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I seriously dont know what to do. Ghosts come in effectively at the 12:-- minute mark when the first ghost is made at the 10:-- minute. They cast their EMP and all my shields are gone as well as all my FFs. If I try teching to High Templars, my main army is not as big as his MMM ball. and even if I do, the EMP will just take all my HT energy out. I try to micro my balls off by feedbacking all these ghosts, but as you know, when they are clumped in one huge ball, you cant really aim. How do you high players handle the EMP from ghosts? do you just split your army or just use brute force? Do you even bother making HT?
Im a bronze player in 1 v 1 (of course they dont use ghosts) but I play in masters 4 v 4 (which ghosts do appear, and a lot)
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seriously, you have to kill ALL the ghosts before u engage, (Well before you engage) terran turtling with mass vikings + ghost + bio + medivac is almost impossible to beat unless they fuck up huge. they just wait for you and kill ALL your colo in 5 second with like 20 vikings and the rest just get raped by rines and marauders with stim and emps falling everywhere at once makes your toss army a bunch of unupgraded zerglings that dont even have speed. also nuking their army right before/while you are engaged is so strong against toss cause they eithe run away allowing your units to get tons of free hits and your vikings to kill all their colos, or they stay and try to snipe ghosts (which they wont) and get murdered anyways. the only way imo to beat this strat by terran with toss is to kill ghosts early, storm REALLY good early, or never let them get 2 bases.
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What i think is good is to try to engage the battle with a terran, when he isn't ready. So you have the advantage, also if he emps you i usually just fall my army back to my base while I try to regenerate shields. then re-engage the fight.
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Split your army up, there is no excuse that a ghost or two can emp your entire army... Utilize more than one control group. Also, if their bioball is in a huge clump like you claim storm them and youll probably be ahead even if you do get emp'd
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Playing against my friend who's a Masters terran, he always does an early Ghost push like the one you're describing. Honestly, if you macro well enough and keep on warping in units, you'll have enough to hold the push even if you get most of your army (including your sentries) EMP'd. Of course, I'm not sure if this is normal or not, but almost my entire army got EMP'd, and I managed to hold off his attack by keeping my immortal alive and focus firing Marauders while keeping up with my warp cycles during the battle.
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Exactly, split up your units. Don't clump up your sentries. Experiment with terran to see the emp aoe and cast range. Split up sentries accordingly. This is kind of sad but you have to do it.
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Ghosts are a pain to deal with. A small force of Phoenix can snipe ghosts with graviton beam, or hold them in place while you bring in HT's for feedback. It is not cost efficient, but it will buy enough time to deal with them and avoid EMP. High Templar can trade back and forth using feedback/storm, but without killing the ghosts you'll be on the losing end. It's unlikely you'll get in melee range with zealots or DTs.
Try playing around with hallucinated units to tease out EMPs from the enemy. Fake HTs are prime targets, same with immortals. Your sentries can't keep up if he keeps pumping Ghosts, but it will help give an edge.
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Im a masters terran who uses ghost marauder viking mid-late game and you have to remember that just 3 storms can decimate a terran army. So basically i emp their high templar, they run back, warp in a round of templar at the back so i cant get an emp off, then storm my whole army. Usually what ends of happening is after thd battle clears protoss warps in like 10 more zealots and cleans up the low hp marauders.
Basically if you get to storm in pvt you win, but before that work on splitting your sentries anc immortals before battle
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Spread your units out so that they will need multiple EMP's to get your army.
Make sure you watch your minimap so that you can know when it's coming. Using guardian shield beforehand is damn good.
Then lol furiously as your army eats him.
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You can also store your templar in a warp prism. While it's risky in that the warp prism is made of glass, it guarantees that 1 emp won't ruin your templar. Shuttle speed is also easy access (robo facility empty after colossi range) and increases your templar mobility by a great extent. Shuttle is also 200 mins (2 lots), so it's definitely not gamebreaking to get.
Feedback sniping also works to an extent.
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On March 10 2011 07:36 Genesiss wrote: What i think is good is to try to engage the battle with a terran, when he isn't ready. So you have the advantage, also if he emps you i usually just fall my army back to my base while I try to regenerate shields. then re-engage the fight.
really? attacking while the enemy isnt prepared is good? im sure we never would have thought of that! get hts and feedback the ghosts real fast, dont engage right after being emp'd if they do some effective ones
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Inorder for the Terran to get ghosts, he has to sacrifice a large part of his army. To make up for this he HAS to have super effective EMPs. The trick is to force him to 1) waste ghost energy, and 2) push in an uncomfortable way.
Usually when I see ghosts I get a warp prism for drops, or phoenix to harass. DO NOT GET TEMPLAR. Also, I would recomment armor upgrade first vs. Terran as this negates some of the effect of losing your shields. Im sure everyone has heard day9 rant about it, but a +1 armor Zealot under guardian shield takes 50 marines shots to kill. Thats a lot!
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Something I have been trying as Terran lately, is a cloaked ghost rush.
Basically, you start with a 3rax opener to deter any type of early pressure. You get a cloaked ghost out as quickly as possibly, run up his ramp, EMP all of his sentries and then just roll him with MM.
It's worked for me quite a few times now. I'll have to check the timing for you, but the cloaked ghost is out fairly quickly.
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Don't let the AI do all the army positioning for you: get a good spread and concave. If you can, maybe try to have 3-4 stalkers that you specifically use to target fire ghosts? From watching various protoss streams, good spreads will lessen the effectiveness of ghosts (during all phases of the game)
You can also try looking at these search results for past threads and other people's opinions on this regarding the same topic
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I am bad, and in Silver league but I don't think at 10-12 mins if he has enough ghosts to EMP your whole army he can't have enough Vikings to kill Collosus and early game Collosus + Gateway units > early ghosts and MMM. Try going collosus if you see an early ghost academy then only tech to HTs at 3 base+.
Late game for ease of use I put my HTs on a separate hotkey and then individually make them follow different stalkers (just right click a different stalker) in different places within the ball well before battle. Means I can still move my stalkers with 1 hotkey knowing my HTs will follow and be more spread out than if I had moved them as an individual group. Stalkers rapidly spread/fan out in a big battle behind the zealots and drag the HTs with them. Also manually splitting your stalker ball before a big battle is easier than just selecting all your HTs individually as well as stalker splitting. If you blink to catch vikings/retreat remember to move your HTs although by then you have normally selected them for storms/feedback.
Yobs
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On March 10 2011 07:33 mvpAKAenvyME wrote: seriously, you have to kill ALL the ghosts before u engage, (Well before you engage) terran turtling with mass vikings + ghost + bio + medivac is almost impossible to beat unless they fuck up huge. they just wait for you and kill ALL your colo in 5 second with like 20 vikings and the rest just get raped by rines and marauders with stim and emps falling everywhere at once makes your toss army a bunch of unupgraded zerglings that dont even have speed. also nuking their army right before/while you are engaged is so strong against toss cause they eithe run away allowing your units to get tons of free hits and your vikings to kill all their colos, or they stay and try to snipe ghosts (which they wont) and get murdered anyways. the only way imo to beat this strat by terran with toss is to kill ghosts early, storm REALLY good early, or never let them get 2 bases.
if he has rushed ghost, medivac and mass bio he will not have 20 vikings and collosi clean this up even with emp normally you can get a guardian shield up before getting emp'd and that negates so much. if he has had time to build up vikings and comes later you should have scouted it and gotten pheonix to hold the air ghosts can hurt but if you use spread and dont try to mass gateway units him you'll be good
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