PvT High templar vs Colossus?
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hadoken5
Canada519 Posts
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ClasH
Germany143 Posts
What shall i do vs mass marines and what against marudeurs? | ||
Piski
Finland3461 Posts
what would be better to use a High Templar's energy on? Feedbacking Ghosts or storming the MM Feedback the ghosts and medivacs and then storm the hell out of them. | ||
xDaunt
United States17988 Posts
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hadoken5
Canada519 Posts
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jamesr12
United States1549 Posts
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Phisk
166 Posts
Templars: + Huge damage dealers with large AOE + Can be instantly warped in from Warpgates + Good at harassing worker lines + Archons can be effective against Bio in certain situations + EMP is fantastic against PDDs, Ravens, Medivacs and Ghosts - A few quick EMPs makes your Templars useless - Damage dealt scales with enemy micro skills - Needs energy to deal damage, which means wasted storms or EMP can make HTs useless Colossi: + Huge Range and good DPS + Cliff walking + Consistent DPS + Becomes extremely effective when they reach critical mass - Gets countered VERY hard by Vikings due to their range and scary damage output - Needs new production buildings that doesn't have the advantages of Warp Gates I usually find Colossi to be the best choice if the terran player doesn't have Vikings, but I almost always get a TC for Charge anyway so getting a Templar Archives is a fairly small investment, and I like playing Gateway heavy builds. I also love having a good way of sniping PDDs for when I go stalker heavy. | ||
prochobo
United States232 Posts
On July 16 2010 00:46 jamesr12 wrote: if they got ghost i go collosus, emp is just to scary for me Word. Ghost's EMP is far more deadly than made out to be. I think it's a little deceiving to describe the EMP as having a radius of 2. Makes it seem like EMP is so small, when in reality a radius of 2 means a diameter of 4, which means the EMP blast almost covers a 4x4 area - more than enough to fit a large portion of your army in so Colossus it is. | ||
Skyro
United States1823 Posts
-If you're talking early game you don't really need colossi or HT, you should make sure you have a large enough army to defend w/o them as fast-teching can get you in trouble. -Storm does exactly 80 damage over its full duration, so thus it would take a full HP siege tank, which has 160 HP, down to exactly half life. Generally it is worth it to storm tanks in siege mode if you can catch 2 or more in the storm due to the high costs of tanks. -Personally I find HT more effective vs bio armies overall, but HT generally need 2 bases to support. You can support colossi easier off of 1 base. | ||
ghermination
United States2851 Posts
But look at the specific moves your opponent has to make to make storm useful: 1. Completely forget ghosts, or fail so hard at micro that he can't spam EMP blindly at your army (seriously EMP is so gay... Words don't even describe how unfair this spell feels to me) 2. Keep all of his marines up front or mixed in with marauders, rather than keeping them seperate Whereas collosus will always give you reliable damage against the enemy army. Another important thing is that opening robo tech gives you so much more flexibility than opening templar tech. For example, say you go to scout your opponents wall and you notice 3 or 4 marauders before rines. If you've been teching down templar, you're screwed because you have nothing to deal with the large number of early marauders. If you have robo, you just have to chrono boost an immortal. Similiarly, if you see 3 or 4 rax and reactors, you throw bown your robo support bay. Also robo allows you to use observers and warp prisms which are some of the most important supporting units you can have. Edit: Another thing i forgot to mention is how templars are so easily made useless. Whether they're emp'd or run out of energy, they quickly become obsolete and have to be morphed. With your colossi, as long as you remember to micro them, they may even get to continue firing AFTER all of your warp gate units are dead. Unlike templar, they can actually defend themselves and so you can build them up over the course of the first few minutes of the game and once you reach critical mass (three or four collossi) they will rape rediculous amounts of MMM with a good mix of zeal, sentry, and stalkers. | ||
DreamSailor
Canada433 Posts
A lot of the time, I choose to go HT against terran and forgo the robo facility. HT's are pretty cheap to pump out yes, but they also require a decent investment (need the archives, psionic storm, and pretty much the amulet to make them worth it), in which case you could've made a robo bay and facility to atleast unlock Colossi (who are very useful "out of the box"), then you can get the range upgrade. Storms have huge killing potential (especially against marines, and light zerg units), but they are a lot more like burst damage, while colossi are more sustained. Edit: missed my point. Im going to start favoring a different mix in my PvT matches, I'm currently favoring a zealot/templar mix, but I think I'm going to go a more stalker/immortal/colossus build. | ||
Prdors
United States67 Posts
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omninmo
2349 Posts
On July 16 2010 00:38 xDaunt wrote: I think the choice of colossi versus high templar is predominantly map-dependent. Both are good at dealing AoE damage, but the colossus is a little bit better at dealing sustained damage. However, with warp in, high templar are much more mobile than colossi. If you're on a map where mobility matters (Metalopolis is the first map that should come to mind), you will want high templar, regardless of whether you're fighting a zerg or a terran. If you're on a map where mobility does not matter as much (Steppes of War, Scrap Station), then colossi are the better choice. well said | ||
tehemperorer
United States2183 Posts
Having both is much more useful than it seems on paper, because if the enemy does not micro his troops, in 4 seconds they all take 140 damage. If he does micro his troops, he creates a "running away" situation where his guys are moving and not firing, while still getting hit by the Colossus's splash. Edit: Colossus can be micro'ed much better than an HT, and is almost 15-20 times as durable. | ||
johngalt90
United States357 Posts
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EZjijy
United States1039 Posts
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TheMick
Great Britain164 Posts
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Saviorr
Sweden20 Posts
When there are ghosts in the mix the push comes alot later and you wont have a problem to strom them, i prefer to storm becouse the range of feedback puts your HT's in the army grp where a EMP will probobly land pretty soon... I'm not sure if this is the best tactic, if i go immortals i die to the ghost push if i go HT's i might die to the regular MM push but my survivability is higher there then vs a ghost push with out hts :/ | ||
BOOWOO
United States83 Posts
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NukeTheBunnys
United States1004 Posts
When I play toss I like to get both if I have the econ for it, I usually go robo first to get observers and imortals if he is getting mech, then TC and archives a little later for charge/HT. I have tried HT first against terrian bio a few times and then proceeded to get rolled by mech after he saw the HT and did a tech switch | ||
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