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On August 16 2011 19:09 aresendez88 wrote:Show nested quote +On August 16 2011 19:07 branflakes14 wrote:On August 16 2011 19:06 Brainiac wrote:On August 16 2011 19:05 Itsmedudeman wrote: I hate when TvP is decided by spellcasting more than anything =/ Yeah, when game requires more than 1a it gets complicated for toss. Spellcasting fights are over in a split second. It's not fun to watch a 15 minute game be decided that quickly. Starcraft is a fast game. All it takes is one good baneling hit, one good EMP, one good storm, a couple good forcefields, a nice fungal, a clutch NP to radically change the outcome of a key engagement. I can't see why this is new to people.
It's not new to anyone, it's just not welcome. It's too volatile.
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On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball
I actually had this idea a while back and it seems great as long as your opponent has no vikings. I'd love to see a Protoss player do that.
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On August 16 2011 19:08 Lann555 wrote: Another Protoss just got outplayed. ASD landed one sick EMP after the other, while I only saw 1 good feedback on a ghost the entire match. And Puzzle was damn sloppy with his HT all game long. Completely deserved win for asd EMPs are really easy. There's a reason you almost never see ineffective EMPs. They have huge range and plenty of aoe so they're basically always good.
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On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball In that case because he simply didn't have a robo until very late.
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On August 16 2011 19:08 Lann555 wrote: Another Protoss just got outplayed. ASD landed one sick EMP after the other, while I only saw 1 good feedback on a ghost the entire match. And Puzzle was damn sloppy with his HT all game long. Completely deserved win for asd
Well, Puzzle had some sick storms too... he didn't capitalize on the damage he did, played way too passively, clumped his units, etc. but that's not to detract from asd's play. He exploited Puzzle's grouped up templar and kept up on upgrades. He was behind for most of the game and clawed his way back.
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On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball
people have tried this but warp prisms are like paper planes if you accidentally miscontrol you lose all your HT in one swipe.
but i guess people miscontrol regardless of that.
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On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball
I don't think you realize how fragile a warp prism is. There is risk, 5 marines could run forward and literally kill it in a second.
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The only race P can win nowadays is Z
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On August 16 2011 19:08 Bagi wrote: I really feel this templar play isn't too effective, especially since terrans started going more ghost-heavy. Would like to see earlier colossus switches and just more colossus play in general.
People are doing ht play because a good terran will just go double starports as soon as you make a colossus and roll you over. Early colossus leaves you with a big hole for timings and drops.
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My solution that I was saying in another thread was to give templars higher move speed.
It's pretty obvious that protoss is so weak right now because ghosts and infestors are infinitely better than templar.
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Either way. If Puzzle had held off just a minute longer to get those collosus added into the mix the game would have looked much different. His bad choice of an engagement cost him big.
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On August 16 2011 19:08 Bagi wrote: I really feel this templar play isn't too effective, especially since terrans started going more ghost-heavy. Would like to see earlier colossus switches and just more colossus play in general.
I just don't like that they bring the templars forward, as if storm were equivalent to fungal growth where the fungal lets the infestor safely retreat. Storm/templar is absolutely a great counter to MMM, even with Ghosts, but you got to engage with your zealots before you storm, even if it means losing some zealots. Don't make your templars the first thing the Ghosts see.
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On August 16 2011 19:06 Brainiac wrote:Show nested quote +On August 16 2011 19:05 Itsmedudeman wrote: I hate when TvP is decided by spellcasting more than anything =/ Yeah, when game requires more than 1a it gets complicated for toss.
This.
I have to at least commend Puzzle for going for a composition that doesn't doesn't just do guardian sheild a-move (ie Colossus).
Still, I feel like this game and Huk's are pretty surprising turn arounds.
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On August 16 2011 19:11 Orpheusz wrote:Show nested quote +On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball I don't think you realize how fragile a warp prism is. There is risk, 5 marines could run forward and literally kill it in a second.
Well, if you get WP speed your WP will always be faster than even stimmed marines so if your micro is absolutely sublime, you can make it work, theoretically.
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On August 16 2011 19:06 Herry wrote: lol protoss players really need to learn a new mid to late game its just not working.
theres really only couple options, robo, heavy gateway with double ups, templar tech and all the variations in between. and this game isn't a toss losing it was puzzle losing
don't think any terran can afford the gas needed to get vikings ghosts and medivacs at any decent amount to "hard counter" toss with coll templar and chargelots. puzzle should have just gone for the contain which would let him spread his units out a bit more and tech switched a bit earlier. puzzle just didn't play by his own usual standards. asd stuck in there and went for the kill when he saw a chance. puzzle didn't do the same thats all there is to it.
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On August 16 2011 19:11 Snowbear wrote:Show nested quote +On August 16 2011 19:09 Kiyo. wrote:@dNaniwa johan lucchesi puzzle one mistake and lose.. protoss so fragile  hope he wins the next match.. hes for sure the best in his group T_T Even Naniwa thinks its bs  oh come on... You can't expect to win when you micro so badly... If a terran micro's badly (like bad emp's / bad spread) he dies too.
I think he was referring to the time where ASD just stood and ate a whole 4 second storm but no such forgiveness was afforded the protoss.
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On August 16 2011 19:10 SafeAsCheese wrote: Why don't protoss carry around HT inside a warp prism?
Theres no risk of it dying to marines, they will never get close enough. Snipe can't hit prisms, and terran won't have vikings unless they see colossus.
drop 1 HT, storm, pick up
drop 1 ht, storm, pick up
I don't know how a terran would deal with that without trying to bum-rush the prism, getting into attack range of the protoss ball If a terran sees a prism, or even a robo, they will in all likelihood have at least a viking. If the viking gets in range of the prism, anything inside is as good as dead. Time spent making a prism is also time that could've been used to get more useful/less situational units.
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On August 16 2011 19:12 Leporello wrote:Show nested quote +On August 16 2011 19:08 Bagi wrote: I really feel this templar play isn't too effective, especially since terrans started going more ghost-heavy. Would like to see earlier colossus switches and just more colossus play in general.
I just don't like that they bring the templars forward, as if storm were equivalent to fungal growth where the fungal lets the infestor safely retreat. Storm/templar is absolutely a great counter to MMM, even with Ghosts, but you got to engage with your zealots before you storm, even if it means losing some zealots. Don't make your templars the first thing the Ghosts see.
Ugh, do you play PvT? So you would just allow the ghosts some free emps all over your army?
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On August 16 2011 19:11 Swad1000 wrote:Show nested quote +On August 16 2011 19:08 Bagi wrote: I really feel this templar play isn't too effective, especially since terrans started going more ghost-heavy. Would like to see earlier colossus switches and just more colossus play in general.
People are doing ht play because a good terran will just go double starports as soon as you make a colossus and roll you over. Early colossus leaves you with a big hole for timings and drops.
This, collo are really only good in a ball and a good terran will know how to pick you apart.
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