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PvT way to deal with EMP - Page 5

Forum Index > StarCraft 2 Strategy
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Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-11 22:18:21
June 11 2010 22:17 GMT
#81
You could remove a whole buttload of GSs from play without having to target-fire the Sentries, and can still double-tap a spot with EMP to remove shield/energy from it if you have to. Its not like the Protoss is going to be able to bring up a second wave of GS between the time it takes you to launch two consecutive shots.

Isn't GS the reason you guys don't like building Marines, and then complain about how Void Rays are too hard to counter?
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 22:18 GMT
#82
On June 12 2010 07:08 CruelZeratul wrote:
What about cutting the energydrain to a maximum of 100 instead of all and remove the ability to reveal cloaked units (with turrets, OC's and even Ravens i wonder why they do this in the first place)?

EMP only removes 100 energy as it is right now.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
trucejl
Profile Joined May 2010
120 Posts
Last Edited: 2010-06-11 22:21:47
June 11 2010 22:20 GMT
#83
emp will eventually be changed in the future bc its just too strong right now. just look at the void ray nerf, it was basically scout ppl n ull be fine but they choose to nerf instead. with ghost even if u scout, its still hard to play around. i bet some of those same ppl that cried void ray left n right when told to scout n micro r saying micro against ghost which is 100x harder.

maybe something like have it come with remove shield but require research to have remove energy too
cive
Profile Blog Joined May 2010
Canada370 Posts
June 11 2010 22:21 GMT
#84
Whats the point in discussing how the game change for us to deal EMP? Especially when toss r winning a lot at higher levels? we have such an advantage with extremely simple macro. Really well placed pylons or a warp prism and chrono boost is an extreme edge we have over T. sure they take out half our health and we cant do anything about it but we have more than enough tools to indirectly counter that. Hallucination is an awesome idea as well.
Play Terran
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-11 22:22:58
June 11 2010 22:21 GMT
#85
On June 12 2010 07:18 GodIsNotHere wrote:
Show nested quote +
On June 12 2010 07:08 CruelZeratul wrote:
What about cutting the energydrain to a maximum of 100 instead of all and remove the ability to reveal cloaked units (with turrets, OC's and even Ravens i wonder why they do this in the first place)?

EMP only removes 100 energy as it is right now.


No it doesn't. It removes all energy and 100 shields, which is like all of the shields of everything but Carriers, Collossi, buildings and Motherships.


"Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time."
trucejl
Profile Joined May 2010
120 Posts
June 11 2010 22:25 GMT
#86
On June 12 2010 07:21 cive wrote:
Whats the point in discussing how the game change for us to deal EMP? Especially when toss r winning a lot at higher levels? we have such an advantage with extremely simple macro. Really well placed pylons or a warp prism and chrono boost is an extreme edge we have over T. sure they take out half our health and we cant do anything about it but we have more than enough tools to indirectly counter that. Hallucination is an awesome idea as well.


chrono boost should not be part of any balance discussion since terran has mule, supply drop n scan.

toss has warp in, terran has reactors for double production.

n a well executed drop ship is same as warp prism

hallucination is a decent idea but when u have both that n warp gate finished, they should have mult emp rdy
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 22:26 GMT
#87
The big problem with this GS idea is that people seem to think the entire Protoss army will only have 1 sentry which I'm pretty sure is not the case. Pretty sure this change would do one thing an that is if the Terran wanted to go Bio/Ghost he'd have to invest twice as much Gas/Minerals which would take a huge chunk out of the Marine/Marauder count even more so if he invested in Cloak to try an sneak in a clean EMP. I just wouldn't see a reason to get Ghost, it would be a lot more effective just to go Mech an from the 3-4 post this week crying over how overpowered that is I image thats not what people want to see happen.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
yarkO
Profile Blog Joined September 2009
Canada810 Posts
June 11 2010 22:26 GMT
#88
My problem with EMP is that even if it doesn't hit my Templars, and just smashes my Chargelots + Stalker support, I still lose the battle, even with Storm going off (and being micro'd out of).

When you are prepared, there's no such thing as pressure.
trucejl
Profile Joined May 2010
120 Posts
June 11 2010 22:30 GMT
#89
for gs idea to work, it should be like remove gs n reduce energy dmg n shield dmg somewhat. it shouldnt outright block emp. maybe like 50 energy n 50 shield
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 11 2010 22:46 GMT
#90
This isn't a balance/OP issue (at least not for me). It's simply about giving Toss a workable solution to prevent/mitigate EMP. But I think I've said this already
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2010-06-11 22:58:27
June 11 2010 22:54 GMT
#91
On June 12 2010 07:26 GodIsNotHere wrote:
The big problem with this GS idea is that people seem to think the entire Protoss army will only have 1 sentry which I'm pretty sure is not the case. Pretty sure this change would do one thing an that is if the Terran wanted to go Bio/Ghost he'd have to invest twice as much Gas/Minerals which would take a huge chunk out of the Marine/Marauder count even more so if he invested in Cloak to try an sneak in a clean EMP. I just wouldn't see a reason to get Ghost, it would be a lot more effective just to go Mech an from the 3-4 post this week crying over how overpowered that is I image thats not what people want to see happen.


What this change will do is delay EMP's early advantage (before Toss has a chance to exploit macro advantage) and give Toss an option to deal with EMP instead of just having to take it without being able to do anything to stop it. The ability to shut down GS in an AoE radius is pretty f'ing powerful for MMG Terrans; -2 range damage adds up very fast for MM balls. I have no desire to unilaterally buff Toss (even if you do not believe me, I'm a Terran player too). FYI: Ghosts don't need cloak to fire off a clean EMP. The thing has a f'ing range of 10 (+2 radius).


On June 12 2010 07:30 trucejl wrote:
for gs idea to work, it should be like remove gs n reduce energy dmg n shield dmg somewhat. it shouldnt outright block emp. maybe like 50 energy n 50 shield


Removing GS and taking out half energy and shield is in OP territory. MM armies would absolutely steamroll toss if this change occurred.
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 23:05 GMT
#92
I'm pretty sure if you ask any Terran I don't think any of them would pick the GS change over how it is now and this is not saying how it is now isn't a bit over the top. Also with the GS protection HT would just have free reign an the Terran would spend 90% of this time dodging storms since he wouldn't be able to stop them.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-11 23:13:42
June 11 2010 23:09 GMT
#93
You'd just need to invest the energy in double-tapping the same spot. First one removes the GS, second one drains the shield and energy. The odds of bringing up a second shield before the second EMP hits is incredibly unlikely.

You still have the range and 'hiding inside the M&M blob' advantage over Feedback, so a Protoss can't stop every single one getting off, just like you won't be able to stop every Psi Storm, but you can stop some of it and so can we.

That's much more balanced than "Find Ghosts in clusterfuck, cast Feedback on them and pray he doesn't cast EMP before your slow-ass HT closes the range gap or gets mauled by a Siege Tank".
whoopadeedoo
Profile Joined June 2010
United States427 Posts
Last Edited: 2010-06-11 23:22:45
June 11 2010 23:13 GMT
#94
On June 12 2010 08:05 GodIsNotHere wrote:
I'm pretty sure if you ask any Terran I don't think any of them would pick the GS change over how it is now and this is not saying how it is now isn't a bit over the top. Also with the GS protection HT would just have free reign an the Terran would spend 90% of this time dodging storms since he wouldn't be able to stop them.


Kinda like Ghosts have free reign now? LOL. Now you're getting it In case you didn't know: Psi Storms range is 6 (+1.5 radius). EMP range is 10 (+2 radius).

At least you can dodge Psi Storms.

Seriously, play some toss. I think you'll understand where I'm coming from. I switched from Toss to Terran because I wanted to see how the other side played. As Toss, the most frustrating battles are against Terran, and I know this is often said by Zerg players too. What I found is not that Terran is OP, but Terran is easier and more forgiving to play effectively then P or Z.
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 23:19 GMT
#95
A lot people seem to think storms are pretty weak from how everyone seems to be talking about them, Sure you might not get the full damage out of them but the results of it causing the enemy to move can't be overlooked. It gives you plenty of free shots, and breaks any form of concave which in most cases will be devastating. Also, so now theres Siege tanks in this scenario? because if wanna do this "What if" game things can be spun in many different directions but right now most people are talking about that early to mid game Ghost/Bio push vs Gateway/Templar.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 23:23 GMT
#96
On June 12 2010 08:13 whoopadeedoo wrote:
Show nested quote +
On June 12 2010 08:05 GodIsNotHere wrote:
I'm pretty sure if you ask any Terran I don't think any of them would pick the GS change over how it is now and this is not saying how it is now isn't a bit over the top. Also with the GS protection HT would just have free reign an the Terran would spend 90% of this time dodging storms since he wouldn't be able to stop them.


Kinda like Ghosts have free reign? LOL. In case you didn't know: Psi Storms range is 6. EMP range is 10.

At least you can dodge Psi Storms.

Seriously, play some toss. I think you'll understand where I'm coming from. I switched from Toss to Terran because I wanted to see how the other side played. As Toss, the most frustrating battles are against Terran, and I know this is often said by Zerg players too. What I found is not that Terran is OP, but Terran is easier and more forgiving to play effectively then P or Z.

I do play Protoss but I do play Terran more.(Can't stand Zerg at all) Protoss just feels boring if you ask me.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 11 2010 23:24 GMT
#97
I'm not arguing Storms are weak or EMP is more powerful than Storm (though I could make a good argument for this). I'm just arguing you can't do anything about EMPs as Toss. This is not true of HTs or any other unit/spells. I'm not sure how many different ways I need to say this to get through
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 11 2010 23:25 GMT
#98
BTW, thank you for giving me something to do on this slow Friday at work :D Worldcup means no one else is working and I'm bored out of my mind today.
GodIsNotHere
Profile Joined April 2010
Canada395 Posts
June 11 2010 23:26 GMT
#99
On June 12 2010 08:13 whoopadeedoo wrote:
Show nested quote +
On June 12 2010 08:05 GodIsNotHere wrote:
I'm pretty sure if you ask any Terran I don't think any of them would pick the GS change over how it is now and this is not saying how it is now isn't a bit over the top. Also with the GS protection HT would just have free reign an the Terran would spend 90% of this time dodging storms since he wouldn't be able to stop them.


Kinda like Ghosts have free reign now? LOL. Now you're getting it In case you didn't know: Psi Storms range is 6 (+1.5 radius). EMP range is 10 (+2 radius).

True the range & area of affect should be made equal, I doubt anyone would argue other wise.
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-11 23:31:20
June 11 2010 23:28 GMT
#100
On June 12 2010 08:19 GodIsNotHere wrote:
A lot people seem to think storms are pretty weak from how everyone seems to be talking about them, Sure you might not get the full damage out of them but the results of it causing the enemy to move can't be overlooked. It gives you plenty of free shots, and breaks any form of concave which in most cases will be devastating. Also, so now theres Siege tanks in this scenario? because if wanna do this "What if" game things can be spun in many different directions but right now most people are talking about that early to mid game Ghost/Bio push vs Gateway/Templar.


So I because I put "or mauled by a Siege Tank" the argument goes out of the window?

Its more like two possible situations:

Bio Ball + Ghosts vs Gateway units and maybe an Immortal or Void Ray (you NEVER have an HT here...ever)

or

Gigantic army made of everything, Ghosts included vs Gigantic army made of everything, HTs included

My point there was, they're not ONLY useful in an early push. In a late-game battle with two massive armies colliding, when we DO have HTs there to 'counter' the Ghosts, its still a massive coin-toss to use Feedback because you have the range advantage with both the spell itself, and the rest of your army.

We just get range 9 Collossi that kill Ghosts in what, 4 (8) shots? You get range 13 tanks that squish our HTs in two.
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