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[D] Correct Terran response to High Templar - Page 2

Forum Index > StarCraft 2 Strategy
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kthnx
Profile Joined August 2010
20 Posts
Last Edited: 2010-08-24 13:46:33
August 24 2010 13:46 GMT
#21
high templars so slow and vulnerable and the range of storm is so low... you should have no problem outmaneuvering them
ltortoise
Profile Joined August 2010
633 Posts
August 24 2010 14:31 GMT
#22
Hellions have worked fine for me. Storm isn't great against them because of their speed...Your hellion ball shouldn't be caught in a storm for more than a fifth of a second, tops. Maybe if there are a ton of forcefields being thrown around, but you just have to learn to deal with it and get a sense of the range on sentries so you don't get caught like that.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
August 24 2010 14:31 GMT
#23
^Storm has 9 range, EMP 10. That's not a ton of difference.

Don't see how MMM ghost is easier to micro than chargelot/ht. Chargelot 'fire-and-forget', you just need to keep control of HT/sentries. Stim&kite his chargelots while taking out HTs with ghosts is alot harder in my book.

And yeah, once 3+ bases kicks in and he can warp in storm-ready HT's, I guess you have to transition into heavier mech, ghosts just aint gonna cut them all before they get 1 storm that puts your army at half hp
England will fight to the last American
xCyan1de
Profile Joined May 2010
United States64 Posts
August 24 2010 14:54 GMT
#24
EMP. Control your ghosts better and he probably wont be able to pick them all out of your bio ball before you emp them as they are hard to see when they're all clumped. HTs on the other hand are easier to see so just EMP the guys with stuff trailing them.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 24 2010 15:12 GMT
#25
On August 24 2010 23:31 KaiserJohan wrote:
ghosts just aint gonna cut them all before they get 1 storm that puts your army at half hp


That is what I meant when I wrote how ghosts are not the solution, because you just cannot ensure that you get all HT in your EMP. Not even semi-reliable. Most of the solutions say EMP and he cannot cast, but in reality, you can only reduce the amount of casts he can do. But often those few storms cut it.
bombcar
Profile Joined April 2010
United States68 Posts
Last Edited: 2010-08-24 16:44:20
August 24 2010 16:43 GMT
#26
EMP your own Thors? Alternatively, get the 250mm upgrade and use the energy, but self-EMP is easier.
RyuChus
Profile Blog Joined August 2010
Canada442 Posts
August 24 2010 16:49 GMT
#27
Hmm.. Maybe if your lucky you can position your ghosts where the Toss player can't see them, such as on a cliff, and while your army is about to engage EMP with Ghosts? There's really no magic combination though.
I have an announcement to make, "Moo!" That is all.
naventus
Profile Blog Joined February 2004
United States1337 Posts
August 24 2010 16:57 GMT
#28
Anyone that thinks EMP is the solution is completely clueless.

Try not having storms go off when you are pushing into a 4th base against 12 warpgates.

--

My guess is that we will be seeing more mech usage as well. Marauder/dropship is really just too inefficient in cost and control time to deal with speedlot/templar spam.
hmm.
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
Last Edited: 2010-08-24 17:06:03
August 24 2010 17:01 GMT
#29
EMP is not really the answer in the late game, I don't think.

The Kaydarin Amulet upgrade lets the protoss warp in a storm practically anywhere and anytime he wants to, provided he has the gas for it, and even then the protoss has feedback to fight back.

I think terran players are much better off macroing like crazy - cuz look at it this way: 50 minerals and 150 gas gets me one single storm. The odds of HTs living to cast another one is very small.

Also, siege tanks have way longer range than storm, so with good micro you could focusfire and kill HTs before they get into range.

Remember too, that storm deals relatively little damage relatively slowly. It's quite dodgeable, especially with tough and maneuverable units like marauders. Medivacs can then quickly heal up the damage dealt, and the army can move on.

Also, the most overlooked TVP unit, the hellion, is absolutely great at scooting in and owning HTs that are straggling behind the main protoss force.

Kyadytim
Profile Joined March 2009
United States886 Posts
August 24 2010 17:07 GMT
#30
On August 24 2010 23:31 KaiserJohan wrote:
^Storm has 9 range, EMP 10. That's not a ton of difference.

Storm has a range of 6. It's the only spell in the game that effects enemy units (so, excluding stuff like cloak, guardian shield, hallucination, etc.) to have a range less than 9.
Mrbustanut
Profile Joined May 2010
121 Posts
August 24 2010 17:11 GMT
#31
On August 25 2010 02:07 Kyadytim wrote:
Show nested quote +
On August 24 2010 23:31 KaiserJohan wrote:
^Storm has 9 range, EMP 10. That's not a ton of difference.

Storm has a range of 6. It's the only spell in the game that effects enemy units (so, excluding stuff like cloak, guardian shield, hallucination, etc.) to have a range less than 9.


http://wiki.teamliquid.net/starcraft2/Psionic_Storm

Range 9
TurpinOS
Profile Joined February 2010
Canada1223 Posts
Last Edited: 2010-08-24 17:14:44
August 24 2010 17:13 GMT
#32
If you dont like using a lot of hellions in your army comp., but fail with ghosts, just keep a control group of 56 hellions and flank the HTs before they storm

I have also loved a LOT (very micro intensive though) using dropshit ghosts, that way he can feedback your drops but not the ghosts, just drop ghost somewhere you can EMP the HTs easily.
http://eve.znaor.hr/pimpmydomi/
PiM
Profile Joined August 2010
4 Posts
August 24 2010 17:13 GMT
#33
I think u forgot that for a toss to get storm he need to make citadel + templar archive + storm resaearch ( take ages). For u to get emp all u need to do is build a ghost academy and emp is ready. So if there is a change needed is u need to pay for emp i think 200/200 and wait like u do for storm. =D (srry for poor english tho)
PiM
Profile Joined August 2010
4 Posts
August 24 2010 17:22 GMT
#34
I think emp need to be researched like storm 200/200. Why not ?
ThunderGod
Profile Blog Joined February 2009
New Zealand897 Posts
August 24 2010 17:31 GMT
#35
If you struggle with ghost micro (like me) just focus on timing based builds that end the game or cripple the Protoss before HT tech is complete.
1/1/1
3rax
1 rax expand
"Certain forms of popular music nowadays, namely rap and hip hop styles, are just irritating gangsters bragging about their illegal exploits and short-sighted lifestyles." - Shiverfish ~2009
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 24 2010 17:36 GMT
#36
On August 25 2010 01:57 naventus wrote:
Anyone that thinks EMP is the solution is completely clueless.

Try not having storms go off when you are pushing into a 4th base against 12 warpgates.

--

My guess is that we will be seeing more mech usage as well. Marauder/dropship is really just too inefficient in cost and control time to deal with speedlot/templar spam.


12 Warp Gates? Well, that late into the game I would agree, you need something more than just ghosts. I thought we were mostly talking about mid game as OP mentioned a push with 4-6 HT and some other gateway units. Against 4 HT, how's EMP NOT a solution?
Skyro
Profile Joined May 2010
United States1823 Posts
August 24 2010 17:37 GMT
#37
On August 25 2010 02:11 Mrbustanut wrote:
Show nested quote +
On August 25 2010 02:07 Kyadytim wrote:
On August 24 2010 23:31 KaiserJohan wrote:
^Storm has 9 range, EMP 10. That's not a ton of difference.

Storm has a range of 6. It's the only spell in the game that effects enemy units (so, excluding stuff like cloak, guardian shield, hallucination, etc.) to have a range less than 9.


http://wiki.teamliquid.net/starcraft2/Psionic_Storm

Range 9


I can assure you that psi storm does not have a range of 9 from you know, actually using it.
tofucake
Profile Blog Joined October 2009
Hyrule19180 Posts
August 24 2010 17:41 GMT
#38
Ghosts. Snipe, range 9 and EMP are both great ways to eat HT. You are just letting your Ghosts get picked off (Feedback range < EMP range)
Liquipediaasante sana squash banana
Moja
Profile Joined July 2010
United States313 Posts
August 24 2010 18:05 GMT
#39
Lategame TvP army composition should consist of:
- Marauders
- Hellions
- Medivacs
- Ghosts (few)
- Siege tanks
- Battle cruisers
- Vikings
- Ravens (few)

Once you're on 2-3 bases, it's fine to burn OC energy on scans instead of mules. Gas will be your limiting resource, not minerals.

Unfortunately since you have to fall back to siege tanks and BCs, you lose a lot of mobility in the lategame (still keep marauder or hellion drops, but mass warp-in makes those a lot less potent).

Ghost EMP is the solution in midgame, but not in lategame. You can self-EMP though, if it's called for.

Cloak imo is pretty useless...
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 24 2010 18:05 GMT
#40
I see two major options to countering HTs. Option A is - like everyone has been saying - to use ghosts and EMP. Is it perfect? Not at all. Using ghosts to counter HT really makes Terran be on the ball and puts the pressure on him to out-micro the Protoss. The 1 extra range and AoE of EMP is useless when Protoss sees you coming with observers, and proceeds to kill your ghosts with some zealots. Yes it sucks Protoss can warp in storms if they ever run out, but that's how Protoss works and outplaying them is necessary.

Option 2, while not as common, does work fairly well when you get used to it. Massing banshees off of 2 starports is very threatening to the Protoss army if they don't get enough anti air. This works wonders for controlling the Protoss army composition. It works well against high templar because if you EMP your own banshees they instantly become 99% HT-proof. Feedback will do maybe 13-20 damage, and if they try to storm the banshees as you're picking units off you can just fly away.
Sup.
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