia1237 Posts
May 03 2010 22:33 GMT
#131

According to Blizzard (see the Dev chat on the weekend) the stats for PvT are currently 54% - 46% in favour of the Protoss, if anything EMP should be buffed since it's the only way to imrpove TvP without adversely affecting TvZ which is almost perfectly balanced right now.
Information is not knowledge. Knowledge is not wisdom. Wisdom is not truth. Truth is not beauty. Beauty is not love. Love is not music. Music is best. - Frank Zappa
HoroBoro
Profile Joined April 2010
United States91 Posts
May 03 2010 22:44 GMT
#132
On May 04 2010 07:33 Wargizmo wrote:

According to Blizzard (see the Dev chat on the weekend) the stats for PvT are currently 54% - 46% in favour of the Protoss, if anything EMP should be buffed since it's the only way to imrpove TvP without adversely affecting TvZ which is almost perfectly balanced right now.


54%-46% is a 8% margin of error. It does not indicate either race being balanced or imbalanced as it does not even meet the 5% (largest threshold) test of statistical significance.

Right now, they, as well as we, do not know which race is imbalanced.

Alrite: back on topic - buff toss nerf terran gg no re k?
trevf
Profile Joined May 2010
United States237 Posts
May 04 2010 00:17 GMT
#133
On May 04 2010 07:44 HoroBoro wrote:
Show nested quote +
On May 04 2010 07:33 Wargizmo wrote:

According to Blizzard (see the Dev chat on the weekend) the stats for PvT are currently 54% - 46% in favour of the Protoss, if anything EMP should be buffed since it's the only way to imrpove TvP without adversely affecting TvZ which is almost perfectly balanced right now.


54%-46% is a 8% margin of error. It does not indicate either race being balanced or imbalanced as it does not even meet the 5% (largest threshold) test of statistical significance.

Right now, they, as well as we, do not know which race is imbalanced.

?


/facepalm

Let me translate for you, Horoboro. 54% of the time protoss win in pvt. 46% of the time terran win in pvt. This is not a sampled set of data so there is no margin of error. GG.

This whole thread makes me puke. There are only so many logical fallacies a man can handle. This thread exceeded that in the first page.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-05-04 00:29:06
May 04 2010 00:27 GMT
#134
On May 04 2010 07:44 HoroBoro wrote:
Show nested quote +
On May 04 2010 07:33 Wargizmo wrote:

According to Blizzard (see the Dev chat on the weekend) the stats for PvT are currently 54% - 46% in favour of the Protoss, if anything EMP should be buffed since it's the only way to imrpove TvP without adversely affecting TvZ which is almost perfectly balanced right now.


54%-46% is a 8% margin of error. It does not indicate either race being balanced or imbalanced as it does not even meet the 5% (largest threshold) test of statistical significance.


You need to take a statistics course, because throwing out statistical terms incorrectly makes you look stupid.

EMP is fine, Protoss already beats Terran a majority of the time. If EMP was nerfed at all, Terran would have absolutely no chance at all because without EMP Terran's ground forces just get absolutely demolished (air forces as well because of void rays).

The fact that Terran basically has to use EMP as a crutch to even have a chance (and still lose most games) shows that T needs to be buffed, not nerfed.
vileEchoic -- clanvile.com
MindRush
Profile Joined April 2010
Romania916 Posts
May 04 2010 00:36 GMT
#135
imagine how NonY and WhiteRa would rape Terran if the EMP got a nerf.
Not that they don't kickass already.
Always look at strong players when balancing things, not at weaklings
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Conris
Profile Joined April 2010
United States79 Posts
May 04 2010 00:37 GMT
#136
i guess the prophets in the first couple of pages not only providing useful information or counters, also predicted the fate of this thread.

it's ok, finding a gem in a bunch of junk is time well spent.

meaning, this thread has completely gone off topic, let it sink.
Dekoth
Profile Joined March 2010
United States527 Posts
May 04 2010 00:45 GMT
#137
As a toss player, I don't believe emp needs a nerf. However something needs to be done about defenders advantage in this game. As a former SC:BW player, I can honestly say the thing I am missing most is a shield battery. This wouldn't help me on the offensive and would still require me to micro my armies vs emp in that role. However it would be a really nice thing to have on the def so T can't walk up with a single ghost, emp my ramp then proceed to roll my entire def with half the units because mine are useless without shields/energy.
wolfe
Profile Joined March 2010
United States761 Posts
May 04 2010 01:04 GMT
#138
On May 04 2010 01:53 BurnMage wrote:
I'll trade you EMP for storm and forcefield and immortal hardened shield then. deal?


Okay, deal. Have fun dealing with just marauders.
Swift as the wind, felt before noticed.
gundream
Profile Joined April 2010
United States229 Posts
May 04 2010 01:16 GMT
#139
I reply to your thread with what these people said because this is exactly what should be done.

On May 04 2010 01:52 MANquistador wrote:
Don't clump you casters. Forcefield is already too strong, nerfing emp would take away the only thing terran can do to counter it.

On May 04 2010 02:04 Chill wrote:
Don't clump your units. Don't amass spellcasters if you know he's making units that specifically counter them.

On May 04 2010 02:18 Craz wrote:
So EMP is only good vs protoss, but psi storm can be used effectively vs all races. Therefore psi storm is like a jack of all trades, works vs everything sometimes really good, sometimes lackluster but nevertheless it works vs everything. Therefore EMP which is only good vs protoss has to be equal or better than psi storm.

Guess what psi storm can still own a bio terran. How do I prevent it from owning me? I spread out. This is exactly what you should do vs emp. If you watch high level protoss you'll see them spread their army out vs emp. You can't just expect to clump 40 units together and A-Move and expect to win everytime, if you could MM vs lurker would have been a lot easier :D

WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
Last Edited: 2010-05-04 01:22:42
May 04 2010 01:20 GMT
#140
On May 04 2010 01:54 WorkersOfTheWorld wrote:
You'll now hear variations on "spead your units out," and "FF needs a serious nerf," for the next few pages of replies. Enjoy.



I know what you're thinking, and the answer is "yes," i will use my phrophetic powers for good and not evil.

Also, another EMP thread has come full circle into ad-hominem and call for players to "stop qq'ing and play better," on both sides of the isle.

Wether or not the topic is fair game for debate, this community clearly isn't ready to debate it in a civil or logical manner. The thread needs to be locked. It's all down-hill from here.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
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