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PvT way to deal with EMP - Page 12

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STS17
Profile Joined April 2010
United States1817 Posts
June 14 2010 00:56 GMT
#221
Hmm...would adding a game-wide shout out saying "Warning: Nuclear Launch EMP Detected" and then a 20 second delay before the Nuke EMP goes off satisfy anyone?

Personally, I think people need to reword this whole "Protoss have no answer to EMP" argument. Maybe I'm the only one but to me that says that as soon as EMP hits the field it becomes impossible for the Protoss player to win because no matter what they do they can't overcome the Terran army. Correct me if I am wrong but I do believe there are many games where the Terran player still gets EMP and loses right? It would seem those victorious Protoss players have found an answer to it since they did win after all.
Platinum Level Terran - Take my advice from that perspective
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
June 14 2010 00:58 GMT
#222
On June 14 2010 09:50 D3lta wrote:
Show nested quote +
On June 14 2010 07:56 Kratisto wrote:
The question isn't whether Protoss has a counter to EMP. The answer is no. The question is whether, with sufficient scouting (Hallucinated Phoenixes, Obs, air unit fly-bys), a Protoss player can spot the Ghost Academy and build an army capable of withstanding the damage done by EMP, then winning. Without tons of replays or being able to play the game, I don't think anyone can answer that question: There are too many factors, like whether a Chargelot army can overcome a stimmed bioball with one third of their health missing and no caster support.

There's been substantial evidence that the question is answered: YES, toss player can EASILY win a ground a fight when EMPed. There has been no evidence provided that Terran players using ghosts have any kind of substantial edge over Protoss. Just a lot of complaining with no real basis provided. At least in the T mech vs Zerg arguments, you have top players of BOTH races attesting that it was imbalanced, with replays and stats provided. Even in this case, it turns out that time seems to providing zerg with other answers than "nerf mech."
There has been nothing like that provided here, and furthermore, there is no evidence that this opinion on OP ghosts is extremely wide spread. Marauders probably get way more complaints, which is a testament to the average level of play a complaining player is at. Even when you get the players on this thread to admit this, its only under the veil of "yea but the toss player has to play WAAY better." Again why has toss historically had the higher win % over Terran in all levels of platinum (later diamond) play? Not radically higher, but a good 54-52%. Sounds kind of balanced to me...


This substantial evidence you are talking about is what? I'm calling bs on that one - and a pretty major one at that.

For the rest of your post you would probably benefit from actually reading other peoples posts instead of going off on a pointless rant...
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
June 14 2010 01:00 GMT
#223
On June 14 2010 09:56 STS17 wrote:
Hmm...would adding a game-wide shout out saying "Warning: Nuclear Launch EMP Detected" and then a 20 second delay before the Nuke EMP goes off satisfy anyone?

Personally, I think people need to reword this whole "Protoss have no answer to EMP" argument. Maybe I'm the only one but to me that says that as soon as EMP hits the field it becomes impossible for the Protoss player to win because no matter what they do they can't overcome the Terran army. Correct me if I am wrong but I do believe there are many games where the Terran player still gets EMP and loses right? It would seem those victorious Protoss players have found an answer to it since they did win after all.


You are totally right - it is worded wrongly - read my post on page 11 for what the actual complaint is.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 14 2010 01:12 GMT
#224
On June 14 2010 09:50 D3lta wrote:
Show nested quote +
On June 14 2010 07:56 Kratisto wrote:
The question isn't whether Protoss has a counter to EMP. The answer is no. The question is whether, with sufficient scouting (Hallucinated Phoenixes, Obs, air unit fly-bys), a Protoss player can spot the Ghost Academy and build an army capable of withstanding the damage done by EMP, then winning. Without tons of replays or being able to play the game, I don't think anyone can answer that question: There are too many factors, like whether a Chargelot army can overcome a stimmed bioball with one third of their health missing and no caster support.

There's been substantial evidence that the question is answered: YES, toss player can EASILY win a ground a fight when EMPed. There has been no evidence provided that Terran players using ghosts have any kind of substantial edge over Protoss. Just a lot of complaining with no real basis provided. At least in the T mech vs Zerg arguments, you have top players of BOTH races attesting that it was imbalanced, with replays and stats provided. Even in this case, it turns out that time seems to providing zerg with other answers than "nerf mech."
There has been nothing like that provided here, and furthermore, there is no evidence that this opinion on OP ghosts is extremely wide spread. Marauders probably get way more complaints, which is a testament to the average level of play a complaining player is at. Even when you get the players on this thread to admit this, its only under the veil of "yea but the toss player has to play WAAY better." Again why has toss historically had the higher win % over Terran in all levels of platinum (later diamond) play? Not radically higher, but a good 54-52%. Sounds kind of balanced to me...


Seriously, stop arguing strawman and actually read what other people are saying. You keep trying to make this a "Toss QQing about Terran OP" when that is not the discussion at all.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2010-06-14 01:24:29
June 14 2010 01:15 GMT
#225
On June 14 2010 09:56 STS17 wrote:
Hmm...would adding a game-wide shout out saying "Warning: Nuclear Launch EMP Detected" and then a 20 second delay before the Nuke EMP goes off satisfy anyone?

Personally, I think people need to reword this whole "Protoss have no answer to EMP" argument. Maybe I'm the only one but to me that says that as soon as EMP hits the field it becomes impossible for the Protoss player to win because no matter what they do they can't overcome the Terran army. Correct me if I am wrong but I do believe there are many games where the Terran player still gets EMP and loses right? It would seem those victorious Protoss players have found an answer to it since they did win after all.


I've been trying to be as careful as I can with my word choices. I've even tried to avoid using the loaded word "counter" in this discussion. The way I've phrased it is hopefully not being misread (by anyone other than D3tla ), and that is: Protoss has no workable solution to prevent/mitigate the effects of EMP.

The other component of my stance is: Protoss has to work harder than Terran in order to overcome the effects of EMP. I'm tired of all Terran players (again, of which I am one) saying that the answer to everything against Terran is "work harder." This is another form of imbalance that needs to be addressed. But honestly, at this point, I'd just be happy if Toss had any workable solution.
dlax
Profile Joined June 2010
United States37 Posts
June 14 2010 01:32 GMT
#226
I was platinum before the beta closed so I'm not great at this game. That being said, in plat games as a protoss in PvT I found emp's effectiveness most significant on the immortal. Zealots, even after an emp shot, can still tank somewhat and stand against marines. The real threat is the marauder. Most toss will field immortals to deal with marauders. Because of the 5 range it is impossible to bring them in range of the MM ball and protect them from emp. The hardened shield is the best toss answer to marauders. If 1 emp can eliminate the same shield as 10 marauder shots then the ghost renders immortals nearly useless, especially since they have difficulty retreating.

I dont agree with massive buffs or nerfs. The best change I can see would be for the hardened shields to reduce the emp damage to 10 like any other attack. The emp would not change at all. This would mitigate the loss of all energy and 100 shield in range of the emp, because the main protoss edge would still be there. Not only is this a small change, it does not affect zerg at all!
"It is what it is."
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
June 14 2010 01:33 GMT
#227
I think the day9 135 show will be interesting regarding this thread, seeing as it will be a brat special
mint_julep
Profile Joined October 2009
United States254 Posts
Last Edited: 2010-06-14 03:10:53
June 14 2010 03:04 GMT
#228
I really wish there was a liquibet for balance changes.

I'm pretty darned sure that before the first expansion EMP will be a projectile and / or have a range nerf. EMP is incredibly strong vs P and should be so because it makes the game interesting, but the current range and instant cast rate simply make it more difficult that it should be to position against and micro against respectively imho.

I hope that both changes are made but I'll put money that at least one is. Moving it to the Raven sounds like a nice idea but the ghost would be left with just snipe and nuke which isn't enough to make it more than a 'nuke guy that isn't totally worthless when not nuking'.
I hope Plexa's sig is right.
SilverforceX
Profile Joined May 2010
Australia267 Posts
Last Edited: 2010-06-14 04:14:21
June 14 2010 04:10 GMT
#229
On June 14 2010 05:56 0mar wrote:
EMP goes to raven, 50e lockdown on ghosts as a researchable, 100/100 70s.


This is a pretty good suggestion imo.

Raven can drop either turret or hsm, gets EMP as a research ability (200/200, 110s similar to sc1). EMP range drop to 6.

Lockdown on ghosts would be great, since its single target. You can still counter it with feedback if u are fast at HT micro.

Edit: There's no reason why terran needs to have a super powerful anti-protoss ability at T1.5. A barracks army at t1.5 has no issues with a similar tech protoss army at this timing window. EMP should be on the field by the time protoss can field HT or powerful mass armies, so T3 on Raven fits.
Kratisto
Profile Joined June 2008
United States199 Posts
June 14 2010 04:46 GMT
#230
On June 14 2010 13:10 SilverforceX wrote:
Show nested quote +
On June 14 2010 05:56 0mar wrote:
EMP goes to raven, 50e lockdown on ghosts as a researchable, 100/100 70s.


This is a pretty good suggestion imo.

Raven can drop either turret or hsm, gets EMP as a research ability (200/200, 110s similar to sc1). EMP range drop to 6.

Lockdown on ghosts would be great, since its single target. You can still counter it with feedback if u are fast at HT micro.

Edit: There's no reason why terran needs to have a super powerful anti-protoss ability at T1.5. A barracks army at t1.5 has no issues with a similar tech protoss army at this timing window. EMP should be on the field by the time protoss can field HT or powerful mass armies, so T3 on Raven fits.



All of those are really drastic changes that would make EMP come out far later. Why would a Terran player use EMP at all when it's competing for energy with Point Defense Drone? I think it would become an even less-used Seeker Missile. I like the EMP on the Ghost, and I think that it's close to being balanced, but it definitely needs a tweak. Making it range 6 would make it a little weaker to Feedback, and would make Ghosts a lot easier to snipe. Giving the EMP a projectile or nuke-style calldown (but on a much shorter timer) would make it dodgeable Psi Storm style. Moving it to a much higher tech, increasing its cost, reducing its range, and putting it on a unit which has a much better ability competing for energy, though, would be far too drastic.
Champi
Profile Joined March 2010
1422 Posts
June 14 2010 04:46 GMT
#231
i think EMP needs a small nerf at least, its designed to make terran bio a viable build v protoss but it just makes terran bio destory protoss lol
SilverforceX
Profile Joined May 2010
Australia267 Posts
June 14 2010 04:55 GMT
#232
On June 14 2010 13:46 Kratisto wrote:
Show nested quote +
On June 14 2010 13:10 SilverforceX wrote:
On June 14 2010 05:56 0mar wrote:
EMP goes to raven, 50e lockdown on ghosts as a researchable, 100/100 70s.


This is a pretty good suggestion imo.

Raven can drop either turret or hsm, gets EMP as a research ability (200/200, 110s similar to sc1). EMP range drop to 6.

Lockdown on ghosts would be great, since its single target. You can still counter it with feedback if u are fast at HT micro.

Edit: There's no reason why terran needs to have a super powerful anti-protoss ability at T1.5. A barracks army at t1.5 has no issues with a similar tech protoss army at this timing window. EMP should be on the field by the time protoss can field HT or powerful mass armies, so T3 on Raven fits.



All of those are really drastic changes that would make EMP come out far later. Why would a Terran player use EMP at all when it's competing for energy with Point Defense Drone? I think it would become an even less-used Seeker Missile. I like the EMP on the Ghost, and I think that it's close to being balanced, but it definitely needs a tweak. Making it range 6 would make it a little weaker to Feedback, and would make Ghosts a lot easier to snipe. Giving the EMP a projectile or nuke-style calldown (but on a much shorter timer) would make it dodgeable Psi Storm style. Moving it to a much higher tech, increasing its cost, reducing its range, and putting it on a unit which has a much better ability competing for energy, though, would be far too drastic.


PDD is awesome vs stalker heavy armies, so use that if there's a lot of stalkers. Makes it a joke to defeat that composition. If it's not stalker heavy, use the EMP. As it is now, no mass stalkers, the raven isn't very useful.
metaldragon
Profile Joined October 2009
United States251 Posts
June 14 2010 05:24 GMT
#233

I see your point, BUT you are mistaking mobility and scouting a bit. A protoss army isn't any more mobile than the terran bioball - especially not when stim enters as a factor, and it is here the problem arises. Due to the instant part - you can't micro so you won't get hit by EMP and due to equal mobility (actually the blob when stimmed is faster than the protoss army) means that you can't really micro to mitigate the effect afterwards. Sure if the protoss is the aggressor and he is encoutering ghostmech it isn't a problem due to the less mobility, but when the protoss is the defender the mobility will be either equal (ghostmech) or lesser (bio).

To sum up - the thing that makes it okay for the HT to only be soft countered (micro) isn't possible against ghosts (or the part possible doesn't really mitigate much damage and requires a lot more work then the usage of EMP does) and that is where my gripe with EMP lies. I'm not saying this is enough to make the MU broken or anything (because it isn't - the MU is pretty balanced) - just that I think it is one of the points where the effort to work around it far surpasses the effort it requires to use it. I still think that by making it a projectile (with everything else kept the same) would be a great way to even this out whilst introducing some plaguuuuuu moments.




Boo Fing Whoo! Like seriously all this Call for nerfs simpy because "its easier to use EMP than it is to counter it."


I'm sorry Did anyone play ZvT in Sc1 or TvP? Do you honestly think that 1a2a3a is Harder to do than Set up a siege line > lay mines and properly position vultures to Avoid getting ROFLstomped!?


This is honestly not even close to a valid complaint and with the same logic numerous other abilities would be nerf in similar fashion.

Emp has seen 2-3 nerfs already and honestly at this point is fine. You don't see Top Terrain Walking all over toss 70% of the games due to emp.
Praeses
Profile Joined June 2010
United States8 Posts
June 14 2010 05:31 GMT
#234
Personally (Im a mid-low diamond toss) I think that EMP isn't really that bad until you reach late game. The Early Ghost/bio push is quite strong...but a timing push SHOULD be strong and hard to deal with.

However...the thing that bothers me about EMP is that it completely destroys any reason to use immortals to tank against ghost/mech (phoenix is just awkward since they too can be EMPed) and i guess marauders (although stimmed marauders kill immortals so fast even w/hardened shield).

Therefore, I propose the rather than nerf EMP...instead give the toss an upgrade at the robo support bay that makes immortal hardened shields immune to EMP. This allows the immortal to actually tank like its supposed to, but delays it so that the immortal isnt uncounterable by terran in the midgame. This makes EMP slightly weaker late game, but still amazing as a hp reducer and anti spellcaster ability.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 14 2010 05:50 GMT
#235
On June 14 2010 14:24 metaldragon wrote:
Boo Fing Whoo! Like seriously all this Call for nerfs simpy because "its easier to use EMP than it is to counter it."

I'm sorry Did anyone play ZvT in Sc1 or TvP? Do you honestly think that 1a2a3a is Harder to do than Set up a siege line > lay mines and properly position vultures to Avoid getting ROFLstomped!?

This is honestly not even close to a valid complaint and with the same logic numerous other abilities would be nerf in similar fashion.

Emp has seen 2-3 nerfs already and honestly at this point is fine. You don't see Top Terrain Walking all over toss 70% of the games due to emp.


No; In BW, there was nothing like EMP in SC2. ZvT was equally challenging to play on both sides, as was TvP (if you're P and just 1a2a3a against mech T, you're asking to get pwned). And every unit or spell had a reasonable working solution.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 14 2010 05:52 GMT
#236
I'm more in favor of giving Toss a solution (like Guardian Shield deflecting one EMP blast but getting removed in the process) rather than nerfing EMP, although I think a range nerf would be reasonable.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 14 2010 05:53 GMT
#237
Counter to EMP
+ Show Spoiler +
Don't get high templar
What does it matter how I loose it?
metaldragon
Profile Joined October 2009
United States251 Posts
Last Edited: 2010-06-14 06:04:34
June 14 2010 05:56 GMT
#238
On June 14 2010 14:31 Praeses wrote:
Personally (Im a mid-low diamond toss) I think that EMP isn't really that bad until you reach late game. The Early Ghost/bio push is quite strong...but a timing push SHOULD be strong and hard to deal with.

However...the thing that bothers me about EMP is that it completely destroys any reason to use immortals to tank against ghost/mech (phoenix is just awkward since they too can be EMPed) and i guess marauders (although stimmed marauders kill immortals so fast even w/hardened shield).

Therefore, I propose the rather than nerf EMP...instead give the toss an upgrade at the robo support bay that makes immortal hardened shields immune to EMP. This allows the immortal to actually tank like its supposed to, but delays it so that the immortal isnt uncounterable by terran in the midgame. This makes EMP slightly weaker late game, but still amazing as a hp reducer and anti spellcaster ability.



1a syndrome at its finest!

Ghost make breaking a tank line Harder ON THE GROUND!

Heard of Void rays or i dunno Sc1 Style Carriers or even a mother ship to vortex and force tanks out of seige mode? Heard they make breaking tank lines 10x easier.

I mean come on people this is getting a little silly to say the least. Its like a Terran saying hey my thors Die to immortals Nerf Harden shield plz because i don't want to use EMP!

Its Never been a good idea to EVER walk into a tank line in any match up EVER and having a few immortals still doesn't mean you should be able to with ease...easier yeah with ease...NO.

Praeses
Profile Joined June 2010
United States8 Posts
June 14 2010 06:22 GMT
#239
On June 14 2010 14:56 metaldragon wrote:
Show nested quote +
On June 14 2010 14:31 Praeses wrote:
Personally (Im a mid-low diamond toss) I think that EMP isn't really that bad until you reach late game. The Early Ghost/bio push is quite strong...but a timing push SHOULD be strong and hard to deal with.

However...the thing that bothers me about EMP is that it completely destroys any reason to use immortals to tank against ghost/mech (phoenix is just awkward since they too can be EMPed) and i guess marauders (although stimmed marauders kill immortals so fast even w/hardened shield).

Therefore, I propose the rather than nerf EMP...instead give the toss an upgrade at the robo support bay that makes immortal hardened shields immune to EMP. This allows the immortal to actually tank like its supposed to, but delays it so that the immortal isnt uncounterable by terran in the midgame. This makes EMP slightly weaker late game, but still amazing as a hp reducer and anti spellcaster ability.



1a syndrome at its finest!

Ghost make breaking a tank line Harder ON THE GROUND!

Heard of Void rays or i dunno Sc1 Style Carriers or even a mother ship to vortex and force tanks out of seige mode? Heard they make breaking tank lines 10x easier.

I mean come on people this is getting a little silly to say the least. Its like a Terran saying hey my thors Die to immortals Nerf Harden shield plz because i don't want to use EMP!

Its Never been a good idea to EVER walk into a tank line in any match up EVER and having a few immortals still doesn't mean you should be able to with ease...easier yeah with ease...NO.



Tell me, do u even read posts b4 responding?

I said nothing about changing EMP...also I was just stating that EMP disabled the designed role of immortals to tank heavy hitting damage. Straight up immortals don't break tank lines even if they don't have ghosts...something about have no range...so as long as u have units infront of your tanks, you're fine...b/c god knows if the toss can walk their slow immortals around and flank your tanks completely undefended, u deserve to lose them.

If you really think that this suggestion is so ridiculous...I suggest u try building immortals against a mech practice partner and tell them not to use EMP on them...immortals still arent a good way to break a tank line.

I agree that void rays w/flux veins r good vs mech (w/o them viking kite makes them a lot less useful)...but mothership? really? If you have ghosts and u cant emp that flying snail...ur terrible...lol...

Carriers r bad btw...intercepters die really fast...and they die pretty fast (40/40 light vs thor aoe+rines+vikings?)...yea..

iEchoic
Profile Blog Joined May 2010
United States1776 Posts
June 14 2010 06:28 GMT
#240
On June 14 2010 13:46 Champi wrote:t it just makes terran bio destory protoss lol


Protoss players learned how to beat Terran bio long ago. Go check out White-Ra vs Maka (I think that was the one, correct me if I'm wrong) on Day[9]'s cast.

High Templars rip through bio and as long as they're split they can't all be EMPed.
vileEchoic -- clanvile.com
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