PvT High templar vs Colossus? - Page 2
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Gecko
United States519 Posts
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ccJroy
United States483 Posts
I dont wanna be a dick, but seriously this has been discussed in countless threads. In almost every thread it boils down to the simple fact of that its all a prefference, if u can micro and feedback ghosts, go HT because they are harder to counter, if u wanna a-move and not have to micro too hard and watch for vikings, go for colossi. Both are equally good and do their job different ways. Both are very good against terran, now lets please stop making 100 threads on this issue. | ||
Anty
7 Posts
If you think about it, you are going to be building a twilight council for zealot legs or blink, and a robo bay for observers. (One of the most powerful units in the game) So, the real question is what to do after that. Most MM armies also have a few medivacs, so the cliff walking abilities of the colossus are slightly negated. (They can see up the cliff) And ghosts w/ EMP can make HTs 360 HP balls of "OOM". I prefer colossi, because even if with EMP, they still do all their damage. (remember, in terms of DPS, a 1 hp colossus = a 200 hp colossus) Also, I would disagree with the poster above who mentioned that HTs give the same mobility as colossi. On the defensive, yes. If you plan to attack though, those things are so damn slow... | ||
iEchoic
United States1776 Posts
HTs are better if they don't have ghosts, colossus are better if they do. You can't beat storm's damage output on a MMM ball, but cloaked ghosts EMPing your templars is dangerous and it is difficult to keep them unclumped. | ||
Torture
Canada221 Posts
They both have their side benefits though. Colossus = Immortals/Warp Prism and the all important Observer (which will be needed anyways if they go Banshees or cloaked ghosts) Templars = Charge/Blink, Charge especially is insanely useful against a bio ball. | ||
Nephrahim
United States38 Posts
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NB
Netherlands12045 Posts
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Sentenal
United States12398 Posts
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0mar
United States567 Posts
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roliax
135 Posts
"templar if they have no ghosts" "colossi if they have no vikings" A good T will eventually have the right counters, it's really not that hard for them to get it. I think you should pick the one you feel more comfortable with and simply practice it. Yes, ghosts can emp HTs. But with practice, it'll happen less. Yes, vikings can snipe colossi, but with practice, you can position them better. It's not always about A > B. It's also about controlling your units. However, as a Terran player, I will tell you that it's a lot easier to harass a colossi build. I can usually keep the P in their base long enough for me to get a good amount of vikings out and possibly get a chance to snipe out the colossi. Against HT, I will never engage unless I emp the HTs. It's usually easier for me to win vs HTs, but 1 screw up and it's gg. | ||
JudoChopper
England148 Posts
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clickrush
Switzerland3257 Posts
with the storm research and the HT's I build up, i have a heavy gas sink so I can expand. its not a very early expansion but its safe, especialy if I can use cliffs near my natural to defend it with my initial HTs. when the midgame starts I go for a HT, chargelot, immortal mix. I never go overboard with HTs. I like to mix in some stalkers too if I have a couple HTs allready. I somehow think you can have too many HTs. 5-6 are enough in a midgame army. with the energy upgrade It is never a problem to get a quick storm out if needed. and If I have too many HTs then I never get that energy low, even if some of them are EMP'ed. The good thing about HT's is their flexibility. storm drop/warp-in is a very strong harass tactic and is not easy to defend against. feedback is strong versus many terran units: ghots, medivacs, banshees, ravens and also battlecruisers and thors which are not seen often in this matchup. it is also suprising how well archons can do if you run out of energy. so for me its HTs because of three reasons: 1. not easy counterable as collossi 2. flexible 3. no need to be massed, so other gas units can join my army if needed. I also thought about using them along with voidrays, because storm keeps the marines busy while they charge up. but well I cant get every techpath at once ![]() | ||
Arglot
Poland3 Posts
This is my strat - both of them are good! I did not readed all posts. | ||
Nihilnovi
Sweden696 Posts
On July 16 2010 03:15 NukeTheBunnys wrote: I find it hilarious hearing people complain about EMP in a thread about HT and storm hilarious. Yes there are a bunch differences between the two spells but in the end it comes down to EMP is better vs toss because its really only useful vs toss where as storm is good against all races, and therefore is a bit less powerful. Infestors and Ravens disagree with this. | ||
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