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[D] Immortal vs Stalker (Emp) - Page 2

Forum Index > SC2 General
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sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 10 2010 09:40 GMT
#21
easy answer here

immortals don't shoot at dropships, and drops are really the biggest pain right now
"You see....YOU SEE..." © 2010 Sen
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
October 10 2010 09:43 GMT
#22
Immortals do and tank more damage than stalkers, but take longer to get and are less versatile and mobile.
Grond
Profile Blog Joined June 2010
599 Posts
October 10 2010 10:31 GMT
#23
I think Immortals are way underused in PvT. I don't understand why more people don't go Chargelots, Immortals, Phoenixes. I've been assuming I'm a noob and don't understand why that would suck.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-10-10 10:37:47
October 10 2010 10:34 GMT
#24
This is simply to point out the similarities between the immortal and the stalker as someone mentioned blink is another advantage of getting stalkers which I will edit into the OP.
However,

I think alot of people here are misunderstanding I edited the OP to say such. I am not suggesting that anyone here mass immortals. 1-2 would be fine. Seems to me from standard play you usually get about 2 gateways and robo up decently fast. Just pump immortals out that one gateway.

The protoss 4gate is supposed to be very very brutal if a immortal counts the same as 2 stalkers then this gets you set up for some really nice pressure if not you can go stalker immortal or just flat out tech to collosus.

Seeing as how the observer is the firtst thing out of the facility if you see double starport or a spire you can just stop building out of the facility and throw down 2 more gates.

In addition pressure with this early immortal or 2 and zealots will set you up for an expo.

In the case of fighting terran this will convince them to go a lot more ghost heavy.
But thats bad I don't want to fight ghosts.
This is perfect for you because as your pressureing you throw a robotics support bay and collosus out. For every 1 ghost they build that is one less marauder they can build and if they did not take their second gas because they weren't counting on needing you can win easy right there. No way they can get enough gas to fund alot of ghosts.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Nafaltar
Profile Joined May 2008
Germany302 Posts
October 10 2010 10:40 GMT
#25
The problem with Immortals is that against a ranged army they basically wear a big "please focus me" shield around their neck. Its much easier to focus 1 immortal or possibly 2 if you have a huge amount of units rather than focusing 2-4 stalker with split groups. Plus they can't have blink to get out of the way. For the same reason a singular colossus with out range won't do much for you in a battle vs T. He will just stim and kill it with his Marauders, on paper the colossi would be good but because it allows for easy focus fire it ends up being useless.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-10-10 10:51:15
October 10 2010 10:47 GMT
#26
On October 10 2010 18:24 Darkstar_X wrote:
Stop spreading so much misinformation; immortals produce even faster than warpgate stalkers (64s vs 55)


Like I said if my numbers are wrong I am more than happy to change them I posted a link in the OP as to where I got my numbers from if these are not correct please post a link with more correct numbers. And BTW even if you are correct in your statement about immortals producing faster that will only prove my point more.

On October 10 2010 16:23 ooni wrote:
Stalkers use Warpgates, can blink (researched) and do not have 2.25 movement speed =_=


Likewise with you sir I do not mind editing the OP if you think the move speed that I have stated is incorrect then please post a link where you see it stating otherwise and I will edit the OP.
For clarification purposes just in case their was confussion the immortals movement speed is the one that is 2.25.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Yuffie
Profile Joined June 2010
132 Posts
October 10 2010 12:11 GMT
#27
very good post terranghost,
i have this thinking since beta and its just smart play. since there IS a robotic, you should use it during the whole game (+chrono).
whenever i know i don'T need anti air (and i don't wanna mass blink stalker) i favour immortals over stalkers , have a better mixed army and can have less gates ( robo immos > 2 gate stalkers )

u got all the facts and numbers right.
only smart people will understand you don't care about opponists, you are just giving good advices. keep on with that

cheers
D-Lite
Profile Blog Joined May 2010
United Kingdom223 Posts
October 10 2010 12:25 GMT
#28
im not sure what your getting at here, the post is called immortal vs stalker, yet it pertains no relevance to either, you start talking about colossus and HT's, in very limited situations such as colossus counters, i dont see the relevance of a post that links its self with stalker an immortals when your post turns into a rant about colossus.

better luck next time
Real men proxygate
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
October 10 2010 12:36 GMT
#29
Its cos of the range. The 1 less range of the immortal makes a difference cos it takes that much longer for them to be able to shoot back. Whilst a stalker is more fragile to something such as a marauder, the stalker is guaranteed to at least do damage back to the stalker as they are both 6 range.

Immortals also have pretty dodgy pathfinding and dont bunch as much. Anyways I still love using them and many times having more immortals than "standard" will let you finish the game earlier.
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
October 10 2010 12:38 GMT
#30
When I first started playing immortals seemed like a very good unit, afterwards I constantly got raped with them and stopped believing in them at all. After a while I started to see their value again from another perspective, its not just are immortals better than stalkers in x situation. The stalker obviously is our most versatile units used in every MU, but its versatility pays a high price in HP vs more or less same cost units for other races, talking about marauders here.
Do it beautifully
Grond
Profile Blog Joined June 2010
599 Posts
October 10 2010 12:41 GMT
#31
On October 10 2010 19:40 Nafaltar wrote:
The problem with Immortals is that against a ranged army they basically wear a big "please focus me" shield around their neck. Its much easier to focus 1 immortal or possibly 2 if you have a huge amount of units rather than focusing 2-4 stalker with split groups. Plus they can't have blink to get out of the way. For the same reason a singular colossus with out range won't do much for you in a battle vs T. He will just stim and kill it with his Marauders, on paper the colossi would be good but because it allows for easy focus fire it ends up being useless.


True if you make 1 or 2 Immortals, not true if you make 5 or 6. I'd much rather he be shooting Immortals with stimmed Marauders than Stalkers. The Immortals will take 40-50% the damage that the Stalkers would for the first 10 shots. Meanwhile if he isn't kiting you your Chargelots are doing terrible terrible damage. It also frees up a lot of gas for teching.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 10 2010 13:14 GMT
#32
A lot of people are saying that going immortals early on would allow for your opponent to just go air and get a free win. However, i think a more logic time to mass produce them would be in the late game. They are more cost effective then stalkers (even against non armored units) and are WAY more tank. They're slightly more effective against rines and rip apart rauders/tanks. Since its late game, assuming youve kept up with your upgrade, immortals would do a whopping 65 dmg per shot (minus armor). Also, by producing immortals, you would free up your gateways for making chargelots and hts which is a far more potent compostion imo. Just make sure he isnt going mass banshees or something and catches you off guard. Something important to note is that immortals wont waste shots on medivacs (could you imagine if lings auto targeted medics in bw?) Lastly, those concerned with the mobility, in a late game confrontion, as long as you have a decent concave, with a few well placed ffs/storms to block off retreat paths and chargelots tanking damage, your immortals will get the job done.
When they see MC Probe, all the ladies disrobe.
kar1181
Profile Joined May 2010
United Kingdom515 Posts
October 10 2010 13:19 GMT
#33
Immortals are not a unit you would ever base an army on. But having 1-3 of them in your ball can be invaluable in a battle.

Vs early warpgate push, 1-2 immortals will completely decide the battle.

Vs Terran, they are the difference between surviving and losing. Yeah marauders and marines can kite them forever. But that's not the point. The goal of an early protoss game vs Terran is surviving long enough to enter the mid-game level in economy. From there protoss options open up. So having immortals tank damage from the typical terran timing push is vital.

I was thinking though, if Immortals could deal armoured anti-air damage, that would be sweet. In combination with an observer they could counter banshees and also provide a reasonable groundbased hard counter to voidrays. As voidrays when massed are near impossible to kill once charged up. If you could have 5-6 immortals as a viable counter to 6-8 void rays that would really open up some strategy.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 10 2010 13:24 GMT
#34
If immortals could attack air, then banshees, bcs, tanks, and rauders would all get owned by the same unit lmao
When they see MC Probe, all the ladies disrobe.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 10 2010 13:28 GMT
#35
hehe, yeah. At first when I read that I thought "oh yeah, like an upgrade from the robo support bay that allows them to shoot upwards as well, that would be kinda neat cuz Protoss groudn to air sucks".

Then I thought about it a tiny bit more and came to that same conclusion. Probably should just remove templar tech from the game if you're going to do that.
ProgamerAustralian alcohol user follow @iaguzSC2
Lavitage
Profile Joined September 2010
United States71 Posts
October 10 2010 13:34 GMT
#36
Banshees aren't armored, vikings are.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 10 2010 13:44 GMT
#37
On October 10 2010 22:34 Lavitage wrote:
Banshees aren't armored, vikings are.

Ahh my apologies. I just assumed the previous poster was correct.
When they see MC Probe, all the ladies disrobe.
Madder
Profile Joined February 2010
Australia427 Posts
October 10 2010 13:45 GMT
#38
On October 10 2010 19:31 Grond wrote:
I think Immortals are way underused in PvT. I don't understand why more people don't go Chargelots, Immortals, Phoenixes. I've been assuming I'm a noob and don't understand why that would suck.

Wow, I was actually thinking about that unit composition before. Would be so badass.
TradeMark
Profile Joined July 2004
Japan41 Posts
October 10 2010 14:05 GMT
#39
The biggest difficulty with immortals is positioning vs a fast moving bio ball w/ stim- they just have too short a range and require a lot of managing to get into position due to their speed & size. With stalkers that same management is allowing you to pull injured ones back and maintain a larger amount of units continually firing.

Also remember that vs bio, the more shots you have at a lower damage is better vs marines since you have less damage being wasted on overkill. Personally though, I'm of the opinion you should just be going sentry/zlot so the gas you'd be using on the immortal is detrimental.
lowercase
Profile Joined September 2010
Canada1047 Posts
October 10 2010 14:15 GMT
#40
I think they should have a tiny amount of AOE personally, if they're going to be a beefy "take shit out" weapon. They tend to be too slow to be at the head of your army charging in to take seige tank hits as well, the stalkers blow by them and end up absorbing the damage.
That is not dead which can eternal lie...
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