[D] Correct Terran response to High Templar - Page 2
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kthnx
20 Posts
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ltortoise
633 Posts
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KaiserJohan
Sweden1808 Posts
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 | ||
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xCyan1de
United States64 Posts
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Thrombozyt
Germany1269 Posts
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. | ||
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bombcar
United States68 Posts
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RyuChus
Canada442 Posts
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naventus
United States1337 Posts
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. | ||
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beef42
Denmark1037 Posts
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. | ||
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Kyadytim
United States886 Posts
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. | ||
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Mrbustanut
121 Posts
On August 25 2010 02:07 Kyadytim wrote: 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 | ||
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TurpinOS
Canada1223 Posts
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. | ||
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PiM
4 Posts
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PiM
4 Posts
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ThunderGod
New Zealand897 Posts
1/1/1 3rax 1 rax expand | ||
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SirNeshorn
Norway66 Posts
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? | ||
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Skyro
United States1823 Posts
I can assure you that psi storm does not have a range of 9 from you know, actually using it. | ||
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tofucake
Hyrule19180 Posts
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Moja
United States313 Posts
- 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... | ||
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dudeman001
United States2412 Posts
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. | ||
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