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[Q] Terran counter to immortals? - Page 3

Forum Index > StarCraft 2 Strategy
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Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-17 16:42:45
June 17 2010 15:45 GMT
#41
On June 17 2010 15:25 clickrush wrote:
Show nested quote +
On June 17 2010 14:47 SilverforceX wrote:
On June 17 2010 10:48 Cloak wrote:
Marauders in decent number beat Immortals. Marines definitely beat Immortals. EMP definitely beats Immortals. Tanks in decent numbers beat Immortals. What do Immortals counter again? Oh yea, Supply Depots.


I always thought immortals are pretty lackluster, but couldn't quite put my finger on why. The stats look good; high hp, high dmg, ok range, ok speed. But they just don't perform well vs most armies.

The more i think about it, i think its due to their range 5. They tend to be at the frontlines, and their hardened shields isn't effective since most ground armies from terran consists on marines/marauders, zerg has lings/hydras, protoss has zealot/stalkers.. its only marginally effective vs marauders (but they have stim and offset it quite well). So in most encounters, the immortal dies extremely fast (it's basically ~2 zealots worth of hp) and become a waste of resources. It usually gets off 1 or 2 shots as it moves into range, then dies.

But recently ive had more success with using chargelots + immortals. The clots are faster and end up being the tank as they get into melee range, immortals survive and dish out crazy dmg, ending fights with a lot of kills. Kinda weird that they perform a lot better when in a support role, which isn't putting their hardened shields to use.


I agree with your post. I have the exact same feeling and experience with immortals. their strength lies in dealing damage and not tanking. as soon as your opponent has some other units than highdamage-armored then hardened shields become useless. not to mention EMP.

but the marauder>immortal statement is completely false. It might be right early-midgame when foodcost isnt as important and if you can outproduce the protoss. but in term of costeffectiveness immortals are ahead. an MMM ball or ghost support is a different story. but the marauder itself cant do shit against immortals.


Stims makes a big difference for the Marauders. They can toast Immortals pretty quick, and they don't die any quicker to Immortals despite the health drop of Stims. The ONLY situation in when an Immortal starts 2-shotting Stimmed Marauders, instead of 3-shotting, is if the Protoss has +3 weapon upgrades, and the Terran only has +0 or +1, which is pretty much never going to happen.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
June 17 2010 18:51 GMT
#42
Using the counters that everyone listed above I find it very helpful to have your marines on a seperate hotkey vs toss when fighting immortals After I emp I make sure I shift+FF on my marine hotkey every single immortal to make sure they get mowed down fast. Those thigns arent only meant to tank any armored unit just gets vaporized by immortals. Immorts should be your first priority to take down unless they have collsi then its a differant story.

Hotkeys=
1-Rines
2-Rauders
3-ghost
4-Tank
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Pking
Profile Joined May 2010
Sweden142 Posts
June 17 2010 22:56 GMT
#43
On June 16 2010 20:44 Duelist wrote:
Do EMP, and his immortals become a pile of money wanting to be taken down. Marines work good as well.


+1

Immortals are a walking waste of resources if you get EMP out. I feel EMP and Ghost may be a bit OP at the moment (I say that as a Terran player). Ghost tech is cheap (150/50) and you can get it right after the barracks. I really see no reason for a Terran player not to get Ghosts vs Protoss, which makes Immortals pretty much a useless unit.
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