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"Early zealot pressure would be effective"
uuuuuh? how do you expect a zealot army to break through a wall of buildings and still have enough punch to kill the ranged units inside that can kite you or hide behind a wall of scvs?
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Seriously don't understand why emp doesn't require a research to cast. Make it 50/50 but the delay would be sufficient to give protoss a decent chance to tech to something that can deal with MMG on equal terms.
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It blows my mind that this thread is still going. Not only that, but when I read the latest 2 pages or so, I saw all of the same exact arguments as the first ~6 pages including people's pipe dreams of what they wish EMP would cost. IF Bliz ever decided that EMP was imba as it is, they'll figure out their own way to adjust it. Stop wasting space in this thread with suggestions.
To prove that EMP is imbalanced, you would have to show that it is almost always the best use of the time, resources, and APM that it takes to utilize it over other strategies (like old roaches pretty much were), and that it pushes the win/loss ratio of the match-up too far into Terran's favor. When going EMP against Protoss becomes the "only logical choice" rather than just being "a good idea usually", then maybe you can cry IMBA and Momma-Blizzard can come and make it all better (by their own means, not yours).
This is objectivity. This is Science. Stop with all of this anecdotal bullshit, and mostly, stop this redundant repetition.
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On July 02 2010 15:57 Sylvr wrote: Stop with all of this anecdotal bullshit, and mostly, stop this redundant repetition.
Well, considering that you haven't actually given any evidence/statistics and are commenting on a specific thread, I'd say your post was quite anecdotal. Also, "redundant repetition" stands out as one of the better colloquialisms I've heard in awhile.
I think the tone in this thread's gotten a bit stale...at the least, can't we all agree that beta withdrawal is starting to set in?? :/
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On July 02 2010 15:57 Sylvr wrote: It blows my mind that this thread is still going. Not only that, but when I read the latest 2 pages or so, I saw all of the same exact arguments as the first ~6 pages including people's pipe dreams of what they wish EMP would cost. IF Bliz ever decided that EMP was imba as it is, they'll figure out their own way to adjust it. Stop wasting space in this thread with suggestions.
To prove that EMP is imbalanced, you would have to show that it is almost always the best use of the time, resources, and APM that it takes to utilize it over other strategies (like old roaches pretty much were), and that it pushes the win/loss ratio of the match-up too far into Terran's favor. When going EMP against Protoss becomes the "only logical choice" rather than just being "a good idea usually", then maybe you can cry IMBA and Momma-Blizzard can come and make it all better (by their own means, not yours).
This is objectivity. This is Science. Stop with all of this anecdotal bullshit, and mostly, stop this redundant repetition.
Sorry but that's ridiculous. At this point it's very hard to prove anything on the imbalance topic. Science is nice but it's not easy. Let me ask you something on the order you're asking everyone on this thread, so maybe then you'll understand how ridiculous (but noble) is what you asked:
Prove us that increasing zealot speed by 0.05 will balance TvP. I'm pretty sure that unless you're a top mathematician (and in that case i ask you to please go treat more urgent matters, use your great brain in more useful things) there are just too many variables for you to be able to come here in and present us with an infalible proof. No one can't ask for anyone for proof at this point. Besides, you should know that theories are a major part of science as well, and that no good scientist ever leaves a suspicious one untouched, even if he can't prove it, maybe he can disprove it - generally easier -, which so far, on this thread no one was able to.
By the way "To prove that EMP is imbalanced, you would have to show that it is almost always the best use of the time, resources, and APM that it takes to utilize it over other strategies (like old roaches pretty much were), and that it pushes the win/loss ratio of the match-up too far into Terran's favor. "
This is false. To prove that EMP is imbalanced, one would only need to prove it would go as far as giving the T a 0.00001% edge over the protoss, if the matchup was 50% and above for T - 50% and below P. The imbalances that are totally obvious to everyone are over. That's material that the first patches dealt with. Now we're left with smaller imbalances, that can't be proven that easily, but just like evolution theory until a few time ago, people have damn good reasons to believe they're true.
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Does 100 damage to shields and drains all energy to units in the targeted area. Cloaked units hit by EMP Round are revealed for a short time.
they are like portable siege tanks that also drain energy, cloak, detect DT and are healed by medivacs. they work well with stimmed marines who cost no gas, and you can upgrade them together.
if blizzard doesn't change emp, i wouldn't want to be protoss against terran.
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On July 02 2010 07:51 Interfect wrote:Show nested quote +On July 02 2010 00:45 NoM.NoM wrote: Everyone complaining about EMP seems to be bypassing the fact that ghost are way more expensive than high templars and sentres, hence they obvously should be a little better.
Some other general themes of the posts: * Terrans apparently have a reaction time that could just aswell be non existant, since the range 9 feedback would never work vs a range 10 EMP. * Terrans always move all their forces out of a storm within the first second of its duration. * It's not an option for the protoss players to spread their forces, so the EMP will OBVIOUSLY hit ALL the caster. I mean: Who would want to spread their casters vs. ghosts? :s
Think about those and now state to me why EMP is OP. It is more expensive the the protoss counterparts and can easily be worked around. I laugh at the fact you didn't include the fact it takes 2 tech buildings (Twilight Council, Templar Archives) as well as the fact you have to upgrade to get storm. You obviously never touched Protoss at all. Also note that you only need about 1 or 2 ghost while toss needs a lot more templars since their pretty useless if they can't storm. The Terran reaction time thing made me laugh. Splitting Casters, yes it's a solution, but the fact that they move slowly and tend to clump up easily make it not hard but a bit difficult to split up the casters when moving the toss army to engage the terran army. Splitting up casters is more of a way to prepare and wait for the terran to engage you sort of thing. To all those that play Terran and argue that Toss have it easy, try playing Toss for once. To all those that play Toss and argue that Terran have it easy, try playing Terran for once. To all the others that haven't played either of the races, try playing them both for once.
You didn't notice the irony? Well it's there. Also notice that I never claimed to have all the arguments in the post, hence I wrote some. Anyways, as a answer to you argument, it is only logical that HTs are later tech, since they are way better than ghosts.
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On June 11 2010 17:41 Sylvr wrote:Show nested quote +On June 11 2010 16:34 SilverforceX wrote: I like how to suggest to retreat once EMPed.. yeah, try to run with conc shells on your ass. Even an easier win for the T army. Don't exaggerate. Conc shells will maybe take out a few Zealots (roughly equal to the number of Marauders he has, likely less since they might not all get an attack off if your reaction time is good) while you run away. It's better than staying and losing your entire army.
So you have 3 ghosts and X marauders?
i have to retreat 3 times and you therefore get 3X zlot kills for -free-
also if you ever felt like using stim you can get far far more. You really can't pretend its not important
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On July 02 2010 15:26 scojac wrote:Show nested quote +On July 02 2010 07:40 xDaunt wrote: Every protoss knows how to beat a ghost/marine opening. That's the not the issue. The issue is the degree of difficulty in beating it. "Imbalance" means more than just "Race A autoloses to Race B if Race B does X."
You could say the same thing about void rays. Toss players can just 1+a until the void ray is charged, terran needs tremendous viking/marine micro in order to fend it off. If the terran messes up and lets the void rays charge up, he's in for a lot of punishment. I wouldn't say void rays are imba. They are hard for a T with little micro to fend off. And I would say the same if you think of a toss player against ghosts.
The difference with void rays is that marine/ghost builds counter void rays fairly hard. Just get stim.
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On July 02 2010 15:23 scojac wrote:Show nested quote +On July 02 2010 07:11 xDaunt wrote: Ghosts are not expensive investments. A colossus is an expensive investment. A high templar is an expensive investment. Ghosts aren't even close.
More importantly, ghosts are not risky investments in TvP. In fact, as multiple terrans have shown during the beta, ghost/marine openings are remarkably durable against ANY protoss opening. Sure, the terran may not be able to go on the offensive right away against some protoss openings, but the terran can still very easily bunker up and take his natural with a ghost/marine opening. You're absolutely wrong about this. Ghosts are incredibly expensive for T during the early game. Not only do you have to sacrifice gas to A: get the ghost academy and B: get the ghost, you also sacrifice TIME. you can't build any marauders for 2-3 production cycles. also, that ghost has to sit there for awhile just to get off one EMP. adding a ghost in early doesn't automatically make your marine force able to withstand a huge gateway rush. When you're basically -1 tech lab, -1 rax early game, your forces are significantly reduced. it's incredibly risky and as T you're banking on being able to just hold off a toss push until you can get a few EMPs saved up, maybe an upgrade or 2 form the tech lab (also much more costly when going for ghosts now) before you can push out/expand. Also, ghosts just can't be massed the way templar can later on. There's a point where toss is vulnerable to EMP, but this is a small window. Early game, toss is advantaged in terms of map control. Late game, depending on a number of variables, toss can have a clear advantage. Map control for toss, I would argue, is much more difficult against terran mech than a bio/emp build (which relies more on mobility than control). As far as I see it, terran has a window to move out with a push and try and gain some traction after the early game. If he is able to contain/damage the toss, he can turn these gains into a victory. There's nothing wrong with this kind of a match-up. I find it to be one of the more enjoyable ones, actually, as a random player.
Are you actually arguing that a terran's investment into ghost tech is comparable to a protoss's investment into colossus or high templar tech?
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On July 02 2010 22:59 xDaunt wrote:Show nested quote +On July 02 2010 15:23 scojac wrote:On July 02 2010 07:11 xDaunt wrote: Ghosts are not expensive investments. A colossus is an expensive investment. A high templar is an expensive investment. Ghosts aren't even close.
More importantly, ghosts are not risky investments in TvP. In fact, as multiple terrans have shown during the beta, ghost/marine openings are remarkably durable against ANY protoss opening. Sure, the terran may not be able to go on the offensive right away against some protoss openings, but the terran can still very easily bunker up and take his natural with a ghost/marine opening. You're absolutely wrong about this. Ghosts are incredibly expensive for T during the early game. Not only do you have to sacrifice gas to A: get the ghost academy and B: get the ghost, you also sacrifice TIME. you can't build any marauders for 2-3 production cycles. also, that ghost has to sit there for awhile just to get off one EMP. adding a ghost in early doesn't automatically make your marine force able to withstand a huge gateway rush. When you're basically -1 tech lab, -1 rax early game, your forces are significantly reduced. it's incredibly risky and as T you're banking on being able to just hold off a toss push until you can get a few EMPs saved up, maybe an upgrade or 2 form the tech lab (also much more costly when going for ghosts now) before you can push out/expand. Also, ghosts just can't be massed the way templar can later on. There's a point where toss is vulnerable to EMP, but this is a small window. Early game, toss is advantaged in terms of map control. Late game, depending on a number of variables, toss can have a clear advantage. Map control for toss, I would argue, is much more difficult against terran mech than a bio/emp build (which relies more on mobility than control). As far as I see it, terran has a window to move out with a push and try and gain some traction after the early game. If he is able to contain/damage the toss, he can turn these gains into a victory. There's nothing wrong with this kind of a match-up. I find it to be one of the more enjoyable ones, actually, as a random player. Are you actually arguing that a terran's investment into ghost tech is comparable to a protoss's investment into colossus or high templar tech? uh..if ghosts are so expensive early game dont get them till alte game when shit they actually counter comes into play ????? no ones going to have colossus or storm 5 minutes into the game you know.
Even trying or sounding like youre comparing Ghost investment into storm/colossus investment is ridiculous
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How many of you were actually played against Brat_ok's Marine/Bio timing push build that day9 showed in his video?
The build was never mentioned on this forum anywhere I could see until after Day9's video on it...which was after the beta ended.
Still seems like half of the people in this thread are just talking about EMP itself while another chunk is thinking more about brat_ok's timing push. Was his build so popular that so many of you have much experience against it before the beta ended? Just kinda blows my mind that the build was so strong but was never mentioned here on the forums until after Day9's video...
It just seems like anybody who hasn't tested their protoss build vs. this exact timing push may not understand the goal of this thread. Hopefully beta comes out soon so we can have more useful discussion on how this build is defeated.
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On July 02 2010 23:30 arb wrote:Show nested quote +On July 02 2010 22:59 xDaunt wrote:On July 02 2010 15:23 scojac wrote:On July 02 2010 07:11 xDaunt wrote: Ghosts are not expensive investments. A colossus is an expensive investment. A high templar is an expensive investment. Ghosts aren't even close.
More importantly, ghosts are not risky investments in TvP. In fact, as multiple terrans have shown during the beta, ghost/marine openings are remarkably durable against ANY protoss opening. Sure, the terran may not be able to go on the offensive right away against some protoss openings, but the terran can still very easily bunker up and take his natural with a ghost/marine opening. You're absolutely wrong about this. Ghosts are incredibly expensive for T during the early game. Not only do you have to sacrifice gas to A: get the ghost academy and B: get the ghost, you also sacrifice TIME. you can't build any marauders for 2-3 production cycles. also, that ghost has to sit there for awhile just to get off one EMP. adding a ghost in early doesn't automatically make your marine force able to withstand a huge gateway rush. When you're basically -1 tech lab, -1 rax early game, your forces are significantly reduced. it's incredibly risky and as T you're banking on being able to just hold off a toss push until you can get a few EMPs saved up, maybe an upgrade or 2 form the tech lab (also much more costly when going for ghosts now) before you can push out/expand. Also, ghosts just can't be massed the way templar can later on. There's a point where toss is vulnerable to EMP, but this is a small window. Early game, toss is advantaged in terms of map control. Late game, depending on a number of variables, toss can have a clear advantage. Map control for toss, I would argue, is much more difficult against terran mech than a bio/emp build (which relies more on mobility than control). As far as I see it, terran has a window to move out with a push and try and gain some traction after the early game. If he is able to contain/damage the toss, he can turn these gains into a victory. There's nothing wrong with this kind of a match-up. I find it to be one of the more enjoyable ones, actually, as a random player. Are you actually arguing that a terran's investment into ghost tech is comparable to a protoss's investment into colossus or high templar tech? Even trying or sounding like youre comparing Ghost investment into storm/colossus investment is ridiculous
Actually, I think it's a pretty good comparison for the purposes of discussing the PvT matchup when you consider that ghosts do damage to protoss forces that is comparable to the damage that templar and colossi do to terran forces. When you look at it that way, then you start to see some of the issues with a terran's early and relatively easy access to EMP.
Just to be clear, EMP isn't necessarily the root of the problem. It's just one, if not the most obvious, of the contributing factors to why a ghost/bio build is so strong against protoss. Easy access to stim and combat shields are just as much to blame, and perhaps making those more difficult to get would be a better solution than nerfing EMP (the argument against this would be that changing these upgrades would disturb TvZ too much, but then again [not that I know anything about TvZ] the changes might be good there, too). By comparison, protoss has a much more difficult time accessing its higher techs and basic unit upgrades.
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On July 02 2010 12:53 zekezagura wrote:Balancing is not done by a long shot. Other than that your post seems really good  . Source?
On July 02 2010 15:49 Doko wrote: "Early zealot pressure would be effective"
uuuuuh? how do you expect a zealot army to break through a wall of buildings and still have enough punch to kill the ranged units inside that can kite you or hide behind a wall of scvs?
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Seriously don't understand why emp doesn't require a research to cast. Make it 50/50 but the delay would be sufficient to give protoss a decent chance to tech to something that can deal with MMG on equal terms.
As I've said, just throwing out ideas.
And guys, props for repeating the arguments. The thing with EMP is that it's rarely ever used against zerg, so it has a niche use already against protoss. It's not a late game thing like the original EMP, but it doesn't take off all shields. Now, people who compare Tier3 to tier 1.5/2, you have to realize that colossi damage is certain damage. Health doesn't regen for Terran unless you invest in healing units. Shield damage regens, and regens quickly. Someone suggested retreating after getting EMP'd and that seems reasonable. If you just 1a, you can't expect to survive every confrontation. For me, I think that what this really comes down to is that the protoss have to learn to deal with this as an option, just as terran have to be prepared for a VR rush, or a proxy, or something else like that. Just to be clear, EMP isn't necessarily the root of the problem. It's just one, if not the most obvious, of the contributing factors to why a ghost/bio build is so strong against protoss. Easy access to stim and combat shields are just as much to blame, and perhaps making those more difficult to get would be a better solution than nerfing EMP (the argument against this would be that changing these upgrades would disturb TvZ too much, but then again [not that I know anything about TvZ] the changes might be good there, too). By comparison, protoss has a much more difficult time accessing its higher techs and basic unit upgrades. If you did that, you would completely destroy infantry versus zerg, and might hurt it versus protoss. You'd just see more Ghost mech and things of that nature.
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Hum... how can the protoss retreat safely after the EMP when stimmed MM outrun most protoss units plus concussive shells' help and the fact that the tanking slow zealots had to be at the front, so if the protoss decides he should retreat the zealots which were half way on the path to the terrans army now have to go back?
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On July 03 2010 01:09 Duelist wrote: Hum... how can the protoss retreat safely after the EMP when stimmed MM outrun most protoss units plus concussive shells' help and the fact that the tanking slow zealots had to be at the front, so if the protoss decides he should retreat the zealots which were half way on the path to the terrans army now have to go back? Well, if any sentries survive, FF is great. Otherwise, you can focus on Zealots with speed and blink stalkers in your composition. Neither of these are necessarily ideal. You can sack half your army, which, of course, is better than leaving all of it. I am, by no means, a professional player, but I think spreading out your sentries will be more and more important as the game progresses. For example, making your enemy choose what he wants to EMP.
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On July 02 2010 22:59 xDaunt wrote:
Are you actually arguing that a terran's investment into ghost tech is comparable to a protoss's investment into colossus or high templar tech?
Yes, I am making this argument. Call it ridiculous without any backing information all you want, getting a ghost out in time for an early push (the Brat_OK build) is the extremely effective timing, and only timing I believe could be considered imbalanced. Templar are a natural transition later on for toss, because you should already have massed a bunch of gateways anyway. I fail to see how not having an extra sentry or stalker here or there would impact the game incredibly past the opening minutes.
To counter the argument about this timing imbalance, high templar take longer BUT ghosts also take a looong time to build. It hurts terran's overall macro production, but you do this in exchange for a spell that has a powerful timing window.
I'm not saying that it isn't more expensive money-wise for toss to tech up later on, but that the money means more because terran has to invest so early - you effectively need to make an entire opneing around it instead of being able to transition like a toss can into casters.
With this kind of investment, you could have a tank with seige out or early air for harass. Unless terran has good control and timing, toss can fairly easily run away from an emp and regenerate shields. It's a strong spell, but needs to be used well and carefully planned in order to work.
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On July 03 2010 05:47 scojac wrote:Show nested quote +On July 02 2010 22:59 xDaunt wrote:
Are you actually arguing that a terran's investment into ghost tech is comparable to a protoss's investment into colossus or high templar tech? Yes, I am making this argument. Call it ridiculous without any backing information all you want, getting a ghost out in time for an early push (the Brat_OK build) is the extremely effective timing, and only timing I believe could be considered imbalanced. Templar are a natural transition later on for toss, because you should already have massed a bunch of gateways anyway. I fail to see how not having an extra sentry or stalker here or there would impact the game incredibly past the opening minutes. To counter the argument about this timing imbalance, high templar take longer BUT ghosts also take a looong time to build. It hurts terran's overall macro production, but you do this in exchange for a spell that has a powerful timing window. I'm not saying that it isn't more expensive money-wise for toss to tech up later on, but that the money means more because terran has to invest so early - you effectively need to make an entire opneing around it instead of being able to transition like a toss can into casters. With this kind of investment, you could have a tank with seige out or early air for harass. Unless terran has good control and timing, toss can fairly easily run away from an emp and regenerate shields. It's a strong spell, but needs to be used well and carefully planned in order to work. You bring up a good point. There's no way you can really do any harass, except maybe a reaper or two in the Brat OK build.
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On July 03 2010 05:47 scojac wrote: Yes, I am making this argument. Call it ridiculous without any backing information all you want, getting a ghost out in time for an early push (the Brat_OK build) is the extremely effective timing, and only timing I believe could be considered imbalanced.
Well if you're going to concede this point, then I don't see where the larger disagreement is.
On July 03 2010 05:47 scojac wrote: Templar are a natural transition later on for toss, because you should already have massed a bunch of gateways anyway. I fail to see how not having an extra sentry or stalker here or there would impact the game incredibly past the opening minutes.
Here's where you lose me. Templar aren't exactly a natural transition from anything. Assuming that the toss has the twilight council up (definitely not guaranteed), templar tech requires another 150/200 for the templar archives, a further 200/200 for storm, and, optimally, another 150/150 for the energy upgrade. How is that an easy transition? That's 400 gas before one templar has even been built. Yes, templar are produced out of warpgages, but it's not as if ghosts are produced out of some weird, unnatural building. How many terrans aren't going to have at least one rax with a tech lab?
On July 03 2010 05:47 scojac wrote: To counter the argument about this timing imbalance, high templar take longer BUT ghosts also take a looong time to build. It hurts terran's overall macro production, but you do this in exchange for a spell that has a powerful timing window.
This is where I throw out the rhetorical "so?" Ghosts take 40 seconds to produce. By comparison, marines take 25 seconds, and marauders take 30 seconds. So what does a terran get when he invests the extra 15 seconds into making a ghost as opposed to a marine? Something pretty damned good: a unit with approximately twice the hitpoints, ~1.2x - 2x the damage (depending upon whether the target's armor is light), and an instant-cast, area of effect ability that effectively cuts protoss hp by 30-50% (depending upon the unit) and depletes the mana of every protoss unit hit. Are we really going to make a big deal out of this extra 15 seconds in lost macro time per ghost created? I didn't think so.
On July 03 2010 05:47 scojac wrote: With this kind of investment, you could have a tank with seige out or early air for harass.
This is my favorite part of your post: your argument that ghosts are a big investment because a terran could have an early tank instead. Guess what? I bet you that every protoss player out there would prefer that the terran get the early tank as opposed to the early ghost! An early tank is easy to deal with. An early ghost is not.
On July 03 2010 05:47 scojac wrote: Unless terran has good control and timing, toss can fairly easily run away from an emp and regenerate shields. It's a strong spell, but needs to be used well and carefully planned in order to work.
This running away thing that everyone keeps talking about doesn't work as well some would like to believe. In fact, running away is almost impossible in early game encounters because the terran doesn't even need to lead with his ghosts before engaging. The terran can bait the protoss player into engagement, EMP, and then stim. At that point, it's too late. The protoss won't get very far without heavy losses. Even assuming that I am able to run my troops away, it takes the better part of a minute for the shields to recharge. What exactly do you people think that the terran is going to do during that time?
There's not a protoss player out there who has not slipped up with troop control against an early game ghost/bio force and subsequently gotten his face roflstomped by EMP and stimmed marines/marauders. Again, I don't think anyone is arguing that the early ghost with EMP is unbeatable per se, but it certainly creates a very difficult and unforgiving dynamic for protoss players.
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The only way to dodge an EMP is to mind-read.
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On July 03 2010 06:45 whoopadeedoo wrote: The only way to dodge an EMP is to mind-read. Well, yes, effectively. Or you can spread out your units, or use hallucinated units to soak up EMP. Or with your god hands, you can Feedback.
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