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[D] Forcefield Underused? (PvT) - Page 3

Forum Index > SC2 General
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Technique
Profile Joined March 2010
Netherlands1542 Posts
September 10 2010 08:50 GMT
#41
I would rather say ghosts are underused by bio ball players vs protoss....

Sentrys without mana are pretty useless for its cost you know.
If you think you're good, you suck. If you think you suck, you're getting better.
Gautz
Profile Joined May 2010
192 Posts
September 10 2010 08:58 GMT
#42
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
Profile Joined March 2010
United States1216 Posts
September 10 2010 09:00 GMT
#43
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.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
September 10 2010 09:00 GMT
#44
I agree entirely, forcefields are the only way to combat early game mmm pushes. It's still difficult though and requires a lot of varied gateway units in a good arc.
Hasta La Victoria Siempre | 톤
Thall
Profile Blog Joined August 2009
Switzerland214 Posts
September 10 2010 09:05 GMT
#45
actually i think FF is the reason why a lot of koreans believe P to be the strongest race overall. if you use them correctly you can stomp your enemy (just like u saw with tester and u described in you post)
This strategy is made of balls ! - Nick "Tasteless" Plott, during GSL cast
StormWeapon
Profile Joined July 2010
United States159 Posts
September 10 2010 09:11 GMT
#46
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.
Tyrant Potato
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
September 10 2010 09:12 GMT
#47
a lot of the players i play on ladder make the mistake of making too many sentries just because they want a lot of forcefields. what they end up having is an army not dealing enough DPS and after the forcefields go down, my army still crushes them. they should learn to build a few as early on as you can and let the energy build up.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
xzidez
Profile Joined April 2010
Sweden147 Posts
September 10 2010 09:21 GMT
#48
The problem early game is that sentries are very gas heavy units. So you will end up with loads of zealots. If you split their army with forcefields all units can still target your zealots.

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
Profile Joined May 2010
Portugal1259 Posts
September 10 2010 09:35 GMT
#49
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
Profile Blog Joined August 2009
Canada6688 Posts
September 10 2010 09:54 GMT
#50
doesn't charge negate the use of forcefield to stop retreat?
starleague forever
lololol
Profile Joined February 2006
5198 Posts
September 10 2010 10:55 GMT
#51
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.
I'll call Nada.
ViRtU4l
Profile Joined April 2010
France114 Posts
September 10 2010 11:02 GMT
#52
It's better to split your army in two and try to flank the MMM ball with the zealots so they can't retreat. Requires more skill, but less gas.
whateversclever
Profile Joined November 2009
United States197 Posts
September 10 2010 11:34 GMT
#53
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
Profile Joined November 2009
United States197 Posts
September 10 2010 11:36 GMT
#54
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
Profile Joined April 2010
United States308 Posts
September 10 2010 13:22 GMT
#55
Koreans in general think Protoss is the OP race and that may have a lot to do with a toss being 2k rated vs the next highest being 1600. However, rating doesn't mean anything to pro's because they don't reveal everything to the ladder and spend time practicing privately and playing in tournaments instead of laddering. The 2k rated toss player got knocked out in the round of 64 which backs my point.

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
Profile Joined October 2009
United States816 Posts
September 10 2010 14:05 GMT
#56
Using FFs is not some new revelation. On top of Ghosts mitigating their efficacy, FFs usually help Tanks out way too much. You'll never come out ahead against a well balanced Terran army, it's just that 99% are so unimaginative (read: MM) so they can be exploited.
The more you know, the less you understand.
abominare
Profile Joined March 2010
United States1216 Posts
September 10 2010 14:39 GMT
#57
On September 10 2010 20:34 whateversclever wrote:
Show nested quote +
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.



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
Profile Joined April 2010
France135 Posts
September 10 2010 14:57 GMT
#58
one thing that bother me with FF is the range of sentries. they usually get stuck behind my stalkers and by the time they throw their stuff, the battle is over

how do you deal with that ?
...Uniden
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-09-10 15:43:03
September 10 2010 15:42 GMT
#59
Every sentry is 2/3rds of a High Templar less. I mean, in some situations it might be a better investment, but...

Maybe if there damage had never been nerfed
Alou
Profile Blog Joined March 2010
United States3748 Posts
September 10 2010 15:50 GMT
#60
I'm usually sentry heavy if its a Bio ball I'm facing. If it's a bio and mech mix I tech to colossi.
Life is Good.
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