• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:48
CEST 13:48
KST 20:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Tournament Spotlight: FEL Cracow 20257Power Rank - Esports World Cup 202576RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
Google Play ASL (Season 20) Announced23BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8
StarCraft 2
General
Tournament Spotlight: FEL Cracow 2025 #1: Maru - Greatest Players of All Time I offer completely free coaching services Power Rank - Esports World Cup 2025 What tournaments are world championships?
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Google Play ASL (Season 20) Announced [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 668 users

[D] KA in PvT then and now- NSHoSeo_san vs MVP_sC - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 22 Next All
wxwx
Profile Joined May 2010
527 Posts
November 04 2011 18:43 GMT
#121
I think it removed all offensive potential of the protoss (push-wise, you can still drop fine).

Explanation: Before, you could push into a terrans defensive stance, he'd have ghosts set up to emp all your templar, missile turrets to kill your obs when it gets close... but at least you can warp in more templar to storm. Now, if you push, you better hope you manage to get a storm off before all your templar get EMP'ed, or else your gateway army gets wasted getting clogged by supply depots, bunkers, and PFs.

My playstyle has become so defensive, because it is easier to split up templars and set up observers. I can for sure feedback a couple ghosts and get off some storms, compared to 0 storm and 0 feedback when I'm on the offensive.
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2011-11-04 18:49:39
November 04 2011 18:44 GMT
#122
On November 05 2011 01:07 city42 wrote:
Show nested quote +
On November 05 2011 00:50 Noocta wrote:
Stop with KA seriously.

Warp a templar, wait for energy to storm = produce a ghost/ infestor with energy upgrade

It's the SAME TIME.

That's a terrible comparison because infestors and ghosts are much better units than templars overall.


They're the spellcaster of the other races.
Buff templar spells, add another one, but don't bring KA back. Spellcaster shoudl not be able to be produce to instaly use their 75 energy spell. Build time for terran and zerg, energy wanting for toss.

I can't even know how people can think "heh, it wasn'"t this bad ".
These kind of people could make you feel like 7 range speed voidray were fine. My gosh.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 04 2011 18:52 GMT
#123
On November 05 2011 03:44 Noocta wrote:
Show nested quote +
On November 05 2011 01:07 city42 wrote:
On November 05 2011 00:50 Noocta wrote:
Stop with KA seriously.

Warp a templar, wait for energy to storm = produce a ghost/ infestor with energy upgrade

It's the SAME TIME.

That's a terrible comparison because infestors and ghosts are much better units than templars overall.


They're the spellcaster of the other races.
Buff templar spells, add another one, but don't bring KA back. Spellcaster shoudl not be able to be produce to instaly use their 75 energy spell. Build time for terran and zerg, energy wanting for toss.

I can't even know how people can think "heh, it wasn'"t this bad ".
These kind of people could make you feel like 7 range speed voidray were fine. My gosh.


You have to consider that p is balanced around having that extra round of units right now, rather than being in the production queue, so in that sense it hurts to not have templars, but you have a good point. The big problem with it is that P is op with KA, and up wihout it in lategame pvt situations, so i don't know how you balance that. I hope they someday just remove warpgates, ff's and make gateway units better, but i have the feeling it's not gonna happen
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Roxy
Profile Joined November 2010
Canada753 Posts
November 04 2011 18:54 GMT
#124
Not sure if anyone has linked to this. It was posted by "Time" @ the blizzard forums. It is a highly ranked post:

Math Behind K.Amulet Doesn't Hold Up

Well something just doesn't add up. People don't factor in slow movement of HT or reaction time for defense. Everything below in game seconds.

It takes 5 game seconds to warp in a unit from warp gates. It may take you a 2 to 4 game seconds to respond to a base raid anyway (unless you spotted it well beforehand), so more like 7 to 9 (we'll call it 8) seconds to get him on the field. It takes 3.5 seconds to walk the distance of a nexus with a HT after he is warped in. Note you can't warp in next to the drop or you die instantly, so you have to walk. It takes 1 second to cast storm, and storm lasts 4 seconds.

Add those up. You get 8 + 3.5 + 1 + 4 = 16.5 seconds!! It takes longer if you warp further away for safety. You start doing damage with storm at about 12.5 seconds. Longer if you walk further than a nexus, shorter if you saw the drop incoming and reacted before he landed.

It takes about 16 seconds for 2 dropships (16 marines) full of stimmed marines to kill a nexus. 14 seconds for 8 (2 dropships full) stimmed marauders to kill a nexus. 12 seconds for +1 stimmed marines to do the same thing.

So are you telling me unprepared Protoss were killing ANY marines with warped in HT to storm? BS, that is not true and there are your numbers to prove it. Now if the Protoss saw you coming and instantly reacted, he could get HT there soon enough. But every race has ways of dealing with drops if they spot them, so that should be fine.

And note, marauders, even after stimming, have 105 HP so one storm can't kill them. They can sit through the entire 4 seconds of storm and not die even if their medivacs are out of energy or healing another target.

So let me get this straight... even with KA warp ins Terran still have the ability to kill a Nexus... a nexus has MORE HP than any other building in the game!!! Either by being sneaky with marine drops or by just taking the damage with marauder drops.

So no, Protoss have to warp in lots of units to defend a drop. KA warp in Storm being LESS powerful than just warping in a bunch of charge zealots, unless the bio is hidden behind buildings or something.

---------
---------

Some more fun facts:

8 secs to unload 8 marines from medivac.

8 marines takes about 15 seconds (less if you stim earlier) to unload right next to and kill a HT archives, twilight council, robo support (all have 500 HP/500 SP). Robotics facility only has 450/450 though.

Did you know if you drop marines while the medivac is still moving, they unload spaced apart perfectly so that a psi storm can only hit 2 marines at most? Right click your medivac dropship somewhere, then click the unload command and click on the medivac while it is still moving.

Did you know it takes 19 seconds for a HT to walk from the top right corner of the natural expansion nexus to the top right corner of the main nexus at the bottom position of Shattered Temple?

How long before 20 +1 attack speedlings kill a nexus? l5 seconds.



Are so called KA "warp in storms" good against...


Offense / Raiding Bases:
-against spines, cannons, etc. ? No
-running away workers? No

Defense:
-baneling drops in the middle of your probes? NO
-zerglings hold position in the middle of your probes? NO
-Red health stimmed bio killing you and all your melee units as they are warped in to defend your base? Yes!! That's fair enough, right?

TL;DR:

A group of stimmed marines can kill a nexus before you can get a HT there if you were not planning for it. That means a group of stimmed marines can kill your HT archives and your twilight council in the time it takes to get HT there to stop them.

That means... warping in HT to storm is not very effective. Chargelots and DTs are more useful.

So again, why nerf KA?
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Nourek
Profile Joined February 2011
Germany188 Posts
November 04 2011 18:55 GMT
#125
On November 05 2011 03:15 yakitate304 wrote:
Like many others, I think the proper response would be to bring back Amulet but have it only do +15 energy, so you could warp in Templar but they wouldn't immediately have Storms. It would take about 8 seconds to build up to 75 energy, which I think it balanced given that Infestors get an immediate Fungal with their upgrade.

Casters are different. I might as well complain about wanting some kind of anti-energy unit spell on Infestors since both Ghosts and HTs have one.

Besides, I like Starcraft so much in part because the races are truly different.


Now regarding KA, whether it was imbalanced or not I have no idea, but I didn't like it as a spectator. It did seem a bit like paying 150g for a storm, especially since Archons were less useful back then.
RemrafGrez
Profile Joined November 2010
United States180 Posts
November 04 2011 19:00 GMT
#126
On November 05 2011 03:52 Teoita wrote:
Show nested quote +
On November 05 2011 03:44 Noocta wrote:
On November 05 2011 01:07 city42 wrote:
On November 05 2011 00:50 Noocta wrote:
Stop with KA seriously.

Warp a templar, wait for energy to storm = produce a ghost/ infestor with energy upgrade

It's the SAME TIME.

That's a terrible comparison because infestors and ghosts are much better units than templars overall.


They're the spellcaster of the other races.
Buff templar spells, add another one, but don't bring KA back. Spellcaster shoudl not be able to be produce to instaly use their 75 energy spell. Build time for terran and zerg, energy wanting for toss.

I can't even know how people can think "heh, it wasn'"t this bad ".
These kind of people could make you feel like 7 range speed voidray were fine. My gosh.


You have to consider that p is balanced around having that extra round of units right now, rather than being in the production queue, so in that sense it hurts to not have templars, but you have a good point. The big problem with it is that P is op with KA, and up wihout it in lategame pvt situations, so i don't know how you balance that. I hope they someday just remove warpgates, ff's and make gateway units better, but i have the feeling it's not gonna happen


I like your post, and it has me thinking.

One way to balance the game would be to give Protoss some way to deal with bio cost efficiently when coming from slightly behind. Colossus don't often work because Terran can overmake vikings if they are slightly ahead.

It should be a unit that does AOE damage but can't be hit by vikings. Now where would I find one of those that can do something and be produced soon enough that it will make a difference? If the old KA was too good and the new naked HT is too bad, why not somewhere in between?! It has only been suggested a million times, but I don't know why Blizzard doesn't consider it.
Kevan
Profile Joined April 2011
Sweden2303 Posts
November 04 2011 19:09 GMT
#127
KA was probably too strong but what about ghosts? They should have been nerfed more already. PvT at the highest level of play seems to favor terran and I wonder how much it would change if KA would be brought back. Terrans would still be dominating at the highest level of play I think.
SC2, rip in pepperinos
CptCutter
Profile Joined September 2010
United Kingdom370 Posts
November 04 2011 19:10 GMT
#128
On November 05 2011 00:19 blackbrrd wrote:
Show nested quote +
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

If the Terran pulls probes when you start to warp-in you can just cancel it by transforming the prism. In other words, doing damage and just risking a 200 mineral warp prism. If you fly around with HT's in a Warp Prism, there is a good chance it will die with your really expensive HT's inside it. Besides, there are some expansions (usually late-game expansions) where you could warp-in on the high ground behind the base.

What they probably could do to make HT's better again is shorter storm research time and making it a bit cheaper. This would lessen the risk, they have already reduced the reward of going this path. Going back to warp-in HT's with storm is not a good option I think.


wait, you honestly think that ht needs buffing? are you insane? unline emp, storm does actual damage and kills units.

do what the terrans do and do not clump your units if your that scared of emp. not hard.
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 04 2011 19:12 GMT
#129
I would just like to link the interview that TL did with Dustin Browder at blizzcon.:


In this recent interview he talk about(amoug other things) how the removal of KA came to be. And it was pretty clear that KA was at gunpoint already from launch. They were concerned about it being OP but tried it anyway. In retrospec they can now easily see that it was OP and had to go.

So i really don't think it is going to happen. It is seems to be one of the choices that Blizzard is certain about. You might argue that protoss was stronger and still were balanced with KA but it seems that blizzard won't try to balance protoss around it.
The basic key to beating a priest is playing a deck that is terrible.
Dommk
Profile Joined May 2010
Australia4865 Posts
November 04 2011 19:14 GMT
#130
On November 05 2011 04:10 CptCutter wrote:
Show nested quote +
On November 05 2011 00:19 blackbrrd wrote:
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

If the Terran pulls probes when you start to warp-in you can just cancel it by transforming the prism. In other words, doing damage and just risking a 200 mineral warp prism. If you fly around with HT's in a Warp Prism, there is a good chance it will die with your really expensive HT's inside it. Besides, there are some expansions (usually late-game expansions) where you could warp-in on the high ground behind the base.

What they probably could do to make HT's better again is shorter storm research time and making it a bit cheaper. This would lessen the risk, they have already reduced the reward of going this path. Going back to warp-in HT's with storm is not a good option I think.


wait, you honestly think that ht needs buffing? are you insane? unline emp, storm does actual damage and kills units.

do what the terrans do and do not clump your units if your that scared of emp. not hard.

Plague didn't kill things in Broodwar either, I guess it must be inferior to Psi Storm and people should just stop clumping things up, not hard right?

On a serious note, HT's certainly don't need buffing more so its other units that need...er..nerfing
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
November 04 2011 19:15 GMT
#131
It made it so 2-3 emps couldn't make the terran win the game out right. As it is, protoss can't really reinforce armies with anything but zeals.
Stork HerO and Protoss everywhere - redfive on bnet
Shaok
Profile Joined October 2010
297 Posts
November 04 2011 19:15 GMT
#132
Khaydarin amulet was really good for the top level players. The problem was with the lower leagues having a huge difficulty moving units out of storms the instant someone warped a templar in.

Yeah I know, balancing the game among the lower leagues is ridiculous.
Grampz
Profile Joined November 2010
United States2147 Posts
November 04 2011 19:16 GMT
#133
On November 05 2011 03:34 jinorazi wrote:
Show nested quote +
On November 05 2011 03:24 Grampz wrote:
I've said this before, and it is too damn powerful for THIS game. WARP in with WARP PRISM BUFF is TOO strong. if it was implemented again, now that people use warp prism, you could warp in a storm in your opponents mineral line whenever u want. lolz~!


dude, how do you play this game? are you also worried about burrowed infestors? dt rushes? cloack banshee?
i dont know what games you've been playing but storm drops have been around for almost a decade in THIS(starcraft) game.

you idiot, i'm not saying it hasn't been done before, but it would take 0 SKILL to do it.
Sanchonator
Profile Joined September 2010
Australia490 Posts
November 04 2011 19:16 GMT
#134
On November 05 2011 04:10 CptCutter wrote:
Show nested quote +
On November 05 2011 00:19 blackbrrd wrote:
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

If the Terran pulls probes when you start to warp-in you can just cancel it by transforming the prism. In other words, doing damage and just risking a 200 mineral warp prism. If you fly around with HT's in a Warp Prism, there is a good chance it will die with your really expensive HT's inside it. Besides, there are some expansions (usually late-game expansions) where you could warp-in on the high ground behind the base.

What they probably could do to make HT's better again is shorter storm research time and making it a bit cheaper. This would lessen the risk, they have already reduced the reward of going this path. Going back to warp-in HT's with storm is not a good option I think.


wait, you honestly think that ht needs buffing? are you insane? unline emp, storm does actual damage and kills units.

do what the terrans do and do not clump your units if your that scared of emp. not hard.



you can spread all you like, 6-7 ghosts emp'ing will still hit everything - and you can still dodge a storm :D
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-11-04 19:29:15
November 04 2011 19:19 GMT
#135
The issue with the amulet was that it took no thought to pull off, no skills or planning. You simply warped in a templar at whatever pylon was necessary and did a truckton of damage to a clump of the opponents army. Add an endgame situation where both players are floating 1k/1k and you can do that over and over, and eventually you simply kill off the opponents army with just 3-4 templars, because even if they dodged the first storm after a second, they'd still taken a bunch of damage. The issue wasn't that storm was to strong, it was simply amulet in combination with warp ins.

Edit: Here's a personal experience I had fighting a toss endgame with KA still there to illustrate my point.

I killed off his army in a blob v blob battle, and was about to push up into his main to finish him off. All of a sudden I eat two storms on the ramp, and most of my already injured army just melts to two warped in high templars... If the HTs had been there beforehand as a preemptive thing, I'd be fine with it, but it was literally an oh shit-button that did guaranteed damage.
RockIronrod
Profile Joined May 2011
Australia1369 Posts
November 04 2011 19:21 GMT
#136
On November 05 2011 04:10 CptCutter wrote:
Show nested quote +
On November 05 2011 00:19 blackbrrd wrote:
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

If the Terran pulls probes when you start to warp-in you can just cancel it by transforming the prism. In other words, doing damage and just risking a 200 mineral warp prism. If you fly around with HT's in a Warp Prism, there is a good chance it will die with your really expensive HT's inside it. Besides, there are some expansions (usually late-game expansions) where you could warp-in on the high ground behind the base.

What they probably could do to make HT's better again is shorter storm research time and making it a bit cheaper. This would lessen the risk, they have already reduced the reward of going this path. Going back to warp-in HT's with storm is not a good option I think.


wait, you honestly think that ht needs buffing? are you insane? unline emp, storm does actual damage and kills units.

do what the terrans do and do not clump your units if your that scared of emp. not hard.

EMP does an instant 100 damage to Protoss, at 10 range with (currently) a 2 AoE.
Storm does 80 damage in a 1.5 AoE at 9 range.
High Templars cannot cloak. High Templars cannot attack. High Templars are slow as shit. High Templars do not have an energy upgrade, unlike Ghosts.

And yes, it is ridiculously hard to split your army against an invisible foe that can carpet bomb your entire army in a second.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
November 04 2011 19:24 GMT
#137
On November 05 2011 03:54 Roxy wrote:+ Show Spoiler +

Not sure if anyone has linked to this. It was posted by "Time" @ the blizzard forums. It is a highly ranked post:

Math Behind K.Amulet Doesn't Hold Up

Well something just doesn't add up. People don't factor in slow movement of HT or reaction time for defense. Everything below in game seconds.

It takes 5 game seconds to warp in a unit from warp gates. It may take you a 2 to 4 game seconds to respond to a base raid anyway (unless you spotted it well beforehand), so more like 7 to 9 (we'll call it 8) seconds to get him on the field. It takes 3.5 seconds to walk the distance of a nexus with a HT after he is warped in. Note you can't warp in next to the drop or you die instantly, so you have to walk. It takes 1 second to cast storm, and storm lasts 4 seconds.

Add those up. You get 8 + 3.5 + 1 + 4 = 16.5 seconds!! It takes longer if you warp further away for safety. You start doing damage with storm at about 12.5 seconds. Longer if you walk further than a nexus, shorter if you saw the drop incoming and reacted before he landed.

It takes about 16 seconds for 2 dropships (16 marines) full of stimmed marines to kill a nexus. 14 seconds for 8 (2 dropships full) stimmed marauders to kill a nexus. 12 seconds for +1 stimmed marines to do the same thing.

So are you telling me unprepared Protoss were killing ANY marines with warped in HT to storm? BS, that is not true and there are your numbers to prove it. Now if the Protoss saw you coming and instantly reacted, he could get HT there soon enough. But every race has ways of dealing with drops if they spot them, so that should be fine.

And note, marauders, even after stimming, have 105 HP so one storm can't kill them. They can sit through the entire 4 seconds of storm and not die even if their medivacs are out of energy or healing another target.

So let me get this straight... even with KA warp ins Terran still have the ability to kill a Nexus... a nexus has MORE HP than any other building in the game!!! Either by being sneaky with marine drops or by just taking the damage with marauder drops.

So no, Protoss have to warp in lots of units to defend a drop. KA warp in Storm being LESS powerful than just warping in a bunch of charge zealots, unless the bio is hidden behind buildings or something.

---------
---------

Some more fun facts:

8 secs to unload 8 marines from medivac.

8 marines takes about 15 seconds (less if you stim earlier) to unload right next to and kill a HT archives, twilight council, robo support (all have 500 HP/500 SP). Robotics facility only has 450/450 though.

Did you know if you drop marines while the medivac is still moving, they unload spaced apart perfectly so that a psi storm can only hit 2 marines at most? Right click your medivac dropship somewhere, then click the unload command and click on the medivac while it is still moving.

Did you know it takes 19 seconds for a HT to walk from the top right corner of the natural expansion nexus to the top right corner of the main nexus at the bottom position of Shattered Temple?

How long before 20 +1 attack speedlings kill a nexus? l5 seconds.



Are so called KA "warp in storms" good against...


Offense / Raiding Bases:
-against spines, cannons, etc. ? No
-running away workers? No

Defense:
-baneling drops in the middle of your probes? NO
-zerglings hold position in the middle of your probes? NO
-Red health stimmed bio killing you and all your melee units as they are warped in to defend your base? Yes!! That's fair enough, right?

TL;DR:

A group of stimmed marines can kill a nexus before you can get a HT there if you were not planning for it. That means a group of stimmed marines can kill your HT archives and your twilight council in the time it takes to get HT there to stop them.

That means... warping in HT to storm is not very effective. Chargelots and DTs are more useful.

So again, why nerf KA?


They weren't good defensively, sure. But they're hell strong offensively. Warping in a round of HT when you're about to attack so you have a bunch of storms in 5 seconds? You call that balanced? It's only fair that each race has to wait to get their spellcasters OR spellcasters energy. 50 seconds on infestors, added with the pathogen glands too. Ghosts take a while to pop and have an energy upgrade as well. It was just too strong.

Warpin on the high ground on XNC @ the natural 3rd. Dead SCV's/Drones/Probes.
Warpin on the low ground on XNC @ the gold. Dead SCV's/Drones/Probes.

No race should be able to instantly create a spellcaster that can use its strongest spell off of the get-go.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-11-04 19:37:38
November 04 2011 19:34 GMT
#138
On November 05 2011 04:14 Dommk wrote:
Show nested quote +
On November 05 2011 04:10 CptCutter wrote:
On November 05 2011 00:19 blackbrrd wrote:
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

If the Terran pulls probes when you start to warp-in you can just cancel it by transforming the prism. In other words, doing damage and just risking a 200 mineral warp prism. If you fly around with HT's in a Warp Prism, there is a good chance it will die with your really expensive HT's inside it. Besides, there are some expansions (usually late-game expansions) where you could warp-in on the high ground behind the base.

What they probably could do to make HT's better again is shorter storm research time and making it a bit cheaper. This would lessen the risk, they have already reduced the reward of going this path. Going back to warp-in HT's with storm is not a good option I think.


wait, you honestly think that ht needs buffing? are you insane? unline emp, storm does actual damage and kills units.

do what the terrans do and do not clump your units if your that scared of emp. not hard.

Plague didn't kill things in Broodwar either, I guess it must be inferior to Psi Storm and people should just stop clumping things up, not hard right?

On a serious note, HT's certainly don't need buffing more so its other units that need...er..nerfing

HT needs a buff to move speed... if you have HT in your army, you have to move with the speed of a battlecruiser.

it's the most expensive tech of all the casters (ghost/infestor) and yet can't have a move speed of 2.25...
Why Blizz??
badog
flowSthead
Profile Blog Joined March 2011
1065 Posts
November 04 2011 19:37 GMT
#139
On November 05 2011 04:24 MonkSEA wrote:
Show nested quote +
On November 05 2011 03:54 Roxy wrote:+ Show Spoiler +

Not sure if anyone has linked to this. It was posted by "Time" @ the blizzard forums. It is a highly ranked post:

Math Behind K.Amulet Doesn't Hold Up

Well something just doesn't add up. People don't factor in slow movement of HT or reaction time for defense. Everything below in game seconds.

It takes 5 game seconds to warp in a unit from warp gates. It may take you a 2 to 4 game seconds to respond to a base raid anyway (unless you spotted it well beforehand), so more like 7 to 9 (we'll call it 8) seconds to get him on the field. It takes 3.5 seconds to walk the distance of a nexus with a HT after he is warped in. Note you can't warp in next to the drop or you die instantly, so you have to walk. It takes 1 second to cast storm, and storm lasts 4 seconds.

Add those up. You get 8 + 3.5 + 1 + 4 = 16.5 seconds!! It takes longer if you warp further away for safety. You start doing damage with storm at about 12.5 seconds. Longer if you walk further than a nexus, shorter if you saw the drop incoming and reacted before he landed.

It takes about 16 seconds for 2 dropships (16 marines) full of stimmed marines to kill a nexus. 14 seconds for 8 (2 dropships full) stimmed marauders to kill a nexus. 12 seconds for +1 stimmed marines to do the same thing.

So are you telling me unprepared Protoss were killing ANY marines with warped in HT to storm? BS, that is not true and there are your numbers to prove it. Now if the Protoss saw you coming and instantly reacted, he could get HT there soon enough. But every race has ways of dealing with drops if they spot them, so that should be fine.

And note, marauders, even after stimming, have 105 HP so one storm can't kill them. They can sit through the entire 4 seconds of storm and not die even if their medivacs are out of energy or healing another target.

So let me get this straight... even with KA warp ins Terran still have the ability to kill a Nexus... a nexus has MORE HP than any other building in the game!!! Either by being sneaky with marine drops or by just taking the damage with marauder drops.

So no, Protoss have to warp in lots of units to defend a drop. KA warp in Storm being LESS powerful than just warping in a bunch of charge zealots, unless the bio is hidden behind buildings or something.

---------
---------

Some more fun facts:

8 secs to unload 8 marines from medivac.

8 marines takes about 15 seconds (less if you stim earlier) to unload right next to and kill a HT archives, twilight council, robo support (all have 500 HP/500 SP). Robotics facility only has 450/450 though.

Did you know if you drop marines while the medivac is still moving, they unload spaced apart perfectly so that a psi storm can only hit 2 marines at most? Right click your medivac dropship somewhere, then click the unload command and click on the medivac while it is still moving.

Did you know it takes 19 seconds for a HT to walk from the top right corner of the natural expansion nexus to the top right corner of the main nexus at the bottom position of Shattered Temple?

How long before 20 +1 attack speedlings kill a nexus? l5 seconds.



Are so called KA "warp in storms" good against...


Offense / Raiding Bases:
-against spines, cannons, etc. ? No
-running away workers? No

Defense:
-baneling drops in the middle of your probes? NO
-zerglings hold position in the middle of your probes? NO
-Red health stimmed bio killing you and all your melee units as they are warped in to defend your base? Yes!! That's fair enough, right?

TL;DR:

A group of stimmed marines can kill a nexus before you can get a HT there if you were not planning for it. That means a group of stimmed marines can kill your HT archives and your twilight council in the time it takes to get HT there to stop them.

That means... warping in HT to storm is not very effective. Chargelots and DTs are more useful.

So again, why nerf KA?


They weren't good defensively, sure. But they're hell strong offensively. Warping in a round of HT when you're about to attack so you have a bunch of storms in 5 seconds? You call that balanced? It's only fair that each race has to wait to get their spellcasters OR spellcasters energy. 50 seconds on infestors, added with the pathogen glands too. Ghosts take a while to pop and have an energy upgrade as well. It was just too strong.

Warpin on the high ground on XNC @ the natural 3rd. Dead SCV's/Drones/Probes.
Warpin on the low ground on XNC @ the gold. Dead SCV's/Drones/Probes.

No race should be able to instantly create a spellcaster that can use its strongest spell off of the get-go.


I'm not necessarily disagreeing with you, but it's not exactly comparable. For one thing, Protoss is also the only race that has to upgrade its best attack. High Templar do not come with PsiStorm, which seems to be something a lot of people are forgetting. Ghosts come with EMP, Infestors come with Fungal Growth. Those two have to get an upgrade that allows them to cast it right away when they come out, while teching to High Templar takes the longest even without having to upgrade PsiStorm. The drawbacks for teching as Protoss are fairly significant.
"You can be creative but I will crush it under the iron fist of my conservative play." - Liquid`Tyler █ MVP ■ MC ■ Boxer ■ Grubby █
deadmau
Profile Joined September 2010
960 Posts
November 04 2011 19:42 GMT
#140
On November 05 2011 00:23 Rampoon wrote:
Show nested quote +
On November 05 2011 00:17 Jtom wrote:
On November 05 2011 00:11 sperY wrote:
On November 05 2011 00:06 Nolot wrote:
On November 05 2011 00:05 bebe01 wrote:
On November 05 2011 00:01 KonohaFlash wrote:
No, kyhdarian amulet did not make for a balanced game. The one major reason it was removed was the fact that you could wipe out mineral lines with ease. Imagine now, when Protoss have been utilizing warp prisms more effectively, how powerful storm drops would be. Not to mention the fact that if you trade armies with a Terran you can just warp in more ht and cast storm.

The approach blizzard is currently taking with reducing the emp radius is the proper way of fixing pvt. It's emp altogether that is making Protoss suffer so much in engagements and even though your opponent can obviously make more ghosts, you can still spread out your units and not get curbstomped still.



This is NOT a reason they removed it. Storm drops don't get affected at all by KA. I don't see your point here. What made KA so good was protoss could turtle expansions forever with KA + cannons.


You can warp in a high templar and storm immediately, how is this not effected by KA?


Because that drop would be really bad. Terran has 4 sec to escape with scvs...
You make hts somewhere in the map where your prism is located and by the time you get to the drop zone they have enough for storm, and you dont have to wait 4 sec fot them to warpin.

What about an infestor drop? It does the same only there is no escape.


Shush! You must know by now that one can only complain and want to nerf T and P harrassment options (bf hellions and templar). Insta killing entire mineral lines baneling drops and infestor oh btw you cant get away even if you did spot me pop up (oh yeah cause i can get to your worker line burrowed btw) must not be mentioned! :D

Personally i hated KA, nerfing emp and looking to buff other elements of toss (gateway) units is the better way to go imo.



I agree with you only in the context that "nerfing emp and looking to buff other elements of toss units" is a correct path now, but I really think they should never have removed KA, why not just nerf it, the problem was INSTANT storms right(as that is the primary Terran complaint)? Nerfing KA would have removed that issue. God that decision really screwed the pooch down the line lol.
Prev 1 5 6 7 8 9 22 Next All
Please log in or register to reply.
Live Events Refresh
FEL
09:00
Cracow 2025
Clem vs Krystianer
uThermal vs SKillousLIVE!
Reynor vs MaNa
Lambo vs Gerald
ComeBackTV 1402
RotterdaM1196
IndyStarCraft 432
CranKy Ducklings163
Rex128
3DClanTV 91
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1196
IndyStarCraft 432
Rex 128
ProTech68
BRAT_OK 28
MindelVK 8
StarCraft: Brood War
Britney 32044
Horang2 9056
Hyuk 6069
Barracks 1073
Mini 862
Hyun 846
EffOrt 621
BeSt 600
Larva 501
firebathero 470
[ Show more ]
Soulkey 460
Stork 423
Last 225
ZerO 99
sorry 64
Free 50
Sharp 47
Rush 42
Dewaltoss 36
Sacsri 30
Shinee 30
sSak 29
Noble 28
Movie 27
Sea.KH 27
sas.Sziky 27
soO 26
yabsab 18
Icarus 15
NaDa 14
ajuk12(nOOB) 14
zelot 7
Terrorterran 0
Dota 2
XcaliburYe589
Counter-Strike
Stewie2K417
sgares130
Heroes of the Storm
Khaldor254
Other Games
B2W.Neo1242
Beastyqt729
DeMusliM201
QueenE34
ZerO(Twitch)16
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH345
• tFFMrPink 12
• intothetv
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3664
• WagamamaTV783
• lizZardDota2284
League of Legends
• Nemesis1193
• Jankos1045
Upcoming Events
BSL20 Non-Korean Champi…
2h 12m
BSL20 Non-Korean Champi…
6h 12m
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
1d 22h
WardiTV European League
2 days
Online Event
2 days
uThermal 2v2 Circuit
3 days
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSLPRO Last Chance 2025
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Non-Korean Championship
BSL 20 Team Wars
FEL Cracov 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.