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Proper response to T with Ghost+EMP? - Page 2

Forum Index > StarCraft 2 Strategy
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Kaitlin
Profile Joined December 2010
United States2958 Posts
February 16 2011 02:02 GMT
#21
On January 21 2011 11:47 valheru wrote:
About people saying it comes down to micro
Feedback has range 9
Storm has range 9
FF has a range of 3
EMP has range of 10
So terran has the advantage

This may or may not be worth anything but alot (not all) of terrans stim their bio units into battle. Ghosts don't have stim so they get left behind, therefore the HTs can get a bunch of storms before the ghosts arrive and same goes for sentries (less so because of their shorter range).


FF does not have range 3, at least in this context of from how far away it can be cast. I'm pretty sure it's 9. The FF itself is 3x3.
Arkanor
Profile Joined February 2011
United States9 Posts
February 16 2011 03:08 GMT
#22
On January 21 2011 07:43 Blazinghand wrote:
EMPs are strong against clustered units with energy or units that are shield dependent, such as Immortals, Sentries, and High Templar.

[*]Archons are also huge targets for EMP. Good news: It will take 3.5 EMPs to de-shield them. Bad news: They are not very durable without shields


They're also huge targets for snipe, if anyone actually uses it.


If you've got sentries in your army would it be viable to hold them back and use them to block the enemy army off if yours gets EMP'd?
Don't even worry about it
VanGarde
Profile Joined July 2010
Sweden755 Posts
February 16 2011 03:42 GMT
#23
This is a realization that it took me a long time to actually realize even though it seems quite obvious. When thinking about ghosts versus templars, each of the two units is vastly superior to the other one when defending.

Ghosts have multiple advantages on templar when protoss is trying to engage, and templars are potentially the best protoss unit in the game when used defensively.

Its not as subtle as the usual defenders advantage, the units are actually quite noticeably way way worse when used while attacking. Ghosts are almost useless if you are using them against templars while trying to push a protoss position. Not just because stationary defensive templar can stay perfectly spread out and you still have to get within range of them to emp them, but also because even if you magically emp all of them, 6 new ones are warped in and storm and the ghosts have no energy to emp again and now the ghosts all die and are a massive investment that just disappeared.

But if protoss is pushing spreading templar when trying to reach a position is really hard, not only do they get clumped and emp'd together they are so much easier to emp because you can kite back and emp in front of the templar and they will actually walk into the emp in the millisecond it takes between clicking and the emp going off.

War does not determine who is right - only who is left.
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
February 16 2011 16:43 GMT
#24
On February 16 2011 12:08 Arkanor wrote:
Show nested quote +
On January 21 2011 07:43 Blazinghand wrote:
EMPs are strong against clustered units with energy or units that are shield dependent, such as Immortals, Sentries, and High Templar.

[*]Archons are also huge targets for EMP. Good news: It will take 3.5 EMPs to de-shield them. Bad news: They are not very durable without shields


They're also huge targets for snipe, if anyone actually uses it.
You can't snipe Archons, as they are not biological.


On February 16 2011 12:08 Arkanor wrote:If you've got sentries in your army would it be viable to hold them back and use them to block the enemy army off if yours gets EMP'd?


I think in general, against EMPs, you want to keep your energy and shield-reliant units, including sentries, templar, phoenixes and immortals, spread out enough to avoid all being EMPed. Keeping the spellcasters back in particular would be helpful.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Heatfreeze
Profile Joined February 2011
United States5 Posts
Last Edited: 2011-02-16 16:49:50
February 16 2011 16:49 GMT
#25
Some tactics that I have used is to split my army, and use one half as bait for EMPs. Once they are EMP'd, pull them back, and have my fresh half army (Zealots w/ Leg Speed are great for this) intercept the MM Ball.

Then bring back in the EMP'd force (typically your ranged attackers) to complete the attack. That way the T army has focus on your non EMP'd units, and you should be able to mop up.
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