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Khaydarin amulet analysis - Page 11

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Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable.
harhar!
Profile Joined January 2011
Germany190 Posts
March 01 2011 21:23 GMT
#201
i don't encounter hts too often in pvt anyways. its all about collossus, they should be nerfed instead, so there is more variety in the game.
Rob28
Profile Joined November 2010
Canada705 Posts
March 01 2011 21:24 GMT
#202
On March 02 2011 06:17 Everlong wrote:
Show nested quote +
On March 02 2011 06:10 Rob28 wrote:
On March 02 2011 05:59 Everlong wrote:
On March 02 2011 05:55 Rob28 wrote:
On March 02 2011 05:51 Everlong wrote:

Protoss player always has access to more storms (and faster) then Terran player to EMPs. The issue here is not Ghost vs HT. The problem here is the access to storm. If you want to compare pure EMP and Storm, well, we can discuss that.


WHAT!?! This is so flawed, I can't even....



Elaborate or don't post at all.. You just discredite my post without even suggesting something..

I suppose we are talking late-game 20-30 mins.. Of course EMP is lower in tech tree, but that is not the reason they are removing the amulet from the game.


Ok, how in the hell do protoss have faster access to storms? Because they can warp in HT? Because in order for that to work, you need to take all the time it takes to research storm, then all the time to research amulet, plus you gotta research warpgates, and then build enough gates to bring in significant amount of HT. Plus it takes 5 seconds to warp in. Then you storm, and have to wait 4 seconds to storm again because they don't stack the way EMP does. To kill a whole mineral line, you'll need at least 3 storms, so that's 8 seconds added right there if storms are cast adjacently to account for SCV movements.

Also, you need to build some form of warp-in. That's neither free, easy, nor fast.

I bet a ghost builds faster than it takes to complete 2 research techs and build a proxy pylon


First of all, calm down. Secondly, I'm not talking about sniping mineral line or mid game, where you have your first set of templars on the field. We are discussing the removal of the amulet. I suppose we are talking about late game, where it clearly is an issue and all those things you mentioned are marginal or basically already done. Don't tell me Protoss needs to research warpgates in order to warp-in as an argument, how hard it is to get several HTs in 30 minute mark..


About as hard as it would be for terran to make the equivalent number of ghosts... which hard counter HT any time any place.
"power overwhelming"... work, dammit, work!
a176
Profile Blog Joined August 2009
Canada6688 Posts
March 01 2011 21:25 GMT
#203
OP, the scope of your analysis is limited. So they take about the same amount of time to construct, but what about the investment and time required to even make the unit in the first place, let alone use its abilities? How does the addition of the unit effect the capability of your army, the size of your army? Its the scope of the ability to obtain this unit and use it, as follows:

Ghost: Supply Depot, Barracks, Ghost Academy, Ghost. 30, 60, 40, 40, 170 seconds. 100, 150, 150/50, 150/150. 550/200 minerals and gas required to get one ghost, complete with EMP.

Templar: Pylon, Gateway, Cybernetics Core, Warpgate Reseach, Twilight Council, Templar Archive, Storm Research, Templar. 25, 65, 50, 140(93), 50, 50, 110(73), 5, 545 seconds (451 with chronoboost). 100, 150, 150, 50/50, 150/100, 150/200, 200/200, 50/150, 1000/700 minerals and gas required to get one templar with storm.

The above is the minimum time required and minimum resources required to obtain 1 of either unit. Please, no silly arguments about "its not that simple" because yes, no idiot would believe the game works like that. The point is, the required time and resources to gain 1 templar with storm minus Khaydarin is ridiculously more expensive and time consuming for a protoss player over a terran's ghost which requires no additional time or resources to upgrade EMP or even Snipe.

Have some of you even considered the fact that the protoss army already requires a massive gas investment as compared to the gas requirement for a terran bio army, the choice army many detractors use in the matchup?

Khaydarin exists for the reason to allow templars to catch up with the progression of the game. Drop harrass, mutalisks, are well defended by a templar warping into his base (a base that will take him a long time to get out of to join the main army) - but remember, a templar becomes virtually useless for the next 2 minutes while it regains energy for another storm. Again, consider the gas investment required for this one attack, which was not spent on the actual army, and an attack that can be dodged as well.

I find it foolish for any player to find any fault in the way templar works or even the advantage of the amulet. Should not the advantage be given to the enemy player through all the time they have to scout and prepare for approaching templars?

Indeed, a macroing player only has themself to blame for allowing a protoss to gain the advantage - an army with significant templar support, without doing anything to hinder their progress. Blizzard has not given the PvT matchup nowhere near the required time to transition into different builds. I even believe the ghost is severely underused in the matchup and I'm sure many abusive strategies involving it are waiting to be discovered.
starleague forever
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
March 01 2011 21:26 GMT
#204
On March 02 2011 06:11 tehemperorer wrote:
Show nested quote +
On March 02 2011 06:01 Kralic wrote:
On March 02 2011 05:59 tehemperorer wrote:
On March 02 2011 05:55 kickinhead wrote:
On March 02 2011 05:45 0mar wrote:
On March 02 2011 04:50 Kazang wrote:
On March 02 2011 04:48 dragonblade369 wrote:
On March 02 2011 04:44 Housemd wrote:
On March 02 2011 04:40 Wrongspeedy wrote:
What Protoss players were complaining about Warp-gate? While your number crunching, tell me how long it takes you to get a ghost with an emp in a real 1v1 game, then tell me how long it takes to do the same with an HT and storm. Why can't the ghost and infestor move after he is done being made?
+ Show Spoiler +
"What does this mean?

When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.


If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.

If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.

If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed."


You forgot to mention we have to research storm*.

You sound like a troll (okay not a troll, but someone who justifiably hates High Templar) trying to justify a patch that may or may not come (I actually hope it does come. I want stim increased research time, some change to the amulet, and even a zerg buff). And your comparing different units on different races with different costs and timings, things should not always be equal, and those are vary tough comparisons to make (if you could I bet you could balance this game). You could even argue that ghost play at this point is underdeveloped in a lot of Terran players. Its a unit I think even pros still have untapped potential for (so many abilities inc. Nuke O.o).

But as a Protoss player I will admit that yes warping in storms at will does indeed feel ridiculous at times, though absolutely necessary in some situations hehehe.



I just wanted to ask you, in what situations is warping in storms absolutely necessary?



It's one of few things that protoss had to defend against drops...


You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to.


Cannons + Gateway is not enough to stop 3 dropships of marine/marauder. Even if you have 3-4 cannons, no more than 1 or 2 cannons will be in range. Marauders destroy cannons and barely take any damage from it. Warped in Zeals/Stalkers are worthless against MMM, even in small numbers.

So yea, warped in templar is one of the few options that Protoss has that actually can stop a drop. It's still not cost-effective because that templar is guaranteed to die but at least you can keep the expansion. Feedback is hit or miss. If you don't destroy the medivac, it isn't worth it.

Zerg has zerglings which can overwhelm a drop. You can get 4-6 zerglings for a single marauder. For Protoss, you can only get 1 to 1.5 zealots, depending on how worth of gas. And it doesn't even matter because zealots cannot out-DPS medivac healing nor can they deal with being conc shell-kited.


You realize that Zerg doesn't have any Warp-In-abilities AT ALL and still has to somehow defend against Terran-Drops. Also, Zerglings might be strong against Marauders, but which Terran drops Marauders in a Zerg-base? Atm. almost all drops are either Marines or Hellions, which do pretty well against Zerglings, if it's not a ridiculous large amount.

Protoss still has the ability to either warp in Stalkers or just leave a HT at each Expansion and Cannon up a bit, which was also what they had to do in SC:BW and it worked well. Also, it's possible to Warp-in a HT and Feedback, which will completely negate any healing from the Dropship and maybe even kill it.

Zerg can make 12-20 units at once off of 2-3 unit producing structures. Additionally, Zerg can acquire drones faster (theoretically, depends on game) than any other race, making them have access to more resources sooner


Why don't you try dropping Terran and abusing their production capabilities then, since Protoss seems to be the most vulnerable race for getting dropped apparently? What is stopping you?

Do you know a common build called the 1/1/1 that gives Terran access to drops far sooner than the Protoss player and also includes in the build every unit producing capability to make an efficient and effective unit composition? It's because the Terran drop is available to the Terran player before it is to the Protoss player. If you see a P drop sooner than Terran, the P player doesn't have shit for an army. In addition, since the T drop comes before the P drop, P will continually struggle to try and manage the damage while T can freely macro or push the front. There will be no reason for T to not begin their endgame with medivac drop play, and there will be no ability for the P player to respond in any offensive way aside from a base trade or massing cannons. Does that sound like a game you want to watch?


Really if the quick drop of units off 1 barracks totally tilts you... You might be doing something not quite right. Over teching, not macroing good enough off the gateways? I cannot tell, but you seem very aggressive when some one mentions Terran in any sentence and seem to blame losses due to them being Terran and you could do nothing.
Brood War forever!
DarkRise
Profile Joined November 2010
1644 Posts
March 01 2011 21:27 GMT
#205
On March 02 2011 04:14 dala wrote:
This is a necessary patch. Storming of mineral lines is way too powerful.

Dropping to minerals lines is also powerful with stim when you can only warp stalkers/zealots that have no chance defending against stimmed maruaders/marines
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
March 01 2011 21:28 GMT
#206
I'll just explain why the amulet change is bullshit in PvT in a mid late game scenario. I'll let PvZ go because I think that match up is too early to call either way. Feel free to refute any point, but don't be like "oh well you shouldn't let it get to that point". I am assuming mid late game in a more or less equal standing, by similar yet competent players. Also, sorry if someone posted same points earlier, but I'm not gonna read 10 pages of discussion.

Facts:

1. Protoss basic units(zealot, stalker, sentry) get raped by M&M

2. Colossus and HT are powerful enough to make this an even fight, even with Terran's respective special units.

3. In the absence of special units, by fact 1, Protoss will lose to Terran once the game gets in mid/late stage in comparable economic/tech standing, and assuming both players are competent and have similar skill level.

4. Approximately 7 Vikings kill a colossus in 2 volleys, in reasonable upgrade differential.

5. 7 Vikings = 1050/525, 1 Colossus 300/200.

6.Because of 4 and 5, Colossus become less effective as the game drags on and thus Protoss relies on HT more. This is the current trend in most high level games.

7. Storm is a DoT and does less damage even when full damage is taken than the amount of shield that EMP takes away for most units.

8. Feedback is a targeting skill while EMP is an aoe, and thus, much harder to use. This is compounded by the fact that ghosts are extremely small and can cloak, thus not only harder to click on, but also harder to spot in the middle of large bionic army, and leaves room for cloaked emp.

9. Therefore, it can be argued that Terran has a very easy and effective methods of eliminating Protoss special units(colossus, ht, sentry too i guess), while protoss does not have easy way of killing the ghost, although they have reasonably effective way to disable the medivac and the raven.

10. Because of 1, in order for Protoss to be able to overcome 9 is to have quickly renewable source of either colossus or high templar that can cast storm, probably in the middle of the fight as either can be very quickly taken out or disabled early in the battle or before the battle even starts.

11. Colossus are not very easily replaceable.

12. Removing amulet makes resupplying high templar with enough mana to cast storm difficult.

13. If 1,9, and 12 are true, then all terran has to do is come out even in a fight, and attack again as soon as the reinforcement arrive.

14. Amulet upgrade would supply storm to be used so that 13 does not happen.




Thus, removing the Amulet breaks balance.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-03-01 21:32:24
March 01 2011 21:29 GMT
#207
On March 02 2011 06:26 Kralic wrote:
Show nested quote +
On March 02 2011 06:11 tehemperorer wrote:
On March 02 2011 06:01 Kralic wrote:
On March 02 2011 05:59 tehemperorer wrote:
On March 02 2011 05:55 kickinhead wrote:
On March 02 2011 05:45 0mar wrote:
On March 02 2011 04:50 Kazang wrote:
On March 02 2011 04:48 dragonblade369 wrote:
On March 02 2011 04:44 Housemd wrote:
On March 02 2011 04:40 Wrongspeedy wrote:
What Protoss players were complaining about Warp-gate? While your number crunching, tell me how long it takes you to get a ghost with an emp in a real 1v1 game, then tell me how long it takes to do the same with an HT and storm. Why can't the ghost and infestor move after he is done being made?
+ Show Spoiler +
"What does this mean?

When production is triggered by something, lets say when you notice enemy coming towards you and start producing Ghost, Infestor or HT, it will look like this.


If Zerg has free larva, and energy upgrade for Infestors researched, it will take 50 seconds to get Infestor with 75 energy, and then Infestor has to move where is needed.

If Terran has non-occupied Barrack, and energy upgrade for Ghosts researched, it will take 45 seconds to get Ghost with 75 energy, and then Ghost has to move where is needed.

If Protoss has non-occupied Warpgate, and Khaydarin Amulet is not researched, it will take 49,5 seconds to get HT with 75 energy, and HT will be ready where is needed."


You forgot to mention we have to research storm*.

You sound like a troll (okay not a troll, but someone who justifiably hates High Templar) trying to justify a patch that may or may not come (I actually hope it does come. I want stim increased research time, some change to the amulet, and even a zerg buff). And your comparing different units on different races with different costs and timings, things should not always be equal, and those are vary tough comparisons to make (if you could I bet you could balance this game). You could even argue that ghost play at this point is underdeveloped in a lot of Terran players. Its a unit I think even pros still have untapped potential for (so many abilities inc. Nuke O.o).

But as a Protoss player I will admit that yes warping in storms at will does indeed feel ridiculous at times, though absolutely necessary in some situations hehehe.



I just wanted to ask you, in what situations is warping in storms absolutely necessary?



It's one of few things that protoss had to defend against drops...


You mean one of the many ways protoss can defend against drops, alongside cannons, feedback, blink stalkers, the fastest air unit in the game, just having dudes defend your base just like zerg has to.


Cannons + Gateway is not enough to stop 3 dropships of marine/marauder. Even if you have 3-4 cannons, no more than 1 or 2 cannons will be in range. Marauders destroy cannons and barely take any damage from it. Warped in Zeals/Stalkers are worthless against MMM, even in small numbers.

So yea, warped in templar is one of the few options that Protoss has that actually can stop a drop. It's still not cost-effective because that templar is guaranteed to die but at least you can keep the expansion. Feedback is hit or miss. If you don't destroy the medivac, it isn't worth it.

Zerg has zerglings which can overwhelm a drop. You can get 4-6 zerglings for a single marauder. For Protoss, you can only get 1 to 1.5 zealots, depending on how worth of gas. And it doesn't even matter because zealots cannot out-DPS medivac healing nor can they deal with being conc shell-kited.


You realize that Zerg doesn't have any Warp-In-abilities AT ALL and still has to somehow defend against Terran-Drops. Also, Zerglings might be strong against Marauders, but which Terran drops Marauders in a Zerg-base? Atm. almost all drops are either Marines or Hellions, which do pretty well against Zerglings, if it's not a ridiculous large amount.

Protoss still has the ability to either warp in Stalkers or just leave a HT at each Expansion and Cannon up a bit, which was also what they had to do in SC:BW and it worked well. Also, it's possible to Warp-in a HT and Feedback, which will completely negate any healing from the Dropship and maybe even kill it.

Zerg can make 12-20 units at once off of 2-3 unit producing structures. Additionally, Zerg can acquire drones faster (theoretically, depends on game) than any other race, making them have access to more resources sooner


Why don't you try dropping Terran and abusing their production capabilities then, since Protoss seems to be the most vulnerable race for getting dropped apparently? What is stopping you?

Do you know a common build called the 1/1/1 that gives Terran access to drops far sooner than the Protoss player and also includes in the build every unit producing capability to make an efficient and effective unit composition? It's because the Terran drop is available to the Terran player before it is to the Protoss player. If you see a P drop sooner than Terran, the P player doesn't have shit for an army. In addition, since the T drop comes before the P drop, P will continually struggle to try and manage the damage while T can freely macro or push the front. There will be no reason for T to not begin their endgame with medivac drop play, and there will be no ability for the P player to respond in any offensive way aside from a base trade or massing cannons. Does that sound like a game you want to watch?


Really if the quick drop of units off 1 barracks totally tilts you... You might be doing something not quite right. Over teching, not macroing good enough off the gateways? I cannot tell, but you seem very aggressive when some one mentions Terran in any sentence and seem to blame losses due to them being Terran and you could do nothing.

What I stated is a fact, and it had more to do with timing and efficiency in the Terrans favor than anything else. I am glad Terran drops are in the game; don't touch them. The point about the 1/1/1 assumed that Terrans get more than 1 barracks per game and therefore have more access to barracks units than looking at 1/1/1 and literally interpreting it as 1 barracks/1fact/1port per game.

Removing the amulet makes it extremely inefficient for P to deal with T drops late game.
Knowing is half the battle... the other half is lasers.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 01 2011 21:30 GMT
#208
On March 02 2011 06:24 Rob28 wrote:
Show nested quote +
On March 02 2011 06:17 Everlong wrote:
On March 02 2011 06:10 Rob28 wrote:
On March 02 2011 05:59 Everlong wrote:
On March 02 2011 05:55 Rob28 wrote:
On March 02 2011 05:51 Everlong wrote:

Protoss player always has access to more storms (and faster) then Terran player to EMPs. The issue here is not Ghost vs HT. The problem here is the access to storm. If you want to compare pure EMP and Storm, well, we can discuss that.


WHAT!?! This is so flawed, I can't even....



Elaborate or don't post at all.. You just discredite my post without even suggesting something..

I suppose we are talking late-game 20-30 mins.. Of course EMP is lower in tech tree, but that is not the reason they are removing the amulet from the game.


Ok, how in the hell do protoss have faster access to storms? Because they can warp in HT? Because in order for that to work, you need to take all the time it takes to research storm, then all the time to research amulet, plus you gotta research warpgates, and then build enough gates to bring in significant amount of HT. Plus it takes 5 seconds to warp in. Then you storm, and have to wait 4 seconds to storm again because they don't stack the way EMP does. To kill a whole mineral line, you'll need at least 3 storms, so that's 8 seconds added right there if storms are cast adjacently to account for SCV movements.

Also, you need to build some form of warp-in. That's neither free, easy, nor fast.

I bet a ghost builds faster than it takes to complete 2 research techs and build a proxy pylon


First of all, calm down. Secondly, I'm not talking about sniping mineral line or mid game, where you have your first set of templars on the field. We are discussing the removal of the amulet. I suppose we are talking about late game, where it clearly is an issue and all those things you mentioned are marginal or basically already done. Don't tell me Protoss needs to research warpgates in order to warp-in as an argument, how hard it is to get several HTs in 30 minute mark..


About as hard as it would be for terran to make the equivalent number of ghosts... which hard counter HT any time any place.


If you want to contribute to this thread somehow, get your facts straight man.. Its really annoying to try to have a serious discussion where you throw random stuff at me without any serious background..

You wont get anywhere trying to match storms with ghosts later in the game.. Are you going to fly your rax with your army and when the fight starts you land them, build tech labs and wait for ghost to pop out?
Sleight
Profile Blog Joined May 2009
2471 Posts
March 01 2011 21:31 GMT
#209
On March 02 2011 06:25 a176 wrote:
OP, the scope of your analysis is limited. So they take about the same amount of time to construct, but what about the investment and time required to even make the unit in the first place, let alone use its abilities? How does the addition of the unit effect the capability of your army, the size of your army? Its the scope of the ability to obtain this unit and use it, as follows:

Ghost: Supply Depot, Barracks, Ghost Academy, Ghost. 30, 60, 40, 40, 170 seconds. 100, 150, 150/50, 150/150. 550/200 minerals and gas required to get one ghost, complete with EMP.

Templar: Pylon, Gateway, Cybernetics Core, Warpgate Reseach, Twilight Council, Templar Archive, Storm Research, Templar. 25, 65, 50, 140(93), 50, 50, 110(73), 5, 545 seconds (451 with chronoboost). 100, 150, 150, 50/50, 150/100, 150/200, 200/200, 50/150, 1000/700 minerals and gas required to get one templar with storm.

The above is the minimum time required and minimum resources required to obtain 1 of either unit. Please, no silly arguments about "its not that simple" because yes, no idiot would believe the game works like that. The point is, the required time and resources to gain 1 templar with storm minus Khaydarin is ridiculously more expensive and time consuming for a protoss player over a terran's ghost which requires no additional time or resources to upgrade EMP or even Snipe.

Have some of you even considered the fact that the protoss army already requires a massive gas investment as compared to the gas requirement for a terran bio army, the choice army many detractors use in the matchup?

Khaydarin exists for the reason to allow templars to catch up with the progression of the game. Drop harrass, mutalisks, are well defended by a templar warping into his base (a base that will take him a long time to get out of to join the main army) - but remember, a templar becomes virtually useless for the next 2 minutes while it regains energy for another storm. Again, consider the gas investment required for this one attack, which was not spent on the actual army, and an attack that can be dodged as well.

I find it foolish for any player to find any fault in the way templar works or even the advantage of the amulet. Should not the advantage be given to the enemy player through all the time they have to scout and prepare for approaching templars?

Indeed, a macroing player only has themself to blame for allowing a protoss to gain the advantage - an army with significant templar support, without doing anything to hinder their progress. Blizzard has not given the PvT matchup nowhere near the required time to transition into different builds. I even believe the ghost is severely underused in the matchup and I'm sure many abusive strategies involving it are waiting to be discovered.



A ghost will NEVER kill a single unit with its area of effect spell. Ghosts as spell casters necessitate other units to handle an incoming unit clump.

An HT can kill units within its area of effect spell. HTs as spell casters do not need any support to, conceivably, wipe out incoming units.

An infestor can kill units within its area of effect spells. infestors as spell casters do not need any support to, conceivably, wipe out incoming units.

Your analysis is worse than his. You fail to account for the reason why obtaining the unit is so expensive while discussing how unfair the cost is. He treated them the same under ideal circumstances.
One Love
Aui_2000
Profile Blog Joined October 2010
Canada435 Posts
March 01 2011 21:32 GMT
#210
On March 02 2011 06:14 tehemperorer wrote:
Pylons do that, for 100 minerals less, with higher hp and shields, while adding to your supply


pylons don't move

Try keeping a warpprism with your army for instant reinforcements--its surprisingly effective. The not having to wait 25 seconds for a pylon to finish does make a difference (esp in pvz where your proxy has to be relatively far away mid-late game).
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zotok
Profile Joined October 2010
United States66 Posts
March 01 2011 21:34 GMT
#211
No body is saying HTs were better then ghosts or infestors. The Over Powered ness was coming from the warp in mechanic. The ability to warpin right then and there on the front line and storm is what blizzard tried to address.



I forget that a counter to a terran unit , can be countered by the special ability of the unit itself - Nova
cLutZ
Profile Joined November 2010
United States19574 Posts
March 01 2011 21:35 GMT
#212
The OP is obviously disingenuous because he assumes in his "balance" analysis that the Protoss has let his macro slip, not just slightly, but completely.

The actual time of production is: Time left on cooldown (varies depending on previous unit and the amount of time left in the cooldown When you realize you need the Templars) + 5 Seconds + Time to gain energy.

Also, feedback on a medivac? Is ANYONE serious about that? Medivacs are always low on energy because the MM ball is always stimming around the map.
Freeeeeeedom
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 01 2011 21:35 GMT
#213
On March 02 2011 06:34 zotok wrote:
No body is saying HTs were better then ghosts or infestors. The Over Powered ness was coming from the warp in mechanic. The ability to warpin right then and there on the front line and storm is what blizzard tried to address.


Exactly..
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 21:36 GMT
#214
I also want to address the claim made that it is impossible to stop HT warpstorming on mineral lines and that's why bliz should remove the amulet. It is in the same boat with blueflame drops... If you don't see it, you're going to pay. EXCEPT the HT aren't faster than probes, are more expensive than hellion/medivac, and only have 1 shot per HT to get the damage done, and the situation is better countered than blueflame drop.
Knowing is half the battle... the other half is lasers.
italiangymnast
Profile Joined December 2009
United States246 Posts
March 01 2011 21:36 GMT
#215
if extinguishes vespine guisers still gave like 2 gas per trip like in BW, id be OK with this change. then at least you can make archons with the left over gas.

u could warp in 2 HTs, and then morph em. 5 sec + 12 seconds = 17 seconds of production for a beefy unit to defend a drop. its just very gas heavy right now. 300 gass for 1 archon
SCII ID: Sanctuary LoL ID: erzin
Rob28
Profile Joined November 2010
Canada705 Posts
March 01 2011 21:36 GMT
#216
On March 02 2011 06:30 Everlong wrote:
Show nested quote +
On March 02 2011 06:24 Rob28 wrote:
On March 02 2011 06:17 Everlong wrote:
On March 02 2011 06:10 Rob28 wrote:
On March 02 2011 05:59 Everlong wrote:
On March 02 2011 05:55 Rob28 wrote:
On March 02 2011 05:51 Everlong wrote:

Protoss player always has access to more storms (and faster) then Terran player to EMPs. The issue here is not Ghost vs HT. The problem here is the access to storm. If you want to compare pure EMP and Storm, well, we can discuss that.


WHAT!?! This is so flawed, I can't even....



Elaborate or don't post at all.. You just discredite my post without even suggesting something..

I suppose we are talking late-game 20-30 mins.. Of course EMP is lower in tech tree, but that is not the reason they are removing the amulet from the game.


Ok, how in the hell do protoss have faster access to storms? Because they can warp in HT? Because in order for that to work, you need to take all the time it takes to research storm, then all the time to research amulet, plus you gotta research warpgates, and then build enough gates to bring in significant amount of HT. Plus it takes 5 seconds to warp in. Then you storm, and have to wait 4 seconds to storm again because they don't stack the way EMP does. To kill a whole mineral line, you'll need at least 3 storms, so that's 8 seconds added right there if storms are cast adjacently to account for SCV movements.

Also, you need to build some form of warp-in. That's neither free, easy, nor fast.

I bet a ghost builds faster than it takes to complete 2 research techs and build a proxy pylon


First of all, calm down. Secondly, I'm not talking about sniping mineral line or mid game, where you have your first set of templars on the field. We are discussing the removal of the amulet. I suppose we are talking about late game, where it clearly is an issue and all those things you mentioned are marginal or basically already done. Don't tell me Protoss needs to research warpgates in order to warp-in as an argument, how hard it is to get several HTs in 30 minute mark..


About as hard as it would be for terran to make the equivalent number of ghosts... which hard counter HT any time any place.


If you want to contribute to this thread somehow, get your facts straight man.. Its really annoying to try to have a serious discussion where you throw random stuff at me without any serious background..

You wont get anywhere trying to match storms with ghosts later in the game.. Are you going to fly your rax with your army and when the fight starts you land them, build tech labs and wait for ghost to pop out?


No, as I mentioned before, even the most novice of players will have ghosts on hand in a PvT matchup. Why do you assume nobody uses or has ghosts? EMP does more damage to a protoss deathball than storm ever will to anything. A sane player knows this. Being caught without ghosts as terran vs toss is nothing more than a grave error on your part, and earns no sypathy.

My beef is with that fact that the terran caster is retardly > than the main protoss caster. Crippling HT by removing amulet worsens the situation. If you don't take advantage of that, then you sir, are foolish.
"power overwhelming"... work, dammit, work!
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
Last Edited: 2011-03-01 21:40:55
March 01 2011 21:37 GMT
#217
On March 02 2011 06:29 tehemperorer wrote:
What I stated is a fact, and it had more to do with timing and efficiency in the Terrans favor than anything else. I am glad Terran drops are in the game; don't touch them. The point about the 1/1/1 assumed that Terrans get more than 1 barracks per game and therefore have more access to barracks units than looking at 1/1/1 and literally interpreting it as 1 barracks/1fact/1port per game.



No I was going off the assumption that by saying they got to drop sooner meant that they rushed for a dropship and immediatley went to drop you base.

If you mean they can start producing their drop ships earlier ramping up for a drop after they take their second or third base. While producing a lot of barracks units to abuse the easy drop mechanic Protoss cannot stop unless they use more supply and resources than the Terran put into the drop. You should have all the tech structures you need and have warp prisms of your own.

Dropping is a harrasment and having more warp gates makes your warp prism that much better of a "drop" harrasment then Terran dropships. How does this factor in with the amulet? Warp in two templar put them in said warp prism go to the Terran base, drop them storm and warp in a butt load of units? It works off the same idea that BW storm drops were except without the ease of warping in a sizeable army at the same time.

edit: for defending your base with the HT, maybe always keep 1 or 2 warped in at each base for defense or use when you decide to move your army out. Always replace the ones you use or lose at all times. Waiting until the drop is in your base to go oh shit I need HT to storm and then claim removing the amulet lost you the game is absurd.
Brood War forever!
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
March 01 2011 21:37 GMT
#218
On March 02 2011 06:32 Validity wrote:
Show nested quote +
On March 02 2011 06:14 tehemperorer wrote:
Pylons do that, for 100 minerals less, with higher hp and shields, while adding to your supply


pylons don't move

Try keeping a warpprism with your army for instant reinforcements--its surprisingly effective. The not having to wait 25 seconds for a pylon to finish does make a difference (esp in pvz where your proxy has to be relatively far away mid-late game).

But they can be placed anywhere, don't require any tech path, and are permanent fixtures that don't require micro.
Knowing is half the battle... the other half is lasers.
FubsyGamr
Profile Joined July 2010
United States212 Posts
March 01 2011 21:37 GMT
#219
On March 02 2011 05:43 EmerTehFreek wrote:
more cannons.

moar dotz!!!

hahaha

But on a serious note, this thread is getting a bit out of hand, 'eh? In the end, I think it kinda sucks that it's getting taken out, but I guess we'll just have to learn how to cope with it, and only use Colossus from now on...until they go mass Viking. Then what?
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
March 01 2011 21:41 GMT
#220
On March 02 2011 06:36 Rob28 wrote:
Show nested quote +
On March 02 2011 06:30 Everlong wrote:
On March 02 2011 06:24 Rob28 wrote:
On March 02 2011 06:17 Everlong wrote:
On March 02 2011 06:10 Rob28 wrote:
On March 02 2011 05:59 Everlong wrote:
On March 02 2011 05:55 Rob28 wrote:
On March 02 2011 05:51 Everlong wrote:

Protoss player always has access to more storms (and faster) then Terran player to EMPs. The issue here is not Ghost vs HT. The problem here is the access to storm. If you want to compare pure EMP and Storm, well, we can discuss that.


WHAT!?! This is so flawed, I can't even....



Elaborate or don't post at all.. You just discredite my post without even suggesting something..

I suppose we are talking late-game 20-30 mins.. Of course EMP is lower in tech tree, but that is not the reason they are removing the amulet from the game.


Ok, how in the hell do protoss have faster access to storms? Because they can warp in HT? Because in order for that to work, you need to take all the time it takes to research storm, then all the time to research amulet, plus you gotta research warpgates, and then build enough gates to bring in significant amount of HT. Plus it takes 5 seconds to warp in. Then you storm, and have to wait 4 seconds to storm again because they don't stack the way EMP does. To kill a whole mineral line, you'll need at least 3 storms, so that's 8 seconds added right there if storms are cast adjacently to account for SCV movements.

Also, you need to build some form of warp-in. That's neither free, easy, nor fast.

I bet a ghost builds faster than it takes to complete 2 research techs and build a proxy pylon


First of all, calm down. Secondly, I'm not talking about sniping mineral line or mid game, where you have your first set of templars on the field. We are discussing the removal of the amulet. I suppose we are talking about late game, where it clearly is an issue and all those things you mentioned are marginal or basically already done. Don't tell me Protoss needs to research warpgates in order to warp-in as an argument, how hard it is to get several HTs in 30 minute mark..


About as hard as it would be for terran to make the equivalent number of ghosts... which hard counter HT any time any place.


If you want to contribute to this thread somehow, get your facts straight man.. Its really annoying to try to have a serious discussion where you throw random stuff at me without any serious background..

You wont get anywhere trying to match storms with ghosts later in the game.. Are you going to fly your rax with your army and when the fight starts you land them, build tech labs and wait for ghost to pop out?


No, as I mentioned before, even the most novice of players will have ghosts on hand in a PvT matchup. Why do you assume nobody uses or has ghosts? EMP does more damage to a protoss deathball than storm ever will to anything. A sane player knows this. Being caught without ghosts as terran vs toss is nothing more than a grave error on your part, and earns no sypathy.

My beef is with that fact that the terran caster is retardly > than the main protoss caster. Crippling HT by removing amulet worsens the situation. If you don't take advantage of that, then you sir, are foolish.


I'm sorry, but you fail to understeand the reason they are removing the Amulet. It's not because Storm is better then EMP. If you ask me, it comes down to micro as for Storm vs EMP.
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