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On October 09 2011 13:01 zmansman17 wrote: Top 8 master Terran here and playing mech against Toss is like quitting the game before it starts.
Granted, SCWarden uses a Bio/mech mix, I don't know any other pros that play this way. Perhaps you could win a few games because Toss may not know how to respond. But grinding away with mech, you will quickly realize mech is inferior in TvP
CoLTrimaster experimented with mech versus one of his Toss friends with 200 army to 200 army. The seige spread was great, bunkers and turrets were in place, upgrades were the same, and the Toss lost 40 army.
The Terran lost everything.
The reason Koreans use Bio is because Koreans have superior mechanics and adroit micro. The reason Americans or Europeans do not have the same success with Terran is because Terran bio requires a very high level of micro and skill.
If a player has this degree of skill, they can reap small advantages and make their units many times more cost efficient.
For noobs like myself who are only Top 6 Master, I do not have the micro to make my units super cost efficient versus Storms, Collosi and many other Toss units that don't require the same micro. (I also practice micro tournament like every day).
The reality is that Terran is a race that mandates high degree of micro. Mech not only cannot be microed well against Toss, but on their own, they are just not strong units v Toss. If any Toss is bashing Terran, I suggest you attempt to play Terran at my level, watch pro streams of many terrans complaining about Toss, before commenting on why Terran do or do not do certain builds.
Master T here as well
To add, anything that requires a high degree of micro will also add that much more to your "macro" Through anaylsis of my TvP's I realize my scv production/supp depot is no where near my TvZ's because dropping/stutter stepping and always roaming the map is very micro intensive that it kills my macro.
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I've been trying and trying mech and man, it's depressing. It's sad to say but absolutely true; mech is utterly inferior in TvP.
You trade away mobility but don't really gain anything from it. You're forced to build Vikings because you have no other mobile anti-air option. You can lose to almost any Protoss unit combination/strategy late game. Ever see an immortal drop on a siege line? It's disgusting. Me and a friend got something like 8 Immortals dropped out of a prism with no micro killing 18+ spread siege tanks while losing 1 or 2 Immortals.
With no ability to zone out areas of the map to force engagement (like spider mines) and no ability to have built in anti-air (goliaths) I just can't see pure mech (or ghost mech) being viable. I've won some games with it, but it's if something silly happens like I kill every probe they have with BFH or they all-in me.
If you actually play against someone who knows how to deal with mech, it's actually just kind of a joke.
Marine/hellion/tank style may have some potential but it's conceptually difficult to imagine needing 2 tech trees of upgrades to stay even with a chrono'd forge being a good idea. And with any mech play you still need to build Vikings and Ghosts, so what's the point? You trade all the advantages of MMM bio play away and gain literally nothing.
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On October 09 2011 16:16 MLG_Wiggin wrote: I've been trying and trying mech and man, it's depressing. It's sad to say but absolutely true; mech is utterly inferior in TvP.
You trade away mobility but don't really gain anything from it. You're forced to build Vikings because you have no other mobile anti-air option. You can lose to almost any Protoss unit combination/strategy late game. Ever see an immortal drop on a siege line? It's disgusting. Me and a friend got something like 8 Immortals dropped out of a prism with no micro killing 18+ spread siege tanks while losing 1 or 2 Immortals.
With no ability to zone out areas of the map to force engagement (like spider mines) and no ability to have built in anti-air (goliaths) I just can't see pure mech (or ghost mech) being viable. I've won some games with it, but it's if something silly happens like I kill every probe they have with BFH or they all-in me.
If you actually play against someone who knows how to deal with mech, it's actually just kind of a joke.
Marine/hellion/tank style may have some potential but it's conceptually difficult to imagine needing 2 tech trees of upgrades to stay even with a chrono'd forge being a good idea. And with any mech play you still need to build Vikings and Ghosts, so what's the point? You trade all the advantages of MMM bio play away and gain literally nothing.
Yea, but at this point i win about 10% of my bio TvP's so i figure i might as well do mech and have fun while i lose. I think the MU is decently balanced but im just forced into a style i hate.
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I'm just sad I can't play pure robo in PvT!
I mean, c'mon, I can't build a SINGLE unit out of my robo bay that can shoot up! It's disgusting. With no ability to fire at the sky, thinking inside my box is useless!
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On October 09 2011 16:57 Itrees wrote: I'm just sad I can't play pure robo in PvT!
I mean, c'mon, I can't build a SINGLE unit out of my robo bay that can shoot up! It's disgusting. With no ability to fire at the sky, thinking inside my box is useless!
Thread is about how stagnated TvP match up has come in terms of strategy and unit compositions. Not whining about robo units that can't shoot up.
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Sweden33719 Posts
On October 09 2011 16:57 Itrees wrote: I'm just sad I can't play pure robo in PvT!
I mean, c'mon, I can't build a SINGLE unit out of my robo bay that can shoot up! It's disgusting. With no ability to fire at the sky, thinking inside my box is useless! You never played brood war did you....?
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Russian Federation899 Posts
On October 09 2011 18:47 Liquid`Jinro wrote:Show nested quote +On October 09 2011 16:57 Itrees wrote: I'm just sad I can't play pure robo in PvT!
I mean, c'mon, I can't build a SINGLE unit out of my robo bay that can shoot up! It's disgusting. With no ability to fire at the sky, thinking inside my box is useless! You never played brood war did you....?
more like, u never make an effort to think, don't u? it's been written bizzillion of times that Terran isn't Toss. Terran's rax and factory tech paths were supposed to be self-sufficient, while having limited synergy possibilities.
Blizzard tried to fuck up this concept and turn T into P by raising the correlation of these two paths but making mech only armies less independent.
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On October 08 2011 18:53 Thezzy wrote: Your modified not-air-targettable Colossi, even with some reduced mobility would still be nothing more than tanks with slightly less range that don't need to siege up to do their splash damage. If you go for Colossi, you already sacrifice some mobility as the Colossi don't make for a good defense against being dropped and the like, that wouldn't change. But the deathball would be a lot stronger, even it was a little slower. The only unit Terran would have that could effectively target a Colossus that cannot be targetted by air are Siege Tanks, and those are rather crap against Protoss for several reasons. Zerg would have no ranged unit at all, Infestors with Neural Parasite at range 7 would not be able to help out either.
Coloxen are probably the most mobile of the siege units with cliffwalking and walking over units. i think the reaver was a good example- it was the slowest unit ever, still siege range and splash slow rate big damage. they were nowhere near overpowered. it's just a question of tweaking the nerfs/changes
however this was only an idea so don't get all serious about it
Amulet was removed because warp-in storms were overpowered. Storms themselves were fine, Amulet itself was fine and HT themselves were fine, it was the combination of the three that was overpowered. You could instantly drop any Storm on the map in the lategame, whereever and whenever. Imagine Terran being able to call in a Ghost from the air (like a MULE) to insta EMP anywhere. I actually partially disagreed with the complete removal of Amulet, I would've found it better if Amulet would have remained in effect for any High Templar produced out of a Gateway instead of a Warpgate. (and then the upgrade cost could be reduced as well).
Ghosts are something Protoss seem to think is nearly free when Ghosts are actually very expensive and the only reason Terran really gets them, is for EMP. Just two Ghosts, with the Academy and the Moebius Reactor cost a grand total of 650 minerals and 350 gas. That is a large amount of marines and/or marauders Terran won't have. The Ghosts themselves, outside of EMP aren't that great, early to mid game Snipe is mostly wasted as you need energy for EMP and just two Ghosts mean just two EMPs and that's it.
Ghosts suck against Colossi, the 100 shields you can take off is meaningless compared to its 9 range, 150 shields and the fact that EMP is far better spent on the Protoss main army. Going Colossi against a Terran who is Ghost heavy is highly effective because Colossi straight up kill them, EMP or not.
yeah instant storm like that was maybe a bit too much, but terran was behind in the metagame at that point, and protoss is like 3x as much behind now with worse rates. that argument that ghost is expensive/etc is not valid because it's a spellcaster that counters basically every protoss unit, it's also more resilient than other spellcasters and is faster, can cloak, and has an attack.
ofc they suck vs colossi 1vs1. they're however invaluable in a terran composition (which to your surprise might have vikings vs coloxen;)- 1 emp can be worth more than 10 marauders, blanket emping any kind of protoss army makes them like 30-40% weaker in a second
Ultralisks still have nearly 3 speed off creep, equal to a Stalker and they cannot be slowed. I have seen plenty of Ultralisk hordes rampaging through the map and dealing a huge amount of damage. Yeah if Zerg throws them into a Mech deathball with Sieged up tanks they die horribly, the same goes for many things. As for clumsy, they are melee and thus have trouble surrounding a target but that applies to all melee units, not just the UItralisk. Have you ever seen mass Thor trying to kill something? Is it painful to look at given their slow mobility and how their size makes for a terrible concave. Ultralisk mobility (lets not forget Nydus and Overlord drops) is not an issue I've seen Zergs struggle with at all.
they have decent run speed, but they have incredible troubles surrounding anything or attacking in tight places. thor is clumsy too but they have range so they don't need to run that close, it's like 100 times easier to attack with them just because they're ranged. it's just painful to watch anytime someone goes ultras and has most of them dancing around like retards, it reminds me of dragoons in bw
this issue couldn't be solved with just tweaking some numbers though, so probably it'd be too hard to balance
Zerg can somewhat get garantueed information when saccing an Overlord, why else are so many Zergs purposefully saccing Overlords. It's not that there are better alternatives but how early Overlords can scout. Even with their current speed, especially in ZvZ or on close positions that first Overlord can see everything until you kill it. When a Zerg decides to send an early Overlord to scout the enemy base and is willing to sac it, the Zerg will run the risk of losing the Overlord without seeing anything, this applies to all scouting. I could send in a Reaper instead of a costly scan, only for it to jump straight into a bunch of Stalkers and Protoss could end up sending an Observer straight into a Spore Crawler.
Overlord w/o speed is the slowest unit in game. not really comparable to reaper/observer/halu phx/scan- zerg has got the clumsiest way to scout in early game/midgame, that's kind of obvious
ofc everything can be shut down, that's a banality. mirror matchups also don't matter cuz they're obviously 100% balanced
i'm not playing zerg btw it just always disturbed me
As far as I know this is a TvP discussion, why bring up something from PvZ like this? Taking a 3rd is just as risky for Terran until that Planetary goes up (and a Planetary is only useful when attacked) and if you snipe the SCV the whole CC stops building until you get another one over there. Zerg may have it a little easier for a 3rd but Zerg revolves around getting more expansions than their opponent as Zerg units are not as cost effective. Ofcourse a Protoss taking a 3rd is taking a risk, this applies to all races, however, compared to the other two races, you can warp in instant reinforcements (if the harassing force is not too large) to defend it with a Pylon. If the harassing force is too large, you would lose the 3rd, same as Terran or Zerg would. Now I don't play PvZ (obviously) so there may or may not be an issue with Protoss taking a third against Zerg, but such a discussion has little relevance in a TvP discussion.
yea this is a tvp discussion i just wrote down some random ideas
anyways i know how a 3rd can be defended but it's much easier to secure as z/t (super mobile units, PF+repair, bunkers). warp in is nice but arguably it's still harder to defend vs harass as p and it's not just about harass
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On October 09 2011 13:01 zmansman17 wrote: Top 8 master Terran here and playing mech against Toss is like quitting the game before it starts.
Granted, SCWarden uses a Bio/mech mix, I don't know any other pros that play this way. Perhaps you could win a few games because Toss may not know how to respond. But grinding away with mech, you will quickly realize mech is inferior in TvP
CoLTrimaster experimented with mech versus one of his Toss friends with 200 army to 200 army. The seige spread was great, bunkers and turrets were in place, upgrades were the same, and the Toss lost 40 army.
The Terran lost everything.
The reason Koreans use Bio is because Koreans have superior mechanics and adroit micro. The reason Americans or Europeans do not have the same success with Terran is because Terran bio requires a very high level of micro and skill.
If a player has this degree of skill, they can reap small advantages and make their units many times more cost efficient.
For noobs like myself who are only Top 6 Master, I do not have the micro to make my units super cost efficient versus Storms, Collosi and many other Toss units that don't require the same micro. (I also practice micro tournament like every day).
The reality is that Terran is a race that mandates high degree of micro. Mech not only cannot be microed well against Toss, but on their own, they are just not strong units v Toss. If any Toss is bashing Terran, I suggest you attempt to play Terran at my level, watch pro streams of many terrans complaining about Toss, before commenting on why Terran do or do not do certain builds. pretty much nailed it, i played both toss and terran same amout of games and P players who claim T is just 1a need a reality check and switch races for once to actually see how hard it is even vs 1a colo/ht army.
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yeah terran is sooo weak right now vs toss lol
ontopic: i think terran and zerg can use most of their units useful. toss got a lot of units that are completely unviable.
for siegetank play i think there are a lot of tvt and tvz so that you can play with them there, its just like pvp were you nearly never can expand.
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What if you open with a tank or two to secure your FFE? I do this on occasion when I practice with a friend of mine it seems to hold gateway based armies with only a few immortals. It is a shame you can't keep making them but the niche of early defense is better than nothing I guess.
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On October 09 2011 20:42 tokicheese wrote: What if you open with a tank or two to secure your FFE? I do this on occasion when I practice with a friend of mine it seems to hold gateway based armies with only a few immortals. It is a shame you can't keep making them but the niche of early defense is better than nothing I guess.
wouldn't more bio with bunkers/repair just easier then? tanks are best vs stalkers and bio is already good vs stalkers, and by getting bio u wouldn't invest in a tech that won't be of much use later on
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On October 09 2011 20:23 msjakofsky wrote:Show nested quote +On October 08 2011 18:53 Thezzy wrote: Amulet was removed because warp-in storms were overpowered. Storms themselves were fine, Amulet itself was fine and HT themselves were fine, it was the combination of the three that was overpowered. You could instantly drop any Storm on the map in the lategame, whereever and whenever. Imagine Terran being able to call in a Ghost from the air (like a MULE) to insta EMP anywhere. I actually partially disagreed with the complete removal of Amulet, I would've found it better if Amulet would have remained in effect for any High Templar produced out of a Gateway instead of a Warpgate. (and then the upgrade cost could be reduced as well).
Ghosts are something Protoss seem to think is nearly free when Ghosts are actually very expensive and the only reason Terran really gets them, is for EMP. Just two Ghosts, with the Academy and the Moebius Reactor cost a grand total of 650 minerals and 350 gas. That is a large amount of marines and/or marauders Terran won't have. The Ghosts themselves, outside of EMP aren't that great, early to mid game Snipe is mostly wasted as you need energy for EMP and just two Ghosts mean just two EMPs and that's it.
Ghosts suck against Colossi, the 100 shields you can take off is meaningless compared to its 9 range, 150 shields and the fact that EMP is far better spent on the Protoss main army. Going Colossi against a Terran who is Ghost heavy is highly effective because Colossi straight up kill them, EMP or not.
yeah instant storm like that was maybe a bit too much, but terran was behind in the metagame at that point, and protoss is like 3x as much behind now with worse rates. that argument that ghost is expensive/etc is not valid because it's a spellcaster that counters basically every protoss unit, it's also more resilient than other spellcasters and is faster, can cloak, and has an attack. ofc they suck vs colossi 1vs1. they're however invaluable in a terran composition (which to your surprise might have vikings vs coloxen;)- 1 emp can be worth more than 10 marauders, blanket emping any kind of protoss army makes them like 30-40% weaker in a second
Storm similarly weakens a Bio ball. However, a Storm forces the ball to run to stay alive or get vaporized. Whilst running, Stim is running out and no damage is dealt vs the Protoss army. EMP may not be dodgeable, but it also means all your units can freely keep shooting. There is also the big difference that EMP cannot kill and is thus worthless to spam after throwing 2-3 EMPs to blanket the army, whereas Storm blankets can demolish everything.
Ghost cost is still a valid argument, no matter how invaluable they are. Each one is 200 minerals and 100 gas, which is equal to bunch of Bio units or Vikings you don't get, mostly just for the EMP. Even if you need to get them 100% of the time, the resources you put it into them could be used somewhere else. The Ghost hardly counters every unit, it is merely able to deal significant damage to any shielded unit. The other spells on the Ghost aren't all that great, yes you can snipe a Zealot or High Templar but you need to be in range and 3 snipes cost as much as an EMP. Cloak is generally only used in combination with EMP to ensure they land and don't get Feedbacked. Nukes are highly situational, I'd probably only use them on a Pylon farm.
EMP may nullify a HTs energy, but if a Terran engages a Protoss ball with Storms and has no EMP it can be pretty much GG right there. I don't like how EMP is nearly mandatory to prevent that, it sometimes feels like a bit of a coin flip. A similar occurence is with Vikings vs Colossi with range 9. Without Vikings, the bio ball can vaporize amazingly fast. With Vikings, it can be the opposite.
Ghosts are faster than HTs, and I do admit I'm puzzled why Blizzard made HTs so slow, but the main attack auto from a Ghost is hardly worth mentioning as you'll rarely have more than 5-8 Ghosts on the field. Two marines with stim do more damage to a Ghost, only one marine vs non-light targets.
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I dont know why some people like mech. Its composition which makes game really boring for me. Mech vs mech in tvt is 40 min mining and and then big battle (its deathball vs deathball situation and mech vs toss would be same situation). Also i consider mech strategy which prefer low-apm players (goody) because you just dont need too much multitasking do siege tanks and wait wait wait siege more tanks. When you go bio you need great micro, macro and multitasking to win on top level.
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emp vs storm has been discussed countless of times here- emp pros: has longer range, larger area of effect, deals damage instantly, and is useful vs every single p unit, also longer range than feedback
storm pros: can kill
there is a reason you don't see games where a bunch of templars run in front of the toss army and storm all the terran army and then the terran loses. the opposite happens in every 2nd tvp game
if you dodge a storm with 1 sec reaction time, your army took 20 damage, that's 1000 damage for 50 units in 1 second (a bit less in reality)
the emp removes at least 2-3 times, at most 7,5 times of that damage in an instant, makes immortals useless and archons plain dead
so is that 1 seconds of running away worth more, or 3 times as much damage in a milisecond?
snipe is also ridiculous sometimes, not really in tvp, but i remember that game when MVP got like 20 ghosts vs july and sniped a huge number of ultras, so its definitely good if you get a good mass of ghosts
and even while spells vs spells is arguable the unit itself is like 10 times better than ht cuz it can attack and moves faster. the attack is also very good against certain units- i remember Thorzain used like 12 ghosts in a game to clear out like 40 zerglings in 3 seconds, theyre also great vs banshee/muta/phoenix
so the cost is very justified. not a good argument since every fucking tech unit requires money... ht with storm requires 2 tech buildings and 200/200 research which together is like 3 times the ghost academys cost.
i don't say it needs to be nerfed but it's strange design to me that 10 supply of the terrans 200 is able to wipe out effectively 30-40% of the toss army in a second with one instant cast aoe spell. so if i could adjust things i would tweak the ghost a little.
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I am a protoss player, and I absolutely hope that terran somehow find a way to make mech work.
Simply because I want to build carriers for once T_T
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On October 09 2011 23:57 msjakofsky wrote:
emp vs storm has been discussed countless of times here- emp pros: has longer range, larger area of effect, deals damage instantly, and is useful vs every single p unit, also longer range than feedback
storm pros: can kill
there is a reason you don't see games where a bunch of templars run in front of the toss army and storm all the terran army and then the terran loses. the opposite happens in every 2nd tvp game
if you dodge a storm with 1 sec reaction time, your army took 20 damage, that's 1000 damage for 50 units in 1 second (a bit less in reality)
the emp removes at least 2-3 times, at most 7,5 times of that damage in an instant, makes immortals useless and archons plain dead
so is that 1 seconds of running away worth more, or 3 times as much damage in a milisecond?
snipe is also ridiculous sometimes, not really in tvp, but i remember that game when MVP got like 20 ghosts vs july and sniped a huge number of ultras, so its definitely good if you get a good mass of ghosts
and even while spells vs spells is arguable the unit itself is like 10 times better than ht cuz it can attack and moves faster. the attack is also very good against certain units- i remember Thorzain used like 12 ghosts in a game to clear out like 40 zerglings in 3 seconds, theyre also great vs banshee/muta/phoenix
so the cost is very justified. not a good argument since every fucking tech unit requires money... ht with storm requires 2 tech buildings and 200/200 research which together is like 3 times the ghost academys cost.
i don't say it needs to be nerfed but it's strange design to me that 10 supply of the terrans 200 is able to wipe out effectively 30-40% of the toss army in a second with one instant cast aoe spell. so if i could adjust things i would tweak the ghost a little.
Don't forget you have to run from the Storm and even if you have split second movement, if you land the storm in the middle of the bioball, half of it will take a lot more than 20 damage. Whilst moving, no damage is put on the Protoss army.
Snipe is highly effective against lategame Zerg, agreed, but lategame Zerg against Terran is just a nightmare, Zerg can instantly reinforce a whole new 200 food army from saving up larva whilst the Terran can't reproduce an army that fast. Perhaps Ultra vs Ghost does need looking at, but given how powerful Zerg is in the lategame I wouldn't call it either way just yet.
Of course 12 ghosts (2400 minerals, 1200 gas) will decimate 40 zerglings (1000 minerals), the numbers alone justify this. Against Phoenixes they are actually not too good as they can get lifted and picked off very quickly, although this depends highly on marine/ghost count vs phoenix count. Against Mutas it's a bit off, Mutas rarely fight Ghosts as Ghosts are not as cost efficient against them as just getting more Marines.
HTs should move faster as I mentioned, not sure why Blizzard made them this slow. Storm takes longer to get (and most costly to get) than Ghosts with EMP as early Storms are far more devastating to Terran than early EMPs are to Protoss. In the early game, those 650 minerals and 350 gas required to get two Ghosts with EMP can mean about 6-7 marauders with additional upgrades. Early game, that might make up a third of half or the Terrans army. Even if the EMPs do land perfectly in the early game, the army that can take advantage of it will be a lot smaller.
10 supply of the Protoss army can equally decimate a lot more than 40% of the Terran's army if you land the Storms and Forcefields properly. It all depends on positioning, micro and the like.
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There are so many shit arguments being thrown about from people that have 0 critical thinking ability.
Before you make your point, take a step back and think about the whole picture of the matchup.
Great ghost is OK vs broodlord/infestor, but think about how you get to that point. You have to put down 4-5 TL rax of infrastructure, spend 3 production cycles in ADVANCE of the broodlord switch, and then still positioning impeccably while setting up drops (since ghosts are only viable in a defensive position). AND, if your ghosts are lost while Z still has gas, good luck dealing with the next wave of BL because of larva mechanics.
The races _are_ asymmetric, they have different strengths. T has two options vs endgame Z: keep him starved and in lockstep, OR get tons of caster units that build strength over time. Z has mobility options to force T mistakes and escape lockstep, and a stronger direct army+production. If there were no superstrong casters for T, there would only be the first option, and the moment Z threw off T's game control, the game would be over. You'd see one timing attack, and the success and failure of that would be it.
AND, the templar vs ghost arguments are equivalently a joke. The T army's HP IS the EMPed P army's HP. Stim marauder: 105hp, stim marines: 90HP. The difference is that, if you don't have AOE, then you won't outdps stim. BUT, in survivability, we're on an even play field IF every EMP is hit. Also, EMP is poor against the mineral sink + tank of the P army, while storm destroys stimmed marines. When EMP kills your mineral sink in 2 ticks, then maybe the comparison will be more apt.
Again, the races are different, and the requirements for combat success are very different. EMP is mandatory, Storm is bonus.
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It's entertaining/sad how this has turned into a Terran QQ/ appreciation for how hard it is to play Terran thread.
I think the op would be better if it acknowledged some of the other changes that might need to happen to replicate broodwar. i.e. zealot bombs and the way the armies are composed with marines making those zel bombs or reaver shennanigans harder to pull off. It's definitely impossible/ not a good idea to use mech in this game because of the opportunity costs (and how they dont melt zels like they should -.-), but high powered tanks would be devastating with the current synergy of marines/lack of Dark swarm or effective tank killers.
Really though, someone needs to go put a sad tank at the front of this thread.
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On October 10 2011 02:10 zdragon wrote: There are so many shit arguments being thrown about from people that have 0 critical thinking ability.
Before you make your point, take a step back and think about the whole picture of the matchup.
Great ghost is OK vs broodlord/infestor, but think about how you get to that point. You have to put down 4-5 TL rax of infrastructure, spend 3 production cycles in ADVANCE of the broodlord switch, and then still positioning impeccably while setting up drops (since ghosts are only viable in a defensive position). AND, if your ghosts are lost while Z still has gas, good luck dealing with the next wave of BL because of larva mechanics.
The races _are_ asymmetric, they have different strengths. T has two options vs endgame Z: keep him starved and in lockstep, OR get tons of caster units that build strength over time. Z has mobility options to force T mistakes and escape lockstep, and a stronger direct army+production. If there were no superstrong casters for T, there would only be the first option, and the moment Z threw off T's game control, the game would be over. You'd see one timing attack, and the success and failure of that would be it.
AND, the templar vs ghost arguments are equivalently a joke. The T army's HP IS the EMPed P army's HP. Stim marauder: 105hp, stim marines: 90HP. The difference is that, if you don't have AOE, then you won't outdps stim. BUT, in survivability, we're on an even play field IF every EMP is hit. Also, EMP is poor against the mineral sink + tank of the P army, while storm destroys stimmed marines. When EMP kills your mineral sink in 2 ticks, then maybe the comparison will be more apt.
Again, the races are different, and the requirements for combat success are very different. EMP is mandatory, Storm is bonus.
Ghosts are not required vs Broodlord/Infestor, if you have built up enough tank/marine/viking. However, if you rather like to push 5times of 2bases, I guess you won't get the critical tank count that keeps marines safe from infestors and therefore vikings safe from infestor/mutalisk. Just watch Code S. The last few times Zergs went Broodlord/Infestor without being terribly ahead already, they just got roflstomped...
Also having storm or colossi in TvP is mandatory, else Terran can go heavy marine which counters every nonsplash/nonflaggship unit in the game.
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