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PvT way to deal with EMP - Page 19

Forum Index > StarCraft 2 Strategy
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GreEny K
Profile Joined February 2008
Germany7312 Posts
June 16 2010 13:22 GMT
#361
EMP does not cause massive problems for me. How I deal with it is as follows, I like to engage in smaller battles. I tend to get fast observers, old sc habit, and if i see ghosts coming out I try to force battles. If the terran is not coming out I try to use forcefields and then break his front. Anyway, like i said, I engage with smaller armies because an EMP doesn't effect me as much as it would if it went off on a large army. I also like to micro so I pretty much attack non-stop and make him waste his EMP's.
Why would you ever choose failure, when success is an option.
STS17
Profile Joined April 2010
United States1817 Posts
June 16 2010 14:25 GMT
#362
MangoTango he is referring to the fact that any AoE spell became significantly more powerful purely because units "ball up" much better then in BW, therefore an AoE spell will hit many more targets (thus doing more net damage) then in the predecessor. To balance this, the effects of such spells must be diminished else they will simply do way too much damage.

I believe it is for this reason that the radius on Storm was reduced earlier in the beta.
Platinum Level Terran - Take my advice from that perspective
SilverforceX
Profile Joined May 2010
Australia267 Posts
Last Edited: 2010-06-17 06:11:17
June 17 2010 05:35 GMT
#363
On June 16 2010 23:25 STS17 wrote:
MangoTango he is referring to the fact that any AoE spell became significantly more powerful purely because units "ball up" much better then in BW, therefore an AoE spell will hit many more targets (thus doing more net damage) then in the predecessor. To balance this, the effects of such spells must be diminished else they will simply do way too much damage.

I believe it is for this reason that the radius on Storm was reduced earlier in the beta.


This is it. SC2 pathing is so efficient, aoe spells are devastating. Storm getting nerf to its current iteration is actually quite fine with me. It's effect isn't game breaking and allow ppl to micro out of it to reduce its effects. If anything, i think the research for storm should be cheaper/faster. Building a cybercore > twilight > archives is a long and costly investment.. requiring another two costly research is a bit overkill.

However, I don't get why EMP escaped the rebalancing, it's got a bigger aoe and even more devasting vs protoss than storm vs terran.

Edit: Storm got a dmg nerf and aoe nerf.
Sputty
Profile Joined April 2010
Canada161 Posts
Last Edited: 2010-06-17 06:04:42
June 17 2010 06:03 GMT
#364
On June 17 2010 14:35 SilverforceX wrote:
Show nested quote +
On June 16 2010 23:25 STS17 wrote:
MangoTango he is referring to the fact that any AoE spell became significantly more powerful purely because units "ball up" much better then in BW, therefore an AoE spell will hit many more targets (thus doing more net damage) then in the predecessor. To balance this, the effects of such spells must be diminished else they will simply do way too much damage.

I believe it is for this reason that the radius on Storm was reduced earlier in the beta.


This is it. SC2 pathing is so efficient, aoe spells are devastating. Storm getting nerf to its current iteration is actually quite fine with me. It's effect isn't game breaking and allow ppl to micro out of it to reduce its effects. If anything, i think the research for storm should be cheaper/faster. Building a cybercore > twilight > archives is a long and costly investment.. requiring another two costly research is a bit overkill.

However, I don't get why EMP escaped the rebalancing, it's got a bigger aoe and even more devasting vs protoss than storm vs terran.


The AOE size of EMP was lowered in a patch in early beta around the same time as psy storm

edit: actually a patch earlier, patch 6 was EMP from 3 to 2 and patch 7 was psy from 2 to 1.5
Novembermike
Profile Joined April 2010
United States102 Posts
June 17 2010 22:49 GMT
#365
On June 16 2010 13:57 link0 wrote:
Show nested quote +
On June 16 2010 13:29 Zanez.smarty wrote:
So Terran Players... answer me this question:

In what situation is it NOT a good idea to build Ghosts against Protoss....? What unit composition or build could the Protoss use that would make you bypass Ghosts in a standard game? What situation would you say that building a Ghost or two would not be worth their investment?


When the Toss is going for mass zealots and/or collossi.

1. A huge delay to your vikings will mean someone who goes for 1 base collossi attack will roll over you.

2. Marines + Ghosts will lose to chargelots + sentry shield (if they activate before attacking)



Note: I don't personally know if anything is OP or not and will not state my opinion about that. Just answering your question.


IIRC the Ghost Marine push comes before they will have Colossi + Thermal lance, but even if they didn't the argument wasn't about a ghost rush but ghosts in general. You could easily add a couple ghosts to a mech build against Colossi.

Against chargelots, I don't see the ghost being the weak link. It does 50 damage straight off to the zealots and is basically 2 marauders for the rest of it. The marines aren't a great choice, but the ghost doesn't hurt at all.
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-06-29 00:11:17
June 29 2010 00:08 GMT
#366
I'm almost positive someone has said this, and I'm fairly certain it works, though, since the beta is down, I haven't tried it. If you feedback as soon as humanly possible, due to the animation of EMP, the feedback hits before the EMP lands. This means the ghost still has full mana, or whatever he had before the EMP was launched. Mana is only taken away once it hits. Not the most important detail, or the most used, but it's something to consider.
EDIT: Archons also do like 60 or so damage a shot to bio units, which is right around what a tank does, without splash. They have 200 shields, so thusly, they still have shields, and not only shields but the majority of their health. So, if you see ghosts, and you have templar, making Archons might be a logical move.
Interfect
Profile Joined April 2010
Canada52 Posts
June 29 2010 00:24 GMT
#367
Since the terran has this huge bio-mass, collosi would definately kill it along with the ghost with or without the emp being casted. If the terran player gets vikings, then getting a larger stalker/zealot ground army would make up for it. If the collosi are taken out, you still win because he needs to land the vikings while his ground army is demolished. The collosi would also have a few good shots before dying and he would have to fly his vikings away being chased by a giant protoss ground army. It's also kinda nice to stop collosi production and make immortals instead if you know the other guy is making vikings creating an other reason for the vikings not to land.
Seize the day!
MythicalMage
Profile Joined May 2010
1360 Posts
June 29 2010 00:40 GMT
#368
On June 29 2010 09:24 Interfect wrote:
Since the terran has this huge bio-mass, collosi would definately kill it along with the ghost with or without the emp being casted. If the terran player gets vikings, then getting a larger stalker/zealot ground army would make up for it. If the collosi are taken out, you still win because he needs to land the vikings while his ground army is demolished. The collosi would also have a few good shots before dying and he would have to fly his vikings away being chased by a giant protoss ground army. It's also kinda nice to stop collosi production and make immortals instead if you know the other guy is making vikings creating an other reason for the vikings not to land.

The primary issue is production facilities. You can't have 2-3 robos and 6+ warp gates efficiently. And this whole counter v counter mentality is really flawed. Make an army strong enough that EMP doesn't matter.
Interfect
Profile Joined April 2010
Canada52 Posts
June 29 2010 01:06 GMT
#369
You don't need 2-3 robos or 6+ warp gates. Having 1/2 collosi with range upgrade and a good number of ground units would do well against the early biomass, and you can always use the ramp to your main and a forcefield. It's not that you make an army strong enough that emp doesn't matter, it's just that the biomass composition like that doesn't do well against an army with collosi. If it's early game and they rushed for ghost or something, i would expect them to spend a lot of their gas on ghost and not have any gas remaining for marauders (or atleast a lot of them). Thus collosi will melt the marines and the ghost. This only requires one robo and a gateway. You'd probably be able to have 2 gateways at that time, but it's all good.

The thing about the vikings is because it takes time for the vikings to land and they can't hit ground while in air. So if you focus on producing gateway units and immortals while stopping collosi production (day9 mentioned something like this somewhere), when you engage the terran, their ground army is a lot smaller then your ground army. That way you can mop the floor while the terran's vikings are still in the air. Even if the terran has emp, they still won't be able to deal enough damage because a large part of their army (vikings) aren't dealing damage. If the vikings landed before they you encounter them, then your leftover collosi would slaughter his army. Not to mention they're pretty bad against immortals with on the ground. This is later in game and probably would have your natural up too. You would probally need 2 robo and 4-6 warp gates. It's kinda interesting how some terrans would make at least 1/3 of their army vikings if they see a collosus just to one-hit kill one.
Seize the day!
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-06-29 01:24:03
June 29 2010 01:23 GMT
#370
Warning I'm going to rip apart your post:
On June 29 2010 10:06 Interfect wrote:
You don't need 2-3 robos or 6+ warp gates.
One or the other is pretty standard on two bases. 6 may be a little too low, and 3 may be a bit too high.
Having 1/2 collosi with range upgrade and a good number of ground units would do well against the early biomass, and you can always use the ramp to your main and a forcefield. It's not that you make an army strong enough that emp doesn't matter, it's just that the biomass composition like that doesn't do well against an army with collosi.

Ah, that's it. Well, what if they go ghost mech? Or ghost air or something ridiculous? More importantly, this counter mindset is really vulnerable, especially to the aforementioned vikings.
If it's early game and they rushed for ghost or something, i would expect them to spend a lot of their gas on ghost and not have any gas remaining for marauders (or atleast a lot of them). Thus collosi will melt the marines and the ghost. This only requires one robo and a gateway. You'd probably be able to have 2 gateways at that time, but it's all good.
Marines are better than marauders for DPS, but the whole colossi thing. If you're not straight defending, any less than 2 warp gates won't be very good. Regardless, marauders or not, any deviation from standard bio (An early starport or any mech) will run over that colossus, especially with ghost support. Anyhow, your argument that our counters are balanced cause your counters kill our counters is so flawed, I don't even feel like explaining.

The thing about the vikings is because it takes time for the vikings to land and they can't hit ground while in air. So if you focus on producing gateway units and immortals while stopping collosi production (day9 mentioned something like this somewhere), when you engage the terran, their ground army is a lot smaller then your ground army.
Well, Mr. Counter guy, what about the fact that ghosts are the MAIN counter to immortals? As for army size, all this money spent on the robo bay is money that isn't units, thus, if he's macroing properly, he'll be bigger than you, and he'll have Stim/Shields/Concussive shells/the ghost upgrade, whilst you'll be lucky to get a forge upgrade.
That way you can mop the floor while the terran's vikings are still in the air. Even if the terran has emp, they still won't be able to deal enough damage because a large part of their army (vikings) aren't dealing damage. If the vikings landed before they you encounter them, then your leftover collosi would slaughter his army. Not to mention they're pretty bad against immortals with on the ground.
Well, the majority of his air force won't be vikings if he isn't an idiot. If there are colossi left, the vikings won't switch to ground mode, if your opponent is mildly competent. The majority of his air will be medivacs, assuming he's going bio.
This is later in game and probably would have your natural up too. You would probally need 2 robo and 4-6 warp gates. It's kinda interesting how some terrans would make at least 1/3 of their army vikings if they see a collosus just to one-hit kill one.
Those terrans are BAD. You can support 3-4 gates on one base so, late game, at least your numbers sound right.

In a bit of a bad mood, and I hate all this counter bullshit.
trucejl
Profile Joined May 2010
120 Posts
June 29 2010 01:36 GMT
#371
every unit in the game has a unit they dont wanna c on the other side, with the exception of ghost
MythicalMage
Profile Joined May 2010
1360 Posts
June 29 2010 01:41 GMT
#372
On June 29 2010 10:36 trucejl wrote:
every unit in the game has a unit they dont wanna c on the other side, with the exception of ghost

Sure, they do. Want me to go down the list?
Archon, carrier, HT(Arguably), phoenix, stalker, zealot. Thing is, even a collosus sucks horribly by itself. Same with a ghost or anything else.
trucejl
Profile Joined May 2010
120 Posts
Last Edited: 2010-06-29 01:47:34
June 29 2010 01:46 GMT
#373
On June 29 2010 10:41 MythicalMage wrote:
Show nested quote +
On June 29 2010 10:36 trucejl wrote:
every unit in the game has a unit they dont wanna c on the other side, with the exception of ghost

Sure, they do. Want me to go down the list?
Archon, carrier, HT(Arguably), phoenix, stalker, zealot. Thing is, even a collosus sucks horribly by itself. Same with a ghost or anything else.


the only thing on that list that is decent against ghost is zealots. carriers suck period. ghosts own ht in the hand of same skill level players. stalker is horrendous against ghost, lost half hp to emp. phoenix are just flying pieces of crap after emp. archons would be good if they can ever get close enough to touch the ghost assuming it doesnt get raped by emp

i never said units by itself. most unit mix there is something u rather not c unless u get the whole tech tree -.-
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 29 2010 01:54 GMT
#374
To be honest, I'm not going to agree with you going phoenix here. It's just too hard to snipe a ghost when marines are blasting you out of the sky so quickly. Not only that, but you're already complaining about ghosts blending in... I don't find phoenix to be a good counter to ghosts at all. Only sieged tanks / SCV harrass.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Interfect
Profile Joined April 2010
Canada52 Posts
June 29 2010 02:35 GMT
#375
On June 29 2010 10:23 MythicalMage wrote:
Warning I'm going to rip apart your post:
Show nested quote +
On June 29 2010 10:06 Interfect wrote:
You don't need 2-3 robos or 6+ warp gates.
One or the other is pretty standard on two bases. 6 may be a little too low, and 3 may be a bit too high.
Show nested quote +
Having 1/2 collosi with range upgrade and a good number of ground units would do well against the early biomass, and you can always use the ramp to your main and a forcefield. It's not that you make an army strong enough that emp doesn't matter, it's just that the biomass composition like that doesn't do well against an army with collosi.

Ah, that's it. Well, what if they go ghost mech? Or ghost air or something ridiculous? More importantly, this counter mindset is really vulnerable, especially to the aforementioned vikings.
Show nested quote +
If it's early game and they rushed for ghost or something, i would expect them to spend a lot of their gas on ghost and not have any gas remaining for marauders (or atleast a lot of them). Thus collosi will melt the marines and the ghost. This only requires one robo and a gateway. You'd probably be able to have 2 gateways at that time, but it's all good.
Marines are better than marauders for DPS, but the whole colossi thing. If you're not straight defending, any less than 2 warp gates won't be very good. Regardless, marauders or not, any deviation from standard bio (An early starport or any mech) will run over that colossus, especially with ghost support. Anyhow, your argument that our counters are balanced cause your counters kill our counters is so flawed, I don't even feel like explaining.
Show nested quote +

The thing about the vikings is because it takes time for the vikings to land and they can't hit ground while in air. So if you focus on producing gateway units and immortals while stopping collosi production (day9 mentioned something like this somewhere), when you engage the terran, their ground army is a lot smaller then your ground army.
Well, Mr. Counter guy, what about the fact that ghosts are the MAIN counter to immortals? As for army size, all this money spent on the robo bay is money that isn't units, thus, if he's macroing properly, he'll be bigger than you, and he'll have Stim/Shields/Concussive shells/the ghost upgrade, whilst you'll be lucky to get a forge upgrade.
Show nested quote +
That way you can mop the floor while the terran's vikings are still in the air. Even if the terran has emp, they still won't be able to deal enough damage because a large part of their army (vikings) aren't dealing damage. If the vikings landed before they you encounter them, then your leftover collosi would slaughter his army. Not to mention they're pretty bad against immortals with on the ground.
Well, the majority of his air force won't be vikings if he isn't an idiot. If there are colossi left, the vikings won't switch to ground mode, if your opponent is mildly competent. The majority of his air will be medivacs, assuming he's going bio.
Show nested quote +
This is later in game and probably would have your natural up too. You would probally need 2 robo and 4-6 warp gates. It's kinda interesting how some terrans would make at least 1/3 of their army vikings if they see a collosus just to one-hit kill one.
Those terrans are BAD. You can support 3-4 gates on one base so, late game, at least your numbers sound right.

In a bit of a bad mood, and I hate all this counter bullshit.


Sigh... the first and second argument is invalid cause it's early game, before your even able to get an expansion. It's a one base rush to collossi against a one base terran rushing to get ghost. The best you can get at that time really is one robo and 2 gateways/warpgates. Economy won't support anymore unless you expand.

3rd argument, if they went to get ghost, how do they have the resources to get a factory and a starport at the same time you get a robo and a robo bay? Like honestly you gotta make a ghost academy, make the ghost, make the factory, and then make the starport, and then the viking or even a banshee while massing marines all at the same time i warp in a robo and a robo bay? I don't even know how you have the gas to support all that, not to mention the minerals to even expand for gas. Also is there really not even enough time to get a stalker or two? For the mech, a siege tank upgraded with siege mode? Did you even consider the time to get that after you teched all the way to ghost?

4th argument, how would you be able to shoot if you can't see up a ramp? Not only that you manage to tech all those buildings and get stim all at the same time?!?!?! something's not right here. Oh btw, marines melt to collossi fire. Especially if marine range is lower than the colossi range with upgrade. Don't forget the force field on ramp! Can't shoot what you can't see! Scan? There goes your mule but you still can't touch me.

5th argument, how does the terran suddenly have all these upgrades including the ghost upgrade with vikings as well as keep up army production with protoss with the same amount of bases. Hmmm.... i know the terran has mule but it doesn't create this much of a gap.

6th Argument, yes ghost are counter to immortals but only if partnered with other units like marauders and marines. The only problem is the ai targeting the zealots which are raping them and stalkers there just to make life much worse. Sure you can target fire the immortals, but since you wanted more medivacs and less vikings, mind you, the collossi don't die instantly to a small handful of viking fire.You also make it sound like the cost of a robo and the range upgrade is more expensive then a ghost academy, ghost cloak, ghost energy, stim pack, shields, concussive shells, factory, starport, 3/4 techlab. Why is that?

7th Argument, dude if you make all your starports produce medivacs and only a small handful of vikings, there wouldn't even be a need to stop colossi production. 3-4 Vikings won't do anything to a stalker/colossi army. Especially with blink.

Counter bullshit:
Hah! You know? Everything can be countered, even what i say can be countered. There's no such thing as an invincible build. Every build has a weakness that gets found out sooner or later. The unit composition you are talking about does work, but the amount of resources spent on all those upgrades and tech buildings as well as the timing just doesn't sound right. Honestly like:

Pylon ---> Gate --> Pylon ---> Cybernetics Core -----> Warp Gate -------> Robotics Facility -----> Pylon ----> Robotics Bay -----> Gate -------->Collosus Range

Takes the same time as

Supply -----> Barrack ----> Supply (Walling off of course) ------> Orbital Command ----> Ghost Academy -----> Tech Lab ------> Stim ----> Shield -----> Concussive Shells ------> Ghost's Cloak ------> Ghost's Energy -------> Barrack --------> Barrack -------> Factory -----> Starport
~ something like that except maybe somehow have minerals to expand too

Does this really happen in game? I'm kinda curious how Terrans can do all this that fast. Someone just tell how this is even possible. Also note that the Terran army also outnumbers the toss army too.

I'm also in a bad mood today.
Seize the day!
Sets
Profile Joined February 2009
United States59 Posts
June 29 2010 05:05 GMT
#376
I honestly don't see Archons as viable counters to a bio+ghost push. One good EMP shot can take down a group of Archons. What's worse is if Terran has 1 or 2 more Ghosts in the group.
Half Awake; Half Dreaming
Neon_Monkey
Profile Joined February 2008
United States270 Posts
Last Edited: 2010-06-29 05:13:33
June 29 2010 05:13 GMT
#377
On June 29 2010 14:05 Sets wrote:
I honestly don't see Archons as viable counters to a bio+ghost push. One good EMP shot can take down a group of Archons. What's worse is if Terran has 1 or 2 more Ghosts in the group.


Well actually you would need 3-4 good emp shots to take down a group of archons.
Sets
Profile Joined February 2009
United States59 Posts
June 29 2010 05:41 GMT
#378
Oh, you're right. I'm wrong. I digress what I just said.
Half Awake; Half Dreaming
Lucius2
Profile Joined June 2010
Germany548 Posts
June 29 2010 16:16 GMT
#379
archons get raped by every mm ball, doesnt even need emp: they get snared, block themselves/get blocked by zeals, they never get in range, and even if they do, they get like 2 shots off wohoo
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-06-29 22:03:16
June 29 2010 21:59 GMT
#380
On June 29 2010 11:35 Interfect wrote:
Sigh... the first and second argument is invalid cause it's early game, before your even able to get an expansion. It's a one base rush to collossi against a one base terran rushing to get ghost. The best you can get at that time really is one robo and 2 gateways/warpgates. Economy won't support anymore unless you expand.
I agree, entirely. The second is still entirely valid, however. Ghost mech works, using, typically, the 1/1/1 opening that is so popular these days.

3rd argument, if they went to get ghost, how do they have the resources to get a factory and a starport at the same time you get a robo and a robo bay? Like honestly you gotta make a ghost academy, make the ghost, make the factory, and then make the starport, and then the viking or even a banshee while massing marines all at the same time i warp in a robo and a robo bay? I don't even know how you have the gas to support all that, not to mention the minerals to even expand for gas. Also is there really not even enough time to get a stalker or two? For the mech, a siege tank upgraded with siege mode? Did you even consider the time to get that after you teched all the way to ghost?
Way to misunderstand ENTIRELY. I am saying that what if they don't go bio? Last time I checked anything but bio raped collossi. One rax, one fax, one port is somewhat supportable on one base, but more likely, it'd be mostly fax or mostly air in this scenario. Teching to ghost doesn't take long. A) Built a rax, add a tech lab, which you'll do no matter what, typically. B) Ghost acadamey, which isn't too slow or that expensive. It just means that you'll be making almost exclusively marines OR hellions early on. C) Make a ghost. Expensive, but you only need one or two.

4th argument, how would you be able to shoot if you can't see up a ramp? Not only that you manage to tech all those buildings and get stim all at the same time?!?!?! something's not right here. Oh btw, marines melt to collossi fire. Especially if marine range is lower than the colossi range with upgrade. Don't forget the force field on ramp! Can't shoot what you can't see! Scan? There goes your mule but you still can't touch me.
I'm not saying Stim AND tech, just stim OR tech. If you're going bio, those upgrades are easy to get. If you're not, then you're not getting them. =] By the way, that last sentence made me laugh sooo hard. I'm not even going to MENTION the whole scan/floating building dynamic, and instead am going to say that a contain gives map control, which lets the terran expand.

5th argument, how does the terran suddenly have all these upgrades including the ghost upgrade with vikings as well as keep up army production with protoss with the same amount of bases. Hmmm.... i know the terran has mule but it doesn't create this much of a gap.
The idea is to stop viking production immediately when the colossi go away, maybe transition to medivacs, maybe not. It's not unheard of to have a decent bio ball and medivacs off of one base. It's not ideal, but it can happen. Of course, if you're teching, you're losing map control as said above. I'm not sure about ALL of the upgrades but at the very least Stim. The ghost upgrade I know next to nothing about practically. Ideally, there'd be a push, then an expansion but I digress.

6th Argument, yes ghost are counter to immortals but only if partnered with other units like marauders and marines.
This made me chuckle. GO MASS GHOSTS!!!
The only problem is the ai targeting the zealots which are raping them and stalkers there just to make life much worse. Sure you can target fire the immortals, but since you wanted more medivacs and less vikings, mind you, the collossi don't die instantly to a small handful of viking fire.You also make it sound like the cost of a robo and the range upgrade is more expensive then a ghost academy, ghost cloak, ghost energy, stim pack, shields, concussive shells, factory, starport, 3/4 techlab. Why is that?
If I made it sound anything like that, I apologize. I meant to say that the various tech paths for the terran are all viable. As for immortals, the idea was that you'd have Colossi or Immortals. You wouldn't want to stop colossi production to make lousy immortals, would you? Well, if the colossi stop, you stop making vikings. It makes everything very smooth.

7th Argument, dude if you make all your starports produce medivacs and only a small handful of vikings, there wouldn't even be a need to stop colossi production. 3-4 Vikings won't do anything to a stalker/colossi army. Especially with blink.
So you're telling me that whilst you produce colossi and stalkers off of one base- negating the zealot statement earlier- you have the money to put down templar tech. But, I won't stress that, due to the fact that it's a more mid game upgrade and the idea is to completely decimate vikings you get the blink stalkers. Fair enough. But the rest of this was covered above.

Counter bullshit:
Hah! You know? Everything can be countered, even what i say can be countered. There's no such thing as an invincible build. Every build has a weakness that gets found out sooner or later. The unit composition you are talking about does work, but the amount of resources spent on all those upgrades and tech buildings as well as the timing just doesn't sound right. Honestly like:

Pylon ---> Gate --> Pylon ---> Cybernetics Core -----> Warp Gate -------> Robotics Facility -----> Pylon ----> Robotics Bay -----> Gate -------->Collosus Range

Takes the same time as

Supply -----> Barrack ----> Supply (Walling off of course) ------> Orbital Command ----> Ghost Academy -----> Tech Lab ------> Stim ----> Shield -----> Concussive Shells ------> Ghost's Cloak ------> Ghost's Energy -------> Barrack --------> Barrack -------> Factory -----> Starport
~ something like that except maybe somehow have minerals to expand too.
Who said anything about Ghost cloak? XD. Anyhow, that seems a tad off, right, but I understand your point. I can't give definite numbers and/or build orders but you have a point. I think that maybe cutting a rax would help significantly if the threat of early colossi presented itself. I'm no expert, but again, you're not doing EVERYTHING I said, though you could off of 2-3 bases, you're just doing one or the other. However, from what I've seen, an early viking is pretty standard. There's a game somewhere. . .
The game
Not exactly the same, but he effectively does a similar sort of thing. Mostly marines a few ghosts and tanks, into vikings whilst expanding. It shows that something similar can happen, and it's by QXC so it's gotta be good.
Does this really happen in game? I'm kinda curious how Terrans can do all this that fast. Someone just tell how this is even possible. Also note that the Terran army also outnumbers the toss army too.
Terran is OP. >.> Really though, the marine is the vast majority of the army, and it's really really cheap.

I'm also in a bad mood today.

It shows. Good Game, well played. I'd rather not counter your counter bullshit with my own counter bullshit another time.


EDIT: that was a really long post. XD. More importantly, however, the point I'm trying to make is that going from colloxen into immortals doesn't work very well due to the transition from vikings to medivacs. Alright, done.
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