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I've tried marauder, banshee, and thor, but none of those seem to work very well, marauders get stormed and die very fast, banshees don't kill them faster enough, and thor just seems like soft counter at best and they die really fast sentry/stalker/storm.
The only thing I've found that works well is if you can emp their shields before they get in range of your tanks. This seems to be what the Pros do too. Is this the only way to counter immortals?
I haven't tried BCs but I think they would be too ineffective against guardian shield stalker, void ray.
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EMP is the best solution imho
devastating vs P
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stimmed marauder, marines, ghost, banshee, bc, helions all kill immortals costeffective
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There's nothing quite as effective as a well aimed EMP.
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If you're doing an early/mid timing push, marines would be your best bet. Later you should just mix in ghosts and emp.
You can try using marines throughout the whole match, but make sure he doesn't have HTs and snipe colossi before engaging him with your imba range 9 vikings. Spread your tanks well and make sure to engage him with meatshields for the tanks. Hellions maras anything will do fine as long as your tanks will have the time to shoot. If you have the gas, get banshees too. Even though they're expensive and get sniped easily their DPS is great and they are a very good unit well worth their price overall.
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You tried to counter immortals with thors?!? Immortals hard counter thors into the ground. Immortals also counter marauders.
Marines own immortals, and EMP.
edit: I'm also wondering how you're playing people who get sentry/stalker/immortal/high templar. They must have like 10k minerals left over.
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The counters are so obvious, How'd you manage to... not figure them out by yourself ;< Marines and EMP.
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Well I mean there's no ultimate solution, all have some weaknesses. Even EMP, if you do it before the immos get in range, the P can just back his units off and wait until the shields have regened.
Marines are quite good vs immos, marauders hold their own but zealot+immo will help the immo out loads to make the AI kill the zealots first while with +1 dmg upgrade and stim, immos 2 shot marauders.
TL:DR if the P is immo heavy, be marine heavy or make sure to have enough EMP to go around.
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Do EMP, and his immortals become a pile of money wanting to be taken down. Marines work good as well.
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On June 16 2010 20:13 Rea wrote: stimmed marauder, marines, ghost, banshee, bc, helions all kill immortals costeffective
hellions are HORRIBLE against immortals. no preigniter bonus and minimal splash since they're so large. even after EMP you need four of them to take out one immortal. four stimmed marines is half the cost and half the supply and does the job just as well.
the rest i agree with, but it's worth noting that marines do MUCH better than marauders against them (200/0/4 to kill an EMPed immortal with marines vs 300/75/6 with marauders). if they go immortal before colossus or charge, you can really punish them with marines.
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On June 16 2010 20:34 Zarahtra wrote: Well I mean there's no ultimate solution, all have some weaknesses. Even EMP, if you do it before the immos get in range, the P can just back his units off and wait until the shields have regened
maybe if you're meching, but with stim and concussive shell, there's no way a slow-ass immortal is getting away with his life
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On June 16 2010 20:26 shawabawa wrote: You tried to counter immortals with thors?!? Immortals hard counter thors into the ground. Immortals also counter marauders.
Marines own immortals, and EMP.
edit: I'm also wondering how you're playing people who get sentry/stalker/immortal/high templar. They must have like 10k minerals left over.
Maybe he was using the 250mm cannon.
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Actually the 250mm cannons is very useful against Immortals and is handy if you're going very heavy mech and mass rines or ghosts would require a long transition route. Otherwise, marines and EMP is definitely the best way to deal with mass immos. Banshees are viable, and I definitely does not agree that they do not kill them "fast enough."
Although in these situations I do miss lockdown. ^_^
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Pure marines with stim can tank down one immortal pretty easily. marines with ghost emp own them outright.
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EMP makes immortals useless, not that they are very good in the first place.
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yeah come to think of it wtf @ banshees not killing anything fast enough
they have higher single-target DPS than siege tanks, they're one of the most damaging units in the game. four banshees can kill an immortal in <4 seconds, i dunno how fast you were expecting.
i mean, you need the ravens/vikings/cloak/etc to protect them, but if they stay alive they kill things obscenely fast.
i'm not sure i would make them specifically to counter immortals (since honestly i've never had issue dealing with immortals), but they're really useful in the matchup anyway if you want to work 5 or 6 of them into a build.
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On June 16 2010 20:59 baytripper wrote:Show nested quote +On June 16 2010 20:34 Zarahtra wrote: Well I mean there's no ultimate solution, all have some weaknesses. Even EMP, if you do it before the immos get in range, the P can just back his units off and wait until the shields have regened maybe if you're meching, but with stim and concussive shell, there's no way a slow-ass immortal is getting away with his life Zealots and/or FF(if you didn't catch all the sentries in EMP) make that seemingly easy. Sure a loss, but getting those shields back up on your units, esp. the immos is by far more important.
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On June 16 2010 23:01 Zarahtra wrote:Show nested quote +On June 16 2010 20:59 baytripper wrote: maybe if you're meching, but with stim and concussive shell, there's no way a slow-ass immortal is getting away with his life Zealots and/or FF(if you didn't catch all the sentries in EMP) make that seemingly easy. Sure a loss, but getting those shields back up on your units, esp. the immos is by far more important.
eh, if there are already ghosts and large marine numbers out, your immortal was a big fat waste of money and keeping him alive another 60 seconds isn't going to help you much
if anything keeping the zealots alive would be my priority, two zealots can kill more marines than an immortal. yeah, they benefit slightly less from having shields, but they're still the better unit in that situation.
that's true that force field does let you retreat in a few situations where you'd normally be dead, but it's not something you can rely on, especially in the stage of the game where you would actually have immortals v terran.
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marines, marines and more marines. Dont even need shield & stim upgrade! Cost effective and completely own immortals!
EMP for additional fun!
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Just to repeat what everyone said.
EMP. It removes 100 shield, Immortals have 100 shield. So it turns off their Hardened shields in 1 hit. After that, it's just a big stalker that can't shoot in the air.
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tanks and hellions... hellions take their shield out, and then tanks kill them so quickly. immortals don't do such a good job killing tanks as they're supposed to. tanks and hellions are not just good against immortals, but they're actually quite great against any kind of protoss ground army
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On June 17 2010 00:48 Krowser wrote: Just to repeat what everyone said.
EMP. It removes 100 shield, Immortals have 100 shield. So it turns off their Hardened shields in 1 hit. After that, it's just a big stalker that can't shoot in the air.
It couldnt be further from a stalker. Immortals are costly, super slow, super high DPS, low range units that counter specific units. Stalkers shoot everything, are pretty mobile, have bad DPS, good range, average cost, and are most used when an OK vs everything unit is needed.
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On June 16 2010 23:43 baytripper wrote:Show nested quote +On June 16 2010 23:01 Zarahtra wrote:On June 16 2010 20:59 baytripper wrote: maybe if you're meching, but with stim and concussive shell, there's no way a slow-ass immortal is getting away with his life Zealots and/or FF(if you didn't catch all the sentries in EMP) make that seemingly easy. Sure a loss, but getting those shields back up on your units, esp. the immos is by far more important. eh, if there are already ghosts and large marine numbers out, your immortal was a big fat waste of money and keeping him alive another 60 seconds isn't going to help you much if anything keeping the zealots alive would be my priority, two zealots can kill more marines than an immortal. yeah, they benefit slightly less from having shields, but they're still the better unit in that situation. that's true that force field does let you retreat in a few situations where you'd normally be dead, but it's not something you can rely on, especially in the stage of the game where you would actually have immortals v terran. That is assuming heavy marine number. Rarely do I see a T go with like 4 to 1 marine vs marauder, since there are 3 builds that will rape it, chargelots+ff/GS, HTs and collossi. Assuming 4 to 1 split immo can ofcourse be quite effective too, since a good terran will try to put his marauders in the front, where the immo can deal nasty dmg given the time.
Anyway I'd say it's norm closer to 1 to 1, so keeping the immo up I'd still say is better than 1-2 zealots and/or 100 sentry energy. The zealots are a lot easier to replace, your robo(s) would by then prob be in full production of collossi anyway, so you'd be unlikely replacing the immo. But yer since this is all hypothetical... yer...
The only reason you couldn't rely on FF is if you'd get all your sentries all EMPed. If you don't bunch them together it'd be pretty unlikely to happen I'd say. But sorry for the OT :/
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On June 16 2010 20:34 Zarahtra wrote: Well I mean there's no ultimate solution, all have some weaknesses. Even EMP, if you do it before the immos get in range, the P can just back his units off and wait until the shields have regened.
Marines are quite good vs immos, marauders hold their own but zealot+immo will help the immo out loads to make the AI kill the zealots first while with +1 dmg upgrade and stim, immos 2 shot marauders.
TL:DR if the P is immo heavy, be marine heavy or make sure to have enough EMP to go around.
It's funny how u make a Tl;DR for 4 lines of text are people really that lazy?
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Immortals alone aren't much of a problem. A bio army will destroy immortals for cost--particularly with stim--but it sounds like you're worried about immortal + collosi or immortal + storm. Against storm, the answer is to just control really well, move out of the way, and pick off or emp templar. Against collosi with bio, you need vikings + good control. With mech, the only good answer to immortals is emp. Using air, immortals don't hit air, so I don't know what problem you're having.
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On June 17 2010 02:46 Zarahtra wrote: That is assuming heavy marine number. Rarely do I see a T go with like 4 to 1 marine vs marauder, since there are 3 builds that will rape it, chargelots+ff/GS, HTs and collossi. Assuming 4 to 1 split immo can ofcourse be quite effective too, since a good terran will try to put his marauders in the front, where the immo can deal nasty dmg given the time.
well you must play some awful terrans then, that's pretty much the money ratio right there
any safe TvP build has its own way to punish all of those builds, and the more marines you can get away with, the more damage you're doing, everything else you build is just centered around keeping them alive.
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EMP with MM.
Even pure marauder is cost effective vs immortals. (Marauders have higher dps per cost). When you add marines and EMP immortals are a joke.
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emp + anything is devastating, but just straight up marines do very well
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EMP or marines early in the game. A well placed EMP takes immortals out of the game easily
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On June 17 2010 06:40 Wr3k wrote: EMP with MM.
Even pure marauder is cost effective vs immortals. (Marauders have higher dps per cost). When you add marines and EMP immortals are a joke.
Well, Marines have higher DPS per cost, even against an armoured target, in a vacuum. They're just squishier and get penalized by armour rating more heavily.
Two Marines = 6 / 0.8608 * 2 = 13.94 vs All One Marauder = 20 / 1.5 = 13.33 vs Armoured, 10 / 1.15 = 6.67 vs Light
Against a target with 1 armour (most Protoss stuff, but only when Shields are down)
Two Marines = 5 / 0.8608 * 2 = 11.6 vs All One Marauder = 19 / 1.5 = 12.67 vs Armoured, 9 / 1.5 = 6 vs Light
Baffles me to this day why some Terrans still favour pure Marauder armies.
Get Marines for the damage and the AA capability. Get Marauders to help them kite units, or get some free kills if they try to escape.
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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.
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u need emp since the immortal ability only works if they have shields
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On June 17 2010 10:50 Leeoku wrote: u need emp since the immortal ability only works if they have shields
not quite need
but you whould be stupid to try it without unless nesasary (if it dose, you might want to gg right then and there).
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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.
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look at the help menu (f12) then find the unit causing u trouble. It will show you pictures of what counters it on the bottom.
i.e. if you look at the immortal, it will show you a picture of a marine under what immortals are bad against (you'll also a picture of a marauder, under what immortals are good against)
this is a really silly thread! :S
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Except the F12 screen lies!! It's all lies!
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A handful of stimmed Marauders, EMP, Critical Mass of Tanks. They all rape immortals. Notice how immortals are only good very early game.
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Marauders get plowed by Immortals, but stimmed marauders will also plow Immortals with EMP support. Good marine focus fire can help hold Immo build back if your getting pushed before you get ghosts out. But once EMP arrives I would stick to marauder heavy army+ EMP to fight this build, otherwise there is a huge risk of getting lit up by a quick colossi tech switch. If the toss is going heavy chargelots, it might be better to transition to air if you have the breathing room to do so. Otherwise your stuck microing marines + vikings vs colossi. Not the worst or best situation to be in IMO.
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On June 17 2010 14:47 SilverforceX wrote:Show nested quote +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.
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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.
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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
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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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