Sentrys without mana are pretty useless for its cost you know.
[D] Forcefield Underused? (PvT) - Page 3
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Technique
Netherlands1542 Posts
Sentrys without mana are pretty useless for its cost you know. | ||
Gautz
192 Posts
On September 10 2010 17:50 Technique wrote: I would rather say ghosts are underused by bio ball players vs protoss.... Sentrys without mana are pretty useless for its cost you know. This. 2EMPs and ur Sentrys are going to be pretty much (hm no: fully!) useless ;p Sentries may work fine vs the BioBall in the early to midgame, but should they work any further (like we saw on ur pic), the terran is horrible | ||
abominare
United States1216 Posts
Its that unit that has the ability to force this game into more macro oriented games denying early all in pushes. However its still around to absolutely ruin later game play. The problem that terran armies have to figure out with sentries is the same as later game storm spam. What tester did was amazing but honestly not as hard to do after some practice and composure. It does however push the terran player to have perfect ghost play every time he wants to engage. Miss 2-3 temps or 2 -3 sentries and engage? Auto lose time. Is this overpowered? Of course not its just shifting the meta game more towards terran dropping, engaging a protoss head on is absolute suicide. | ||
Tone_
United Kingdom554 Posts
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Thall
Switzerland214 Posts
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StormWeapon
United States159 Posts
On September 10 2010 14:01 Darkren wrote: Ok im really trying to understand what u do, when u engage the army u have all ur temps on c1 for example and the u shift deselect them to differant spots before emp hits???? There are 2 ways to do it, 1 was stated before me, the other is to use multiple hotkeys. Say I have 6 templar hotkeyed to 3. I then hotkey 3 of those to c4 and 3 to c5. This way I can move them all with 1 key, or move different halves with other keys. I can spread them out easily while moving my army and before/during battles. It takes some practice but really helps. You cannot dodge EMP currently, so it all has to be done preemptively. Another reason to split casters is so you can react with spells to different flanks and it also simplifies things a little when splitting your forces. | ||
Telcontar
United Kingdom16710 Posts
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xzidez
Sweden147 Posts
Myself Ive been experimenting a bit with fast expansion out from gateway units into 4 fast gas while all minerals are still not saturated. This way you can get a sentry heavy army that is still most ranged units. But what Ive noticed is that I prefer templars over sentries. Both are vulnurable to ghost while templars can feedback and do devastating damage. I guess sentries really shines better with colossi. | ||
Apolo
Portugal1259 Posts
On September 10 2010 13:27 Jaen wrote: So when you split their army with forcefields, do not engage with your zeals until the FF wears off ? Cause against a terran army if your zeals engage the front row, usually the back rows has the range to hit the zeals through the forcefield. True, but on the other hand, zealots have good attack and HP, so they can tank and having forcefields behind means the other player can't run away from the zealots. If the forcefields are gone the zealots won't catch the bio ball. | ||
a176
Canada6688 Posts
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lololol
5198 Posts
On September 10 2010 18:54 a176 wrote: doesn't charge negate the use of forcefield to stop retreat? What do you mean by "negate"? Marauders can still kite zealots with charge, they'll just get hit once every 10 seconds. | ||
ViRtU4l
France114 Posts
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whateversclever
United States197 Posts
On September 10 2010 18:00 abominare wrote: I have a love hate relationship with sentires that go beyond hate when im terran lvoe when im protoss. Its that unit that has the ability to force this game into more macro oriented games denying early all in pushes. However its still around to absolutely ruin later game play. The problem that terran armies have to figure out with sentries is the same as later game storm spam. What tester did was amazing but honestly not as hard to do after some practice and composure. It does however push the terran player to have perfect ghost play every time he wants to engage. Miss 2-3 temps or 2 -3 sentries and engage? Auto lose time. Is this overpowered? Of course not its just shifting the meta game more towards terran dropping, engaging a protoss head on is absolute suicide. Ghost play is easy. EMP does more depletes up to 100 shields, so even if you don't get them all you are still cutting 1/3 to 1/2 of a lot of unit's health. No Ghosts (usually Marauders)? Sentries. Ghosts? More Stalkers. | ||
whateversclever
United States197 Posts
On September 10 2010 17:50 Technique wrote: I would rather say ghosts are underused by bio ball players vs protoss.... Sentrys without mana are pretty useless for its cost you know. The reason why people don't go Ghost frequently is because Ghost+Marine play early is beaten hard by Colossi. And later in the game, it's beaten by Storm (due to High Templar being so much cheaper). | ||
phuzi0n
United States308 Posts
It seems that Korean toss are still using a lot of force fields even though sentries don't do much damage and forcefield becomes useless mid-late game. It seems like Koreans are actually behind in this regard. There was a game where a toss with only ~1/2 the unit count fought off a huge marine/marauder ball early-mid game by splitting it but the terran should have not engaged that many sentries.He could have just macro'd more and waited to get ghosts, siege tanks, or medivacs. to engage the toss army safely. | ||
Cloak
United States816 Posts
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abominare
United States1216 Posts
On September 10 2010 20:34 whateversclever wrote: Ghost play is easy. EMP does more depletes up to 100 shields, so even if you don't get them all you are still cutting 1/3 to 1/2 of a lot of unit's health. No Ghosts (usually Marauders)? Sentries. Ghosts? More Stalkers. Ok sorry but i think i disagree here. Ghost telling you to make more stalkers seems a little...well a lot bad. First the unit that get hurts the absolute most by emp in terms of life would be a stalker stimmed marines will melt them all day long. Zealots especially charge zealots would be a far better choice, a because theyd only lose 1/3 health and are rarely the priority to emp in the first place and b. if he has ghosts hes severely cut into his marauder production to do so, making kiting less of an issue. Getting clutch emps when youre the aggressor and the protoss has terrible map awareness is indeed easy. Especially if they suffer 1 control group syndrome. The solution protoss solution to emp on casters is an amusing situation the idea is to spread your army, and most toss think to just spread their 1 control group laterally when in actuality you want to separate your casters entirely and put them behind your army so that your main army (which is still spread somewhat) can kill a ghost trying to run for caster town to rain on their parade. You shouldnt care too much about the army itself getting emped its your casters that make up for it. Oh no you emped my stalkers and zealots well too bad wham! I just insta gibbed all your marines (which are actually terrans main dps) and the marauders will take atleast 40-50 dmg trying to move out of the storm plus the 22 or so for stim (translate theyre at half health now too!) Pre-storm youre doing a similar thing splitting his army up in painful ways to eliminate dps. Once both sides are getting casters it becomes a real cat and mouse sort of deal about feedbacking, unit formation, cloak/cloak detection, map awareness, and choosing when to retreat and engage. Thats part of what can make TvP an interesting matchup when one side gets a caster it behooves the other to respond in same and its completely a balanced albeit strenuous situation. If you dont respond and play the spy vs spy game then yes your only choice is to play drop wars for terran. | ||
mamelouk
France135 Posts
how do you deal with that ? | ||
Ndugu
United States1078 Posts
Maybe if there damage had never been nerfed ![]() | ||
Alou
United States3748 Posts
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