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PvT way to deal with EMP - Page 10

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TriniMasta
Profile Joined December 2009
United States1323 Posts
June 13 2010 10:02 GMT
#181
EMP-
Eliminates shields, the units just MELT away to splash damage, and just get decimated by high cyclic attacks.
Removes Energy, so how's Protoss without force fields and guardian shields?
And to micro, really? What kind of suggestion is that, unless you're a progamer, in SC2 you won't use that much APM to spread your army in a shape of a concave, and if you do the EMP will already strike.
LoL at the guy that said raven ATs were as strong as Storm Drops.
정명훈 FIGHTING!!! Play both T and P.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-06-13 10:41:20
June 13 2010 10:41 GMT
#182
On June 13 2010 17:50 space_yes wrote:
As a separate point I want to add I have seen (and executed) plenty of fail EMPs that completely miss the protoss army. Part of this is that if the ghost isn't properly positioned to immediately EMP it has to walk within range (other units are often in the way) and by the time it takes to get positioned (often just 1-3 seconds) the protoss units it wants to EMP have already moved out of the target location. Most of the time the protoss isn't doing anything special to move the units, it is more of a function of two armies meeting imperfectly so the units don't all come to battle at the same time and the players are positioning their forces as the battle occurs to get better firing arcs/position. It's basically the same reason you see fail psi storms that miss. Sure you can move out of the storm (after it has hit you) but it still lands instantly even if ends up doing little damage b/c you move out of the way.

Additionally I think the long range is to make it possible to EMP deeper into the protoss army without making your ghost too easily snipable. If it were easy to snipe the ghost you'd see them disappear from high level play. This is why I think Blizzard has it as an instant cast with 10 range. Nerfing the range or making it dodgeable would would significantly hamper its utility which is why the last nerf was a radius nerf.


So basically you're defending a fool-proof way of making the protoss army always half of what it's supposed HP should be aggainst a terran that uses ghosts.. Also, HT have only 6 range on their storm and you don't see protoss complaining, because what you just said could be quoted word for word to describe HTs situation. Besides, if protoss could use their HT to feedback ghosts, unless they had 150 energy, they won't do much on the field anymore after the feedback. At least that way there was a reasonable counter to ghosts, and there would be something the protoss could do. It would just be a matter of who was quicker terran EMPing or protoss Feedbacking. Not only would that be better to watch but to play as well.
Arco
Profile Joined September 2009
United States2090 Posts
June 13 2010 12:29 GMT
#183
I had problems with EMP, until I stopped being lazy and actually took the time to use Observers, keep track of the Terran army, and spread myself whenever engagements were going to take place. This allows for minimal energy drain from my Sentries, and all of my units as a whole's shields. I keep my Templar spread further and behind/to the sides of my army even, and when the engagement begins I reveal them and begin Storming as usual, they just come in from all different which ways and are harder to EMP.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 13 2010 15:54 GMT
#184
On June 13 2010 05:29 Ghostcom wrote:
Show nested quote +
On June 13 2010 04:13 D3lta wrote:
On June 13 2010 04:00 Ghostcom wrote:
On June 13 2010 03:34 D3lta wrote:


I'm pretty sure none of the players in this thread has claimed to be flawless. The main argument I've seen was that the effort needed to keep up with a terran using ghosts was much bigger than the terran utilizing the ghosts. The fun part is that this argument is 100% the same as the one terran players used to get the VR range nerfed. That and how fast the VR could arrive - again another complaint by protoss players: the EMP is too powerful for when it arrives - it is at the same level of tech as the cybercore and counters immortals, observers AND tier 3 units (both sorts of templars) whilst seriously laying the hurt on the rest of the army.

How come that when terrans use these arguments they are the rightous race and blizzard should definatly listen to them, but whenever protoss players use the same arguments they are called whiners who don't provide any sort of proof? A standard is good - double standards are twice as good?

EDIT: I don't in any way disagree with the VR range nerf - it was called for, I'm just voicing my observations.


You really think ghost rushs that end that game in >7 mins are as rampant as VR use was? really? Toss are using the same argument? Because most of toss here aren't even complaining about "ghost rushes" but the ability to counter emp with HTs or otherwise late game.
And can we quit pretending that -1 range off VR was a huge nerf. VR gimmicks stopped auto winning games before the nerf, simply because T learned how to get a fast viking and micro them with marines. The nerf just made this slightly easier, because a charged VR will decimate a viking in 3 ticks.


You didn't read my post - or else I didn't make myself clear enough:
The problems with EMP:
1) HUGE gain with VERY little attention required
2) To "avoid" it requires a HUGE amount of attention and you'll still end up with a shitload of useless/dead units

The VR was nerfed due to (blizzard said so themselves) the difference between the effort required to pull the VR rush off and the effort to prevent it was too high. This is the major complaint most protoss players are making: the difference is too big and dealing with it is simply not possible since spreading out will only do so much and it is unavoidable, meaning that a smart terran will only use it in conjuction with a battle in which case stimmed MM will hunt the protoss down if they try to flee and if they stay the P is effectively playing with a 30-50% handicap AND the very units that are supposed to counter the terran army have lost their attribute which made them a counter.

The nerfed VR range because it ended games in >7 mins for players that didn't micro well enough. VR was basically an auto-win for anyone in gold league or lower.
Again, like all other people complaining about emp in this thread, you assume the emp should be able to be hard countered. You also claim with no mathematical or replay evidence, that a toss army stands no chance vs a terran army once a few emps go off. You conveniently ignored the comments quoted by top players (that don't even play terran) stating that emp is not imbalanced, and the entire argument that is actually presented, choosing to constantly drill on about how much harder it is to do something about emp than to cast it.



Show nested quote +
Void Rays are being used aggressively against terrans now, using their range and speed to trap a terran player in their base. This is pretty fun for the protoss player but at a variety of skill levels it is too difficult for the terran player to stop, even if the player sees it coming with good scouting. We think a slight range reduction will help with this match-up without doing too much damage to other matchups.


This is the reasoning behind the VR nerf Blizzard gave. Notice it says "trap the player in the base" and "too difficult to stop even if the player sees it coming" - NOTHING about ending the match in <7 minuts. Stop making up stuff.

Regarding your quotes:
1) They are old (1 from this month, the rest are 2 - TWO months old)
2) They don't say what you want them to say; i.e. chill is more about how we should approach the game as being fixed and the flaw is more realisticly due to the players. But the difference between what the attention required to use a ghost to its optimum and what it requires to work around it is without question VERY big.

I don't think I have said ANYWHERE that I wanted it to be hard-counterable. I want it to require the same attention as working around it does - which is why I advocate letting it stay as is, except giving it a projectile so it is dodgeable. One could argue that it would be too much of a hit or miss which I will partly agree with - thus the solution by making it "tick" sorta like storm is imho decent. Again, the reason WHY everyone in favor of a change is drilling on the "equal payout for equal work" is because that is one of the standards blizzard themselves uses.


Have you played PvT from the Protoss perspective? It feels the exact same way. IF the Terran plays aggressively, AND makes Ghosts, they're almost unstoppable, even if you see it coming.

Fortunately most Terrans are stupid, sit on their ass with a 1/1/1 build for 10 minutes and try to outmacro us, but every now and then you bump into a Terran that just immensely kicks your ass because there was no unit counter, resource advantage, micromanagement, or outmaneuvering you could have gained at that point in the game to swing it in your favour.

And when you've got two massive armies colliding in a 'fair fight' Ghosts can EMP all of our shit (including casters), Siege Tanks get two full volleys of shots off, Vikings start battering our Collossi and the bio ball is Stimmed, all before we can get in range and fight back or Feedback those Ghosts to at least stop the EMP. The upfront burst of all of that is utterly retarded. You need to have an immense economic, terrain or unit-count advantage to take on a ball of Terran units in a fair fight. Intended or not the difference in skill required to beat it is mind-blowing. Something in that huge list of unstoppable upfront burst needs to get toned down, and the obvious culprit is EMP, since it only affects the PvT matchup.
MythicalMage
Profile Joined May 2010
1360 Posts
June 13 2010 16:00 GMT
#185
EMP has an animation, so I believe you can time it so you can feedback before the EMP hits.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-13 16:10:26
June 13 2010 16:09 GMT
#186
On June 14 2010 01:00 MythicalMage wrote:
EMP has an animation, so I believe you can time it so you can feedback before the EMP hits.


What good does that do? You Feedback a Ghost who's already fired the EMP, so that he doesn't fire a second? Either way you just lost a buttload of energy and/or shield for a bunch of units and maybe killed (most likely just wounded) a Ghost.

All you can do is send HTs to Feedback Ghosts and hope he doesn't fire them at their range 10, before your slow-ass HTs close the distance to a range of 9 with the Ghost. There's no awesome, tactical micromanagement you can do.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
June 13 2010 16:18 GMT
#187
On June 14 2010 01:09 Bibdy wrote:
Show nested quote +
On June 14 2010 01:00 MythicalMage wrote:
EMP has an animation, so I believe you can time it so you can feedback before the EMP hits.


What good does that do? You Feedback a Ghost who's already fired the EMP, so that he doesn't fire a second? Either way you just lost a buttload of energy and/or shield for a bunch of units and maybe killed (most likely just wounded) a Ghost.

All you can do is send HTs to Feedback Ghosts and hope he doesn't fire them at their range 10, before your slow-ass HTs close the distance to a range of 9 with the Ghost. There's no awesome, tactical micromanagement you can do.


That is if you even manage to find the ghost in the middle of the bioblob... Perhaps if you were master of finding needles in a haystack you would stand a chance of finding them...
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-13 16:30:33
June 13 2010 16:28 GMT
#188
I don't have much trouble finding them, since I play with health bars on all the time (I played a lot of WoW PvP, so I'm used to UI spam). Finding the purple bars isn't too difficult, and fortunately HTs don't go running off when you tell them to Feedback something without energy, so you just spam F and click in the general area until you nailed it, then go find the next one.

But, you have to worry about putting your HTs at the front before you do this, which puts them at risk of getting squished by Siege Tank fire when they start pondering forward, AND there's always a chance you get the instant-cast range 9 Feedback off, moments after the instant-cast range 10 EMP was launched, netting you a dead HT and you've still lost a bunch of energy and shield.

This is all assuming your armies are dancing in front of one another, with him scanning your side to watch your movements, and your observer near his army to watch his.

If he's just rampaging forward towards your army, good luck!
Mensab
Profile Joined June 2010
United States27 Posts
Last Edited: 2010-06-13 16:32:35
June 13 2010 16:31 GMT
#189
For starters, we are whining about T bioballs now? I thought whining about Terran mech was the whine de jour.

And second we are whining about T bioballs NOW? I coulda sworn that was already countered easily halfway into beta with any P who has a sufficient amount of colossi and sentries/meatshields?

Ghosts don't stop 2-3 colossi from turning your MM ball into a pile of burning organic matter.


And when you've got two massive armies colliding in a 'fair fight' Ghosts can EMP all of our shit (including casters), Siege Tanks get two full volleys of shots off, Vikings start battering our Collossi and the bio ball is Stimmed, all before we can get in range and fight back or Feedback those Ghosts to at least stop the EMP. The upfront burst of all of that is utterly retarded. You need to have an immense economic, terrain or unit-count advantage to take on a ball of Terran units in a fair fight. Intended or not the difference in skill required to beat it is mind-blowing. Something in that huge list of unstoppable upfront burst needs to get toned down, and the obvious culprit is EMP, since it only affects the PvT matchup.


All this tells me is that you believe T players can somehow conjure up the a few thousand gas (and minerals) out of no where while compelling P to sit there and do absolutely nothing. You also display a hilarious scenario where P does absolutely nothing while T gets everything into play. You say that there is no way to beat T unless you get a economic, terrain or unit count advantage. Which hilariously enough is something Toss can do courtesy of chronoboost, warp gates and proxy pylons (w/ warpgates) respectively.

It also tells me that you believe in throwing your units at fortified position. In which case good for you. I hope blizzard never listens to people like you (unfortunately they probably will considering the number of OMG HOW2BEET NURF players there are).

Fuck it.

I hope blizzard moves EMP to ravens and makes it the "crappier" BW version that some people insist it is. Then we can have the old sci vessel.

Then you can whine when 3/3 Terran Mech destroys the toss army you and others so gleefully suicide into. It happened in BW and having porting this over to SC2 won't be a bad thing.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-13 16:38:32
June 13 2010 16:34 GMT
#190
On June 14 2010 01:31 Mensab wrote:
For starters, we are whining about T bioballs now? I thought whining about Terran mech was the whine de jour.

And second we are whining about T bioballs NOW? I coulda sworn that was already countered easily halfway into beta with any P who has a sufficient amount of colossi and sentries/meatshields?

Ghosts don't stop 2-3 colossi from turning your MM ball into a pile of burning organic matter.

Show nested quote +

And when you've got two massive armies colliding in a 'fair fight' Ghosts can EMP all of our shit (including casters), Siege Tanks get two full volleys of shots off, Vikings start battering our Collossi and the bio ball is Stimmed, all before we can get in range and fight back or Feedback those Ghosts to at least stop the EMP. The upfront burst of all of that is utterly retarded. You need to have an immense economic, terrain or unit-count advantage to take on a ball of Terran units in a fair fight. Intended or not the difference in skill required to beat it is mind-blowing. Something in that huge list of unstoppable upfront burst needs to get toned down, and the obvious culprit is EMP, since it only affects the PvT matchup.


All this tells me is that you believe T players can somehow conjure up the a few thousand gas (and minerals) out of no where while compelling P to sit there and do absolutely nothing. You also display a hilarious scenario where P does absolutely nothing while T gets everything into play. You say that there is no way to beat T unless you get a economic, terrain or unit count advantage. Which hilariously enough is something Toss can do courtesy of chronoboost, warp gates and proxy pylons.

It also tells me that you believe in throwing your units at fortified position. In which case good for you. I hope blizzard never listens to people like you (unfortunately they probably will considering the number of OMG HOW2BEET NURF players there are).

Fuck it.

I hope blizzard moves EMP to ravens and makes it the "crappier" BW version that some people insist it is. Then we can have the old sci vessel.

Then you can whine when 3/3 Terran Mech destroys the toss army you and others so gleefully suicide into. It happened in BW and having porting this over to SC2 won't be a bad thing.


At what point did I say the Protoss is doing nothing, and doesn't have everything in play, too?
At what point did I say the Protoss isn't trying to bust in?
At what point do you actually consider Chrono Boost a massive advantage over say, Reactors and the MULE? Hi, two different production abilities for two different races.
At what point does a Protoss player have to say "fuck it" to a massive blob of Siege Tanks and Vikings sitting outside his expansion?

Get some basic comprehension before you try and complain.

I'm glad when Terrans go mech. Makes Void Rays that much stronger. Too few Terrans haven't got a clue how badly their beloved Vikins get raped by Flux-Veined Void Rays that snuck into their base and charged to full off a building.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
Last Edited: 2010-06-13 16:37:50
June 13 2010 16:37 GMT
#191
Ughh... starcraft 2 strategy forums. I find that people don't ever read what you write, or if they do, they don't bother understanding it. The quality of people's arguments is also rather lacking of objective evidence.

On June 13 2010 01:09 zhul4nder wrote:
Show nested quote +
On June 12 2010 23:51 Hidden_MotiveS wrote:
What if feedback were made smarter? So that you could cast it on an area, or a noncaster, and you'd automatically feedback a caster close to that area. It would've made lockdown more useful in sc1. Just a thought to deal with issue #2.

Blizzard probably won't change anythiing right now though.
edit: I'm not sure emp should be nerfed.


What if FF was automatic? What if 250mm was automatic to massive stuff? What if storm was auto-matic? what if any energy ability was autonmatic? I sense overpoweredness in automaticness.

Just one example, not enough to prove anything: notice how I say that feedback will only work on a unit in the area that you cast. It's not autocast. You still have to choose to use the ability, it's just easier to aim at a specific unit.

Not to be a grammar police either, but your argument would be more convincing if you checked for spelling... "autonmatic". Another common theme in starcraft 2 forums is the lack of spell-check.

Finally, you're all just theorycrafting. These kinds of discussions get nowhere unless people put in concrete evidence such as videos of tests. Imagine if scientists tried to prove things like this. If you like these kinds of discussions that go on for twenty pages, don't prove anything, and then are forgotten, then go to the bnet forums.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 13 2010 16:41 GMT
#192
On June 14 2010 01:37 Hidden_MotiveS wrote:
Ughh... starcraft 2 strategy forums. I find that people don't ever read what you write, or if they do, they don't bother understanding it. The quality of people's arguments is also rather lacking of objective evidence.

Show nested quote +
On June 13 2010 01:09 zhul4nder wrote:
On June 12 2010 23:51 Hidden_MotiveS wrote:
What if feedback were made smarter? So that you could cast it on an area, or a noncaster, and you'd automatically feedback a caster close to that area. It would've made lockdown more useful in sc1. Just a thought to deal with issue #2.

Blizzard probably won't change anythiing right now though.
edit: I'm not sure emp should be nerfed.


What if FF was automatic? What if 250mm was automatic to massive stuff? What if storm was auto-matic? what if any energy ability was autonmatic? I sense overpoweredness in automaticness.

Just one example, not enough to prove anything: notice how I say that feedback will only work on a unit in the area that you cast. It's not autocast. You still have to choose to use the ability, it's just easier to aim at a specific unit.

Not to be a grammar police either, but your argument would be more convincing if you checked for spelling... "autonmatic". Another common theme in starcraft 2 forums is the lack of spell-check.

Finally, you're all just theorycrafting. These kinds of discussions get nowhere unless people put in concrete evidence such as videos of tests. Imagine if scientists tried to prove things like this. If you like these kinds of discussions that go on for twenty pages, don't prove anything, and then are forgotten, then go to the bnet forums.


That'd be great if Beta weren't down and replays didn't crash

All we can do is argue our perspective, and any kind of feedback is pretty important to a balance designer, anyway.
Mensab
Profile Joined June 2010
United States27 Posts
June 13 2010 16:48 GMT
#193
On June 14 2010 01:34 Bibdy wrote:

At what point did I say the Protoss is doing nothing, and doesn't have everything in play, too?
At what point did I say the Protoss isn't trying to bust in?



And when you've got two massive armies colliding in a 'fair fight' Ghosts can EMP all of our shit (including casters), Siege Tanks get two full volleys of shots off, Vikings start battering our Collossi and the bio ball is Stimmed, all before we can get in range and fight back



all before we can get in range and fight back


Blink stalkers? Phoenixes? Both? Or anything in general? Or how about not running headlong into his army? I mean I heard (and just heard you know) that any T with a big tank line is pretty vulnerable when a number of them have to unsiege to leapfrog. And if he doesnt have a strong tank line then the bulk of his DPS is with his range 5 and range 6 units?

Nevermind that there is a big assumption that the T player has to somehow amass all this heavily expensive mineral AND gas heavy army. I mean fuck you have the T have a large bioball (presumably with a heavy marauder count to boot) along with a tank line that actually means something and sufficient vikings to threaten colossi?

Whine about 24 3/3 battlecruisers next? Oooh how about throw in some thors into that mix you described earlier too, I mean why not throw a couple of 300/200 units into the already massively expensive army.



At what point do you actually consider Chrono Boost a massive advantage over say, Reactors and the MULE? Hi, two different production abilities for two different races.


Gee I don't know being able to nearly double the worker count that T has and being able to cover 3/4 of the map by minute 10 would count as an advantage, I dunno.

And if you want to argue that you are going to be saving to chronoboost something other than probes the vast majority of the time, then I say "scan".


At what point does a Protoss player have to say "fuck it" to a massive blob of Siege Tanks and Vikings sitting outside his expansion?

Get some basic comprehension before you try and complain.

I'm glad when Terrans go mech. Makes Void Rays that much stronger. Too few Terrans haven't got a clue how badly their beloved Vikins get raped by Flux-Veined Void Rays that snuck into their base and charged to full off a building.


I dunno you kinda answered your own question right there buddy. Unless vikings and tanks somehow aren't mech.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-13 17:07:20
June 13 2010 17:04 GMT
#194
On June 14 2010 01:48 Mensab wrote:
Show nested quote +
On June 14 2010 01:34 Bibdy wrote:

At what point did I say the Protoss is doing nothing, and doesn't have everything in play, too?
At what point did I say the Protoss isn't trying to bust in?


Show nested quote +

And when you've got two massive armies colliding in a 'fair fight' Ghosts can EMP all of our shit (including casters), Siege Tanks get two full volleys of shots off, Vikings start battering our Collossi and the bio ball is Stimmed, all before we can get in range and fight back


Show nested quote +

all before we can get in range and fight back


Blink stalkers? Phoenixes? Both? Or anything in general? Or how about not running headlong into his army? I mean I heard (and just heard you know) that any T with a big tank line is pretty vulnerable when a number of them have to unsiege to leapfrog. And if he doesnt have a strong tank line then the bulk of his DPS is with his range 5 and range 6 units?

Nevermind that there is a big assumption that the T player has to somehow amass all this heavily expensive mineral AND gas heavy army. I mean fuck you have the T have a large bioball (presumably with a heavy marauder count to boot) along with a tank line that actually means something and sufficient vikings to threaten colossi?

Whine about 24 3/3 battlecruisers next? Oooh how about throw in some thors into that mix you described earlier too, I mean why not throw a couple of 300/200 units into the already massively expensive army.


Show nested quote +

At what point do you actually consider Chrono Boost a massive advantage over say, Reactors and the MULE? Hi, two different production abilities for two different races.


Gee I don't know being able to nearly double the worker count that T has and being able to cover 3/4 of the map by minute 10 would count as an advantage, I dunno.

And if you want to argue that you are going to be saving to chronoboost something other than probes the vast majority of the time, then I say "scan".

Show nested quote +

At what point does a Protoss player have to say "fuck it" to a massive blob of Siege Tanks and Vikings sitting outside his expansion?

Get some basic comprehension before you try and complain.

I'm glad when Terrans go mech. Makes Void Rays that much stronger. Too few Terrans haven't got a clue how badly their beloved Vikins get raped by Flux-Veined Void Rays that snuck into their base and charged to full off a building.


I dunno you kinda answered your own question right there buddy. Unless vikings and tanks somehow aren't mech.


Yeah, you seem to have Mech complaints confused as if Protoss are complaining about them. Its actually Zerg having trouble with mech.

What does ANY of that have to do with the Feedback-EMP dynamic?

You know, the thing we're actually talking about here? You're just exploding it out of proportion. "OMG you complain about EMP, YOU MUST BE COMPLAINING ABOUT A BAZILLION BCS, TOO!". No. I'm complaining about EMP, because the amount of upfront burst damage it does to my army, with a simple E-click is mind-blowingly retarded, compared to the amount of effort I have to put in to just mitigate, let alone stop it.

And the only 'counter' I do have, has a shorter range. So its just a great big coin toss depending on whether my HTs reach your Ghosts, before you EMP my army. In most cases, no.
trucejl
Profile Joined May 2010
120 Posts
June 13 2010 17:09 GMT
#195
On June 13 2010 14:51 D3lta wrote:
Player A says "EMP" is overpowered.
Player B says "show my a replay"
Player A says "Brat vs toss in the zotac cup"
Player B says "Brat won the first game I saw after 30 mins of out-econing the toss, and lost the second in 9 minutes to an immortal push"
Player C say s"Replays don't mean anything guys, you'll just bring up what matches support your point"
As for the ridiculous statements about storm being ineffective vs micro (and of course, also hard to land), and the same old broken "blizzard changed VR so they'll change ghosts"argument. there's plenty I've already stated on this thread.


player A point out a replay to support his pt
player B point out another replay to support his pt
both ignores certain mistakes that affect the game altogether
hence proving player C pt

i havent watch the replay but in every replay both player will make mistakes that ppl can say affected the game more than something else. unless both player play perfectly which is impossible, replays r useless.

storm is MUCH MUCH LESS effective against micro than emp is against micro.

blizz is eventually gunna do something to emp when ppl polish their build more. only reason its not being looked into much right now bc most terran is going mech. also correct me if im wrong but blizz hasnt release the tvp percentage for those ppl that love statistics so much
Luvz
Profile Blog Joined June 2008
Norway356 Posts
June 13 2010 17:09 GMT
#196
EMP is and will be staying, even if its OP or not, doesnt matter. i agree with one of the above posters, Terran has easy to get counters to high tier units at their tier 1. wel just have to play around it. imo Terran is MUCH like Protoss in Sc1, Easy to play. easy to win, to a Certain level of play. this includes Diamond seeing as 90% of the ppl there are Terrible. now for the ppl that brings up tour's and stats on high end tours and so on, the game levels out at some point, once pepole get the "FEELING" for the game, its the same as playing PVZ/PVP or whatever matchup u feel is balanced.
THIS is why u dont see Terrans winning evrything. give the game sometime, some nerd will 99.99% surely find some way to crack Terran's for Midd/low players if not, blizzard HAS to tweak terran in some way. no point in crying about it until the release is out becouse ALOT can change, and prob will in release aswell.
Norway ~ Home of the brave <3
killercheebo
Profile Joined November 2009
Korea (North)46 Posts
June 13 2010 17:10 GMT
#197
rly easy

just blink the stalker if u see ghost firing at it. prtty easy to do if u have faster reaction than ur grandma
NORTH KOREA PWNS AT SC
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2010-06-14 22:56:41
June 13 2010 18:16 GMT
#198
On June 13 2010 17:25 space_yes wrote:
Where would you get the idea that the protoss has to macro at a higher level at the terran? Was that a typo? Micro is debatable but you think macro is harder for the toss? Seriously? I don't want to derail the thread on this point but I can't help but point it out b/c I think it undermines your credibility


In SC2 thus far, this is true. Watch pro replays ... Protoss exploits macro to gain an advantage against T. Macro isn't just about who builds the most units.

The lack of a direct protoss EMP solution isn't evidence of imbalance. If T > P statistically on ladder and in most tournaments/pro-leagues b/c of substantiated EMP usage then that would be evidence of imbalance but we really haven't seen that (as a result of EMP). I think the whole point of EMP is to help the terran compensate for the general strength of the protoss army and other MU nuances. Blizzard wants the protoss to get EMP'd.


I don't know how many times I need to repeat this, but it is not about outcome imbalance. I have never stated Terran is imbalanced or OP (this is for another debate). My argument is there is no solution, and no other unit or spell in BW or SC2 works like this in any matchup. I also think Terran has a lot easier time executing EMP then Toss has dealing with it. Those are my two arguments; it has NOTHING to do with T being OP.

And again, IMO citing pro stats does not work for reasons I've already stated in a previous post. There was no pro stats that demonstrated the VR was OP, but it got nerfed nonetheless because it was way easier to execute than counter, affecting all levels of non-pro play. How does this not apply to EMP?

I can see why you would think making it dodgeable would add micro to the game (it would) but it would be at the cost of balance and strategic diversity. One of the tricky things about balance is how it affects different skill levels. For example, if EMP were hard to dodge, but dodgeable most gosu protoss would consistently dodge it and ghosts would disappear from high level play. Sure, this scenario is great for the casual gamer but bad for the high level terran. Without reliable EMP bio builds become much less viable and the general strategic diversity of high level play suffers. How much fun is Warcraft 3 to watch? Is this what we really want for PvT everyone doing the same build? This is what I was getting at with my comment about skill ceiling and balance adjustments. I want SC2 to succeed as an e-sport and things that further newbify an already too-easy game I'm strongly against.


Your argument about dodging EMP is invalid. Terran has many solutions to psi storm, and yet psi storms consistently go off in pro play. Toss has no solutions to EMP. This makes no sense.

I'm open to being convinced but I from all of the games I've played and the replays I've watched (most Zotac, ESL etc.) I just don't see any evidence that EMP is imbalanced in high level play so I don't understand why its need more nerfing (it was nerfed once if you recall). It kind of reminds me of irradiate from BW in TvZ. There was literally nothing the zerg could do about but try and snipe vessels (which can be very difficult). The reason late game TvZ wasn't completely imba was b/c other factors besides irradiate. Specifically dark swarm and ultralisks. If irradiate was directly counter-able (dodgeable, removable in some way) late game zerg would always overrun the terran. I can't help but feel EMP is vaguely analogous in some regards.


Again, it doesn't have to do with imbalance. It has to do with Toss having no solutions to EMP. Irradiation isn't even a close comparison. It has a shorter range, sci vessels are much easier to shoot down (scourges), it was a much smaller AoE, and you can easily move away irridiated units so damage is isolated to a single unit. There are tons of Z solutions to irradiate. There is no solution for P against EMP.

I'm not asking for a nerf. I'm asking for a workable Toss solution. If this requires a nerf, then so be it.

EDIT: I'll point out too that we're ignoring the economic costs of ghost play for terran. These are not insignificant and can't be debated by just adding up the gas cost and being like "oh wow it only costs X gas, that's really not very much." Gas costs are relative to build orders, production capabilities, and stage of the game. They can only be understood in the union these contexts. If it were demonstrated (it hasn't in this thread at least) EMP was imbalanced one potential nerf would be a cloak nerf or slight range nerf. That would make ghosts easier to snipe which would add a tactical element to game play. Other possible nerfs include decreasing the rate ghosts recharge energy. But again, I don't think Blizzard should mess with EMP without evidence of PvT imbalance as a result of EMP. Who knows, maybe their internal statistics prove me completely wrong. Idk.


Immaterial to the two arguments I'm making (which I refuse to repeat again ).
I will bet good money EMP is addressed in a future patch in one way or another (added toss ability or change in EMP range/research)
MattDamon
Profile Joined May 2010
United States59 Posts
Last Edited: 2010-06-13 18:48:48
June 13 2010 18:48 GMT
#199
On June 13 2010 21:29 Tump wrote:
I had problems with EMP, until I stopped being lazy and actually took the time to use Observers, keep track of the Terran army, and spread myself whenever engagements were going to take place. This allows for minimal energy drain from my Sentries, and all of my units as a whole's shields. I keep my Templar spread further and behind/to the sides of my army even, and when the engagement begins I reveal them and begin Storming as usual, they just come in from all different which ways and are harder to EMP.



This is exactly why EMP is not over powered in my opinion. If both players have a similar army and the protoss spreads out with a heavy zelot/high templar composition, then the protoss army in my experience destroys a Terran bio army.

I also think it is weird that there is a topic on TL about just about every Terran unit being OP. From my experience most of my opponents that complain about something being OP lost the game because I expanded several minutes before they did, or I killed a bunch of their workers early game.
http://beta-us.battle.net/sc2/en/profile/62116/1/
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
June 13 2010 18:52 GMT
#200
On June 14 2010 03:48 MattDamon wrote:
Show nested quote +
On June 13 2010 21:29 Tump wrote:
I had problems with EMP, until I stopped being lazy and actually took the time to use Observers, keep track of the Terran army, and spread myself whenever engagements were going to take place. This allows for minimal energy drain from my Sentries, and all of my units as a whole's shields. I keep my Templar spread further and behind/to the sides of my army even, and when the engagement begins I reveal them and begin Storming as usual, they just come in from all different which ways and are harder to EMP.



This is exactly why EMP is not over powered in my opinion. If both players have a similar army and the protoss spreads out with a heavy zelot/high templar composition, then the protoss army in my experience destroys a Terran bio army.

I also think it is weird that there is a topic on TL about just about every Terran unit being OP. From my experience most of my opponents that complain about something being OP lost the game because I expanded several minutes before they did, or I killed a bunch of their workers early game.


So the ability isn't overpowered because if the protoss player is mechanically much better than the terran it is fair? - riiiiight.

complaints in-game =/= complaints written on a forum.
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