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1.4.2 Patch notes PTR - Page 113

Forum Index > SC2 General
2455 CommentsPost a Reply
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ComplexConf
Profile Joined September 2011
Ireland161 Posts
November 02 2011 14:13 GMT
#2241
Not actually big protoss buffs. Miniscule, the ghost emp radius was much needed in the t vs p mu. But lets see if it actually is enough... I dont think the decrease on prize on upgrades actually mean a whole lot for protoss in that mu... So call it BUFF all you will. It's not exactly a gamechanger, although its nice to be able to free up some few resources for something else.. but yeah..
"Carrier has arrived" "GTFO OR DIE!"
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-11-02 14:23:34
November 02 2011 14:22 GMT
#2242
On November 02 2011 23:07 Dalavita wrote:
Show nested quote +
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


Did you shift queue the command?
EDIT: Also, why not emp and let the ghosts attack slaughter the defenceless HT? -- This is probably a large part of the reason EMP doesn't 'do lasting damage' according to the guy a few posts upward.
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
November 02 2011 14:25 GMT
#2243
On November 02 2011 23:22 Cyber_Cheese wrote:
Show nested quote +
On November 02 2011 23:07 Dalavita wrote:
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


Did you shift queue the command?
EDIT: Also, why not emp and let the ghosts attack slaughter the defenceless HT? -- This is probably a large part of the reason EMP doesn't 'do lasting damage' according to the guy a few posts upward.


I did shift queue, and I also mentioned EMP.
Toadvine
Profile Joined November 2010
Poland2234 Posts
November 02 2011 14:36 GMT
#2244
On November 02 2011 23:07 Dalavita wrote:
Show nested quote +
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


This is true in the single event of one HT moving towards one Ghost on an open field with full vision. In practice, the Ghost doesn't even need to be in front of the army, so most Terrans just stim 1-2 Marauders and kill the HT, while pulling their Ghosts back. In a situation where the HT isn't moving towards the Ghost by itself, Snipe will win every time. It will actually win anyway if the Terran does the smart thing and denies Protoss vision by killing observers. Ghosts have a sight range equal to the range of their abilities after all.

This is all theorycraft anyway. In actual games we see Ghosts pretty much win every time.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Phoobie
Profile Joined December 2010
Canada120 Posts
November 02 2011 14:59 GMT
#2245
On November 02 2011 23:12 DrSuit wrote:
why the hell should terran and protoss have to make archs, stutterstep and micro like gods to defeat a deathball but when protoss gets their army emped cause they don't spread stuff/use warpprisms they wine about it instead of fixing it!


Units clump when you move them naturally, its part of the game engine. I agree to an extent that Protoss should practice spreading out their archons, templar and sentries a little more but the problem is that EMP is long range, instant and be cast from a unit that has cloak vs units that cant do anything about it.

it's not the same as TvZ where the Terran would push his way into position and spread his/her marines for upcoming banelings/fungals or while the banelings are rolling in simply because marines are small, fast while stimmed, CHEAP and easily replenished so not always game ending.

Comparing to the protoss victims of EMP; Archons, templar, sentries and such are VERY expensive and HARD to replenish. templar and sentries are SLOW to spread, Archons who are supposed to be the damage sponge of the protoss army is also reduced to a piece of wet tissue after EMP because all of his health is in his shields. All of these units are very gas heavy.

for your micro argument I disagree. Stutterstep micro is not hard at all ( A click, right click, a-click, right click etc.), the Units make the archs for you if you engage in a good position. You don't have to "stutterstep" like a god because after EMPing the templar, sentries and archons you can literally roll over the toss death ball by stim and A-moving, no storms or FF or archons = super cost effective Bio

maybe we'll see more Warp prisms as a means to protect caster units but is having to control the prism, the units inside while simultaneously keeping it out of harms way and controlling you army in the engagement really an equal test of skill vs a terran who shoots EMP, stims and A-moves?

I'm very biased on this subject. even as Zerg. I'm not complaining that terran imba nerf nerf. only EMP. as a spectator PvT is currently my least favorite match-up to watch because I've seen too many games decided by Terran using EMP and rolling over tosses massive tier 3 army with M&M at stupid cost efficency ( 200 to 200 food each to 170 food vs 80 food in favor of terran)
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
RastaMonsta
Profile Joined October 2011
304 Posts
November 02 2011 15:03 GMT
#2246
liking the patch as a protoss player. Protoss needs a buff
ITSbouli
Profile Joined October 2011
Belgium4 Posts
November 02 2011 15:08 GMT
#2247
Ok, now a update that EMP only removes energy, and not schields..
Iselian
Profile Joined March 2011
United States56 Posts
November 02 2011 15:19 GMT
#2248
I've always thought Protoss were at a small disadvantage with their units getting an armor upgrade, that only applied to ~half (sometimes two-thirds) of their health. But that was usually made up for with baseline armor (ie, the zealot vs the marine and zergling).

I'm not sure how this will help the PvZ matchup, though I can see the metagame changing very, very quickly. Time to work on getting my upgrades sooner...
Support and critique my amateur casting! youtube.com/IselianGaming
Lorch
Profile Joined June 2011
Germany3703 Posts
November 02 2011 15:26 GMT
#2249
Like this overall, I have always been a huge fan of double forge, that just makes it easier, I doubt that changing the radius by that bit will change tvp much, emp will still be able to do the 1k damage it does, all this does is promote splitting a little more (which gets ruined by path finding anyways) and give ht a slightly better change against ghost. I still think they should start by giving feedback and emp/snipe the same range to make it even. And I feel like EMP should just do doe so you can actually move out of it instead of getting fucked instantly without being able to do shit about it.
p1cKLes
Profile Joined November 2010
United States342 Posts
Last Edited: 2011-11-02 15:31:54
November 02 2011 15:27 GMT
#2250
On November 03 2011 00:08 ITSbouli wrote:
Ok, now a update that EMP only removes energy, and not schields..

You do realize that if you were to do this, you would have to readjust the HP of the Protoss army. In a straight up battle where Protoss has their deathball and Terran has heavy mauraders with Vikings excluding ghost and HT’s for any casting damage, Protoss wipes the floor with Terran.

In the early game, it’s different, but in the mid to late game where Protoss has their deathball up and running in a straight up battle you lose. I’ve tested it numerous times in the unit test map and with my buddy and it never comes out in Terran’s favor. This is even if you spend half your time kiting zealots. Unless, you drop a few EMP’s to help turn the tide or you miraculously catch the colossus out of position and you manage to snipe them off, but that’s pretty difficult to do if you have a decent player. Everyone protects those colossus (rightly so) as if their life dependent on it.

Some sort of EMP is absolutely necessary in a battle. Now you might argue that it may not do as much damage, and I might buy that, but to entirely eliminate any affect on shields is way too much.
Aborash
Profile Joined June 2009
65 Posts
November 02 2011 15:28 GMT
#2251
On November 02 2011 23:07 Dalavita wrote:
Show nested quote +
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


Now try to FB 5 ghost with cloak in a bioball, before they spam EMP like no tomorrow.

And share the replay plz.
sc2brainstormer
Profile Joined October 2011
United States7 Posts
November 02 2011 15:40 GMT
#2252
you can snipe infesters tho and snipe pretty much any zerg unit
Lorch
Profile Joined June 2011
Germany3703 Posts
November 02 2011 15:48 GMT
#2253
On November 03 2011 00:40 sc2brainstormer wrote:
you can snipe infesters tho and snipe pretty much any zerg unit


Oh that's just a totally different ghost issue, don't worry they took care of that in hots, just fucking use the viper to pull the ghost at ya.
nojok
Profile Joined May 2011
France15846 Posts
November 02 2011 16:07 GMT
#2254
I think too many people take this changes for their level of play then they say they lose because of imbalance which is wrong at our level. T is a bit imbalance at top50.world?
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-11-02 16:52:23
November 02 2011 16:48 GMT
#2255
On November 03 2011 00:28 Aborash wrote:
Show nested quote +
On November 02 2011 23:07 Dalavita wrote:
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


Now try to FB 5 ghost with cloak in a bioball, before they spam EMP like no tomorrow.

And share the replay plz.


I saw trump get smashed last night against a player who went zealot templar colossus into archons... the protoss player spread his units and was able to feedback the ghost killteam (killing 2 of the ghosts and forcing the rest back out of fear) with minimal emp damage.

It relies on the situation... trying to balance something so skill dependant and something so close is extremely challenging... Feedback is superior to snipe because it only takes 1 to neutralise or even kill a target... emp is more valuable as an area disable, but to be honest, i like feedback more... i mean EMPs don't kill dropships full of units... feedbacks do!

It's fair to say that in most situations the player with the best positioning will win... at high levels if one side is statistically stronger than the other, than blizzard makes small changes like reducing the EMP radius and improving incentive for getting upgrades on protoss units.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Lunat!c
Profile Joined March 2010
122 Posts
Last Edited: 2011-11-02 16:56:35
November 02 2011 16:55 GMT
#2256
On November 03 2011 01:48 XerrolAvengerII wrote:
Show nested quote +
On November 03 2011 00:28 Aborash wrote:
On November 02 2011 23:07 Dalavita wrote:
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


Now try to FB 5 ghost with cloak in a bioball, before they spam EMP like no tomorrow.

And share the replay plz.


I saw trump get smashed last night against a player who went zealot templar colossus into archons... the protoss player spread his units and was able to feedback the ghost killteam (killing 2 of the ghosts and forcing the rest back out of fear) with minimal emp damage.

It relies on the situation... trying to balance something so skill dependant and something so close is extremely challenging... Feedback is superior to snipe because it only takes 1 to neutralise or even kill a target... emp is more valuable as an area disable, but to be honest, i like feedback more... i mean EMPs don't kill dropships full of units... feedbacks do!


Well, if you compare the HT to the ghost in terms of killing drop ships the HT is only better if the Terran is stupid enough to send a drop ship that has enough energy to be killed from a HT otherwise the HT can maybe get off one storm which is easily avoidable by a stim which one would do anyway/evnentually.
SolidMoose
Profile Joined June 2011
United States1240 Posts
November 02 2011 17:09 GMT
#2257
On November 02 2011 21:08 darkness wrote:
Show nested quote +
On November 02 2011 20:58 CptCutter wrote:
ummm, why hasnt FG or Storm had a nerf along with it too? because unlike EMP, both of these spells actually kill units whereas EMP only temporarily damages them.


Are you really that stupid? If it takes all shield of ground units (100 for an archon) and their energy, then this is GOOD DAMAGE, even guaranteed one. You also lower energy by 100. What else do you want???

Is this fair?
EMP is: instant, 10 range, AoE (2 radius atm)
Feedback is: instant, 9 range, TARGET ONLY
Storm is: 20 damage per sec (80 for 4), 9 range, AoE (1.5 radius I think)
It's not guaranteed storm will do 80 because average zerg or terran don't sit under it unless they're forced somehow (terrain/FF/etc). On the other hand, EMP does 100 AoE shield damage on any protoss unit instantly. That's good even itself without taking out energy.
Moreover, how is protoss supposed to counter ghosts? Well, protoss just has to rely on terran not controlling a specific ghost whose range is, again, longer than a high templar.


Are you really stupid? Because the point he is trying to make is that fungal and storm can completely wipe out an army. EMP is only going to do anything if you have enough army support with the ghosts. Not to mention archons need 4 emps to drain all their shields. Nerfing Terrans only AoE against toss is brutal, when toss now has more effective HT's and still has Colossus. If you EMP an army, you've weakened it. But if you miss, you get stormed to death. And no, you can never perfectly dodge a storm, especially when they have multiple ones spammed around you. So missing an EMP means you lose, missing a storm does not.

User was warned for this post
Dalavita
Profile Joined August 2010
Sweden1113 Posts
November 02 2011 17:31 GMT
#2258
On November 03 2011 00:26 Lorch wrote:
Like this overall, I have always been a huge fan of double forge, that just makes it easier, I doubt that changing the radius by that bit will change tvp much, emp will still be able to do the 1k damage it does, all this does is promote splitting a little more (which gets ruined by path finding anyways) and give ht a slightly better change against ghost. I still think they should start by giving feedback and emp/snipe the same range to make it even. And I feel like EMP should just do doe so you can actually move out of it instead of getting fucked instantly without being able to do shit about it.


If feedback, snipe and EMP were the same range, ghosts would never ever be able to hit a protoss players HTs if he was on guard. NEVER EVER EVER EVER.

On November 02 2011 23:36 Toadvine wrote:
Show nested quote +
On November 02 2011 23:07 Dalavita wrote:
On November 02 2011 22:54 Toadvine wrote:
I don't know about Infestors and Broodlords, but HTs are literally impossible to pull off against really good TvPers. As in, they will always Snipe before the Ghost can be Feedbacked. You can even see this with Select, who is hardly a top Terran, but his Snipes are pretty goddamned amazing. Just now, I was watching hero play makaprime on his stream, he was trying to feedback a ghost, had the spell selected with the range indicator on, and the HT got sniped before the Ghost got in range.

I'd be fine if Protosses were dealing with Ghosts with sick HT control or Warp Prisms, but it simply doesn't happen. The mechanical difference of range and speed is simply too much.


Feel free to open up the unit tester and make the following test.

Have a ghost and a HT miles away from each other.

Tell the HT to feedback the ghost, and tell the ghost to snipe the HT.

When I did this simple test, the HT was always able to cover the small difference of range and feedback the ghost before the ghost could get off two snipes.

Hell I struggled even getting off the first snipe due to the animation.

You can EMP the HTs before they can feedback you on the other hand, but if they got 150+ energy, they're still going to feedback you.

Edit:
Interesting thing is that you need to hit the HT before it reaches the max range of the center of the EMP itself, otherwise it'll still get a feedback off while the EMP missile is traveling. Basically, you need to aim slightly ahead of where the HT is moving to hit it with the edge of your EMP if you want to avoid getting feedbacked. If you just hit the HT when it's within the center of your EMP the feedback will always hit. I think with the lower radius the feedback vs EMP battle will be even closer, maybe even tipped to the HTs favor.


This is true in the single event of one HT moving towards one Ghost on an open field with full vision. In practice, the Ghost doesn't even need to be in front of the army, so most Terrans just stim 1-2 Marauders and kill the HT, while pulling their Ghosts back. In a situation where the HT isn't moving towards the Ghost by itself, Snipe will win every time. It will actually win anyway if the Terran does the smart thing and denies Protoss vision by killing observers. Ghosts have a sight range equal to the range of their abilities after all.

This is all theorycraft anyway. In actual games we see Ghosts pretty much win every time.


First of all. The only reason you need your HT in front of your army is if the ghost is coming in to kill your HTs off or EMP them/the army before the battle. If this is the case, you know the ghost is coming because you A. Have observers, or your army get scanned upon when he has ghosts, you can react with a feedback before either EMP or Snipe can hit you. And it's not like you can't move forward and rape his ghosts with a couple of blink stalkers/colossi as well, to counter your marauder example. You losing your observer is not a terran advantage and not having vision of the ghosts, but a l2p issue on the protoss side.

I agree that this is all theorycraft, and that we see "ghosts" win pretty much every time. As I explained, in my opinion it's simply because protoss players haven't adapted to ghost usage by defending their observers better, spreading units out and whatever else they need to pull to win.

As a finish, I'd like to mention that ghosts are actually supposed to be strong against HTs. Just saying.
Whitewing
Profile Joined October 2010
United States7483 Posts
November 02 2011 17:32 GMT
#2259
On November 03 2011 00:48 Lorch wrote:
Show nested quote +
On November 03 2011 00:40 sc2brainstormer wrote:
you can snipe infesters tho and snipe pretty much any zerg unit


Oh that's just a totally different ghost issue, don't worry they took care of that in hots, just fucking use the viper to pull the ghost at ya.


Try it and watch them EMP/snipe your vipers too.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
November 02 2011 17:37 GMT
#2260
On November 03 2011 02:32 Whitewing wrote:
Show nested quote +
On November 03 2011 00:48 Lorch wrote:
On November 03 2011 00:40 sc2brainstormer wrote:
you can snipe infesters tho and snipe pretty much any zerg unit


Oh that's just a totally different ghost issue, don't worry they took care of that in hots, just fucking use the viper to pull the ghost at ya.


Try it and watch them EMP/snipe your vipers too.

Obviously you're not spreading your vipers properly.
lalala
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