High Templars
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aquanda
United States476 Posts
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abyss
Czech Republic139 Posts
Get five templars and hydras gonna shit bricks | ||
zee
201 Posts
:I | ||
Insane
United States4991 Posts
I agree that Storm doesn't feel 'as strong' as in SC1, but I don't think it's so weak as you are describing... | ||
LunarC
United States1182 Posts
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aquanda
United States476 Posts
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UmmTheHobo
United States650 Posts
I have not played yet but from what I have seen it looks like gas isn't as much of a problem as two bases will get you FOUR geysers. Maybe you don't get as much gas from each geyser, but still four geysers. | ||
mel_ee
2446 Posts
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Mr.Pyro
Denmark959 Posts
I really like the mix terrans have got going at the moment, but i fear the ghosts may be too effective at damaging protoss. | ||
Amber[LighT]
United States5078 Posts
On February 23 2010 05:03 mel_ee wrote: the other day i had 5 templars vs a mass of hydras..the hydras came into my natural and my temps all psi stormed beautifully...however not all of the hydras die fast like they would in sc1. 90 HP hydras vs 80 damage storms... well we know the outcome | ||
aquanda
United States476 Posts
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[-Bluewolf-]
United States609 Posts
On February 23 2010 05:05 aquanda wrote: Maybe this is a bad example because of the status of Roaches right now, but I recently watched a replay of KHB decimating Artosis with roach burrow regen even though they were getting hit with PSI Storm while burrowed. It was like they never got hit. When it happened I expected some popping to happen like a lurker might in SC. Not "oh I'll stay burrowed for 2 more seconds and brush this off". This is why High Templars aren't used. As a protoss player, you have to get observers to counter roaches. Once you get the robotics + observer, it is then most efficient to just make immortals or Colossus. It takes too much gas to switch to templars and they become a possible late game unit only. It doesn't matter if the zerg even makes a roach den. A good zerg won't allow you to scout him after his first zerglings which kill probe scouts better than SC1. Hence - if a toss plans to tech - their tech path is determined before the game even starts if they want to "play safe" and not just die to a possible roach rush. | ||
aquanda
United States476 Posts
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Gedrah
465 Posts
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HazMat
United States17077 Posts
Say you have 10 ht's, you have them all selected and press 't'. Instead of all of them casting the storm in the same place like in sc1, it only casts one and moves on to the next HT. This means you can just spam t everywhere you see a hydra, GL storm dodging zergs. Edited for grammar. | ||
theqat
United States2856 Posts
On February 23 2010 05:49 HazMat wrote: Say you have 10 ht's, you have them all selected and press 't'. Instead of all of them casting the storm in the same place like in sc1, it only casts one and moves on to the next HT. This means you can just spam t everywhere you see a hydra, GL storm dodging zergs. Edited for grammar. This is why it's a smaller AOE that deals only 80 damage | ||
Chairman Ray
United States11903 Posts
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semantics
10040 Posts
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semantics
10040 Posts
On February 23 2010 05:54 theqat wrote: This is why it's a smaller AOE that deals only 80 damage It's also why infesters cast is so tiny too. | ||
Railz
United States1449 Posts
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Narwhal
United Kingdom314 Posts
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semantics
10040 Posts
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Gedrah
465 Posts
I still don't see how you can get Archives early enough to be useful without neglecting Robotics. | ||
ZerglingShepherd
Canada99 Posts
Also watched a game of a P desperately defending his ramp against masses of hydras. Two colossi and like four templars were enough to rape every wave of hydralisks the zerg sent. Dunno, templars seem like a pretty useful unit so far. Especially mixed in with units like the colossus. | ||
MorroW
Sweden3522 Posts
in sc1 i think theres 8 hits x 0.5 sec making it 4 sec (game time) to finish so how long and often does it hit in sc2? ive heard it says longer time so that basically means its useless/harder to avoid does it still cost 75? | ||
Zato-1
Chile4253 Posts
On February 23 2010 06:47 MorroW wrote: u say it make 80 dmg in sc1 i think theres 8 hits x 0.5 sec making it 4 sec (game time) to finish so how long and often does it hit in sc2? ive heard it says longer time so that basically means its useless/harder to avoid does it still cost 75? Psi storm still lasts 4 seconds of game time, and still costs 75 energy. | ||
petered
United States1817 Posts
If psi storm were just as powerful as in SC1, it would basically be GG once you got 10 or so protected by a few zealots/dragoons. | ||
stenole
Norway867 Posts
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radiumz0rz
United States253 Posts
On February 23 2010 05:05 Amber[LighT] wrote: 90 HP hydras vs 80 damage storms... well we know the outcome which just means unit composition for your army must be 4+ types | ||
radiumz0rz
United States253 Posts
On February 23 2010 06:38 ZerglingShepherd wrote: I just finished watching a live stream where the Terran continuously tried to push out with a ball of heavy mech (tanks, thors, supporting marines, etc), only to get decimated every time by four or five well-placed storms. Also watched a game of a P desperately defending his ramp against masses of hydras. Two colossi and like four templars were enough to rape every wave of hydralisks the zerg sent. Dunno, templars seem like a pretty useful unit so far. Especially mixed in with units like the colossus. This must be symbiosis! | ||
LunarC
United States1182 Posts
On February 23 2010 06:25 Gedrah wrote: Storm is horrible against Roaches and Brood Lords \ Corrupters. They have too much health or health regen for 80 or even 160 damage to be "guaranteed fatal" and you normally won't hit with an entire Storm duration anyway. Storm is to make sure your opponent's mineral advantage, once converted to T1 units, doesn't allow him to walk over you via attrition. I still don't see how you can get Archives early enough to be useful without neglecting Robotics. This. The roach is a T1.5 unit that can brush off a psionic storm. I thought the advantage to the roach was its fast hp regeneration, not the absurdly high hp and attack. I think the roach was buffed much too hard to compensate for Zerg's weak mid-game. Now all I see are roach rushes into mass hydra. Having to tech to robotics facility before even attempting to take a second base just to survive the initial roaches is ridiculous, and instead of buffing the immortal I think either reducing roach hp and/or attack is the better choice. (I'd like to see the immortal's bonus damage see a nerf as well...) | ||
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