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Patch 1.3 on PTR - Page 106

Forum Index > SC2 General
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Logo
Profile Blog Joined April 2010
United States7542 Posts
February 26 2011 23:23 GMT
#2101
On February 27 2011 08:15 dump wrote:
Show nested quote +
On February 27 2011 08:09 DooMDash wrote:
Ghosts don't kill with EMP, the biggest disadvantage of all.


People seriously need to stop bringing up this argument.

What else do you think the rest of the terran army is for? It's to kill the toss after the ghost reveals their balsa wood hull.

Do you seriously never have an army with your ghost when you EMP?


HTs effectiveness increases pretty constant up to a decently large # of HTs. 5 HTs are better than 2 HTs because you deal more damage via Storm with 5 HTs.

2 Ghosts that emp and entire army are just as effective as 5 ghosts that emp an entire army yeah it's strong (maybe strong than 1-2 storms even), but that's where it ends. Once you hit ever unit with EMP there's nothing left to do for the battle. HTs can be part of a unit composition and 5 HTs can dish out a significant amount of pain over 2 HTs. Even if you blanket everything with storm having more HTs means you can do it again in 4 seconds. Having more ghosts means... you have more ghosts... the enemy units still don't have shields again.

Old FG was also like EMP in some ways (it was a bit between due to just slowly killing an army via fungal). With 8 second duration it meant you generally only get to use it once on some set of units during a battle. So if you FG->engage then having a huge # of infestors would give you sharp diminishing returns as once you've FGed most/all of a force the battle will end before you FG wears off and you can use the additional FGs you have. With 4s it's obviously more like storm now in that sense.
Logo
dump
Profile Joined August 2010
Japan514 Posts
February 26 2011 23:24 GMT
#2102
On February 27 2011 08:21 Ovreel wrote:
I guess my problem with the Amulet is that if EMP and Fungal land, the damage and effect is guaranteed. Units have to stay in Storm for the damage to be done, which is why Protoss have to spam it.


The other is that people are already bored of colossi, and we're being taken away yet another choice.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
February 26 2011 23:26 GMT
#2103
On February 27 2011 08:20 illusi0n wrote:
The biggest issue comparing the function of ghost and templar in TvP is that templars can be warped in instantly anywhere. This comes into play in the mid/lategame where protoss sitting on eg. 3 bases and 6 gas is clearly favoured. Even if you win a big fight against protoss and try to stomp one of his expansions he can instantly warp in 2 templars and decimate your already stimmed and damaged army with hardly any skill required. No wonder that the code S players think protoss is heavily favoured on the new GSL macro maps. ( btw im a random master player and i am always happy to play vs terra if i get toss, but not the other way around )


Do you know how many times i freaking killed the whole terran army, he was down by 20-40 supply, but i couldn't kill that immortal planetary fortress on the gold expansion @ xel'naga?
I give you a hint, countless time, giving him the chance of a comeback, and trust me, they
happen.
wat
skycaptain
Profile Joined October 2010
United States101 Posts
February 26 2011 23:26 GMT
#2104
Forget the amulet, no more archon toilet??? Are you serious Blizzard? Do you hate fun or something?
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-02-26 23:27:51
February 26 2011 23:27 GMT
#2105
On February 27 2011 08:23 Logo wrote:
2 Ghosts that emp and entire army are just as effective as 5 ghosts that emp an entire army yeah it's strong (maybe strong than 1-2 storms even), but that's where it ends. Once you hit ever unit with EMP there's nothing left to do for the battle. HTs can be part of a unit composition and 5 HTs can dish out a significant amount of pain over 2 HTs. Even if you blanket everything with storm having more HTs means you can do it again in 4 seconds. Having more ghosts means... you have more ghosts... the enemy units still don't have shields again.


Are you really crying that 2 Ghosts are Enough to emp the whole army of Protoss and take away mostlikly half of their hitpoints with it isn't enough...no comment.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
February 26 2011 23:27 GMT
#2106
I got a solution: make colossi able to cast storm. Seems the right answer.
roemy
Profile Joined April 2010
Germany432 Posts
February 26 2011 23:28 GMT
#2107
so... does that mean we can kill zerglings with one fungal now?

also: take away the armored attribute on the infestor already
also also: archon still not massive?
rock is fine.. paper could need a buff, but scissors have to be nerfed
Ovreel
Profile Joined January 2011
United States206 Posts
February 26 2011 23:29 GMT
#2108
On February 27 2011 08:24 dump wrote:
Show nested quote +
On February 27 2011 08:21 Ovreel wrote:
I guess my problem with the Amulet is that if EMP and Fungal land, the damage and effect is guaranteed. Units have to stay in Storm for the damage to be done, which is why Protoss have to spam it.


The other is that people are already bored of colossi, and we're being taken away yet another choice.


I have been trying to avoid using colossi for a long time now. Not because I get bored of them but I feel that they're quite fragile and difficult to protect from Vikings and Corruptors. I just never seem to have enough stalkers
Keo.837 Twitch.tv/Ovreel
Fenrisulf
Profile Joined August 2010
United States325 Posts
February 26 2011 23:30 GMT
#2109
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-02-26 23:31:37
February 26 2011 23:30 GMT
#2110
On February 27 2011 08:23 Logo wrote:
Show nested quote +
On February 27 2011 08:15 dump wrote:
On February 27 2011 08:09 DooMDash wrote:
Ghosts don't kill with EMP, the biggest disadvantage of all.


People seriously need to stop bringing up this argument.

What else do you think the rest of the terran army is for? It's to kill the toss after the ghost reveals their balsa wood hull.

Do you seriously never have an army with your ghost when you EMP?


HTs effectiveness increases pretty constant up to a decently large # of HTs. 5 HTs are better than 2 HTs because you deal more damage via Storm with 5 HTs.

2 Ghosts that emp and entire army are just as effective as 5 ghosts that emp an entire army yeah it's strong (maybe strong than 1-2 storms even), but that's where it ends. Once you hit ever unit with EMP there's nothing left to do for the battle. HTs can be part of a unit composition and 5 HTs can dish out a significant amount of pain over 2 HTs. Even if you blanket everything with storm having more HTs means you can do it again in 4 seconds. Having more ghosts means... you have more ghosts... the enemy units still don't have shields again.

Old FG was also like EMP in some ways (it was a bit between due to just slowly killing an army via fungal). With 8 second duration it meant you generally only get to use it once on some set of units during a battle. So if you FG->engage then having a huge # of infestors would give you sharp diminishing returns as once you've FGed most/all of a force the battle will end before you FG wears off and you can use the additional FGs you have. With 4s it's obviously more like storm now in that sense.


I really don't see it as a DPS race when it comes to storms vs. EMP. When the protoss ball and the terran ball collide, the templar are going to do some amount of damage, and the ghost is going to do some amount of damage, and the rest of the army should clean each other up. Neither ghosts nor templar really finish off the army.

On the other hand, ghosts do finish off templar instantly. In a toss ball vs. toss ball fight (sans colossi for the sake of argument), there are factors other than storm use that determine the outcome. In a terran ball vs. toss ball fight, if the EMP(s) land and the toss was expecting to use storms, it's over.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 26 2011 23:30 GMT
#2111
On February 27 2011 08:05 Unreg wrote:
Fungal Growth Missile dodgable by Blink , awesome, i mean...damn

dodgable by blink? LOL thats dodgable by walking. why is it as slow as a HSM? thats so ineffective. it doesn't even track the enemy. Well infestor zergs get the shaft again. ugh. if you have to nerf a part of the zerg army don't nerf the most difficult to use (no korea pros are using them well)
Lokian
Profile Joined March 2010
United States699 Posts
Last Edited: 2011-02-26 23:41:58
February 26 2011 23:32 GMT
#2112
I like the projectile change. Blizzard is actually trying to add micro skills in the game -_- dunno why people are complaining about it...

I think fungal needs a slight increase in range if the cast is that slow. And the 4 sec fungal is too short. infestors will have a hard time escaping

Would like to see projectile for EMP like in SC1 too. Those two nerfs will justify for amulet imo.
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 26 2011 23:34 GMT
#2113
On February 27 2011 08:30 PrinceXizor wrote:
Show nested quote +
On February 27 2011 08:05 Unreg wrote:
Fungal Growth Missile dodgable by Blink , awesome, i mean...damn

dodgable by blink? LOL thats dodgable by walking. why is it as slow as a HSM? thats so ineffective. it doesn't even track the enemy. Well infestor zergs get the shaft again. ugh. if you have to nerf a part of the zerg army don't nerf the most difficult to use (no korea pros are using them well)

How are infesters currently hard to use? You select them all, press the fungal growth and then place. How is that hard?
Just listen http://www.youtube.com/watch?v=__lCZeePG48
darksidemoon
Profile Joined May 2010
Korea (South)25 Posts
February 26 2011 23:34 GMT
#2114
Hey guys take a look at this


FG is not the same anymore?
hidiliho
Profile Joined September 2004
Canada685 Posts
February 26 2011 23:36 GMT
#2115
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
dark fury
Profile Joined September 2010
Sweden426 Posts
February 26 2011 23:37 GMT
#2116
On February 27 2011 08:36 hidiliho wrote:
Show nested quote +
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
February 26 2011 23:38 GMT
#2117
On February 27 2011 08:17 hidiliho wrote:
Show nested quote +
On February 27 2011 08:15 Apolo wrote:
On February 27 2011 08:14 hidiliho wrote:
On February 27 2011 08:13 Apolo wrote:
On February 27 2011 08:09 DooMDash wrote:
Ghosts don't kill with EMP, the biggest disadvantage of all.


So if the problem is the word "kill" If psystorm let units at 1 HP it would be ok then?


Storms can be used against Zergs and work.

EMP is only for used hugely only againt Toss.


Yes. Where's the problem?


Hence the nerf to amulet? What is the zerg's response to blanket cast to hydras?


Don't get hydras? hurr durr

(or if you do have them, don't engage with them off creep)
hidiliho
Profile Joined September 2004
Canada685 Posts
February 26 2011 23:39 GMT
#2118
On February 27 2011 08:37 dark fury wrote:
Show nested quote +
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
squintz
Profile Blog Joined April 2010
Canada217 Posts
February 26 2011 23:39 GMT
#2119
On February 27 2011 08:32 Lokian wrote:
I like the projectile change. Blizzard is actually trying to add micro skills in the game -_- dunno why people are complaining about it...

I think fungal needs a slight increase in range if the cast is that slow.

Would like to see projectile for EMP like in SC1 too. Those two nerfs will justify for amulet imo.


I would also like to see 2 ghosts morph into a spectre. That would justify archons.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
February 26 2011 23:39 GMT
#2120
On February 27 2011 08:36 hidiliho wrote:
Show nested quote +
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.

He means to emp the HT when it comes to you, not emp the probes, lol.
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