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Blazinghand
United States25550 Posts
On June 16 2011 11:09 pezzaperry wrote: I'm a protoss player and I really favour opening with High Templars against Terran players, since they usually go MMM. However, transitioning into the late game the Terran often go ghosts, and I find it impossible to win a fight... EMP just rapes me. Am I meant to split my HTs and micro better or should I just be transitioning into Collosus and suiciding my HTs in drops on mineral lines?
Against ghosts you have a number of options: 1) attempt to feedback them [this is hard] 2) split your doods [also hard, but this is micro you can do ahead of time] 3) focus them, and keep your templar in back 4) hide your templar in a warp prism so they can't be EMPed
if your templar get EMPed you can turn them into archons
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On June 16 2011 08:31 H.k[D] wrote: is it true that when a protoss building finishes, its ability to wall changes? (ie you might be able to pass thru a building cc but when its done, its impassible?) because something like this just happened to me and I swore the probe could move thru a tiny gap between the forming cc and the terrain but when it finished, it formed a complete wall just in case it wasnt seen earlier
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What happens if you neural parasite a dropship full of marines or say a warp prism that contains a collossus?>
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Blazinghand
United States25550 Posts
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@pezzaperry
Yup, the Ghost vs High Templar fight is advantaged to the Ghosts since it's so much easier for Ghosts to EMP your HTs than for your HTs to feedback them, and because Ghosts can also attack and use less gas.
PvT is all about switching between HT and Colossi in the lategame, if he gets ghosts get some more Colossi, if he gets Vikings then get some more HTs.
Never "suicide" anything in drops.
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On June 16 2011 11:09 pezzaperry wrote: I'm a protoss player and I really favour opening with High Templars against Terran players, since they usually go MMM. However, transitioning into the late game the Terran often go ghosts, and I find it impossible to win a fight... EMP just rapes me. Am I meant to split my HTs and micro better or should I just be transitioning into Collosus and suiciding my HTs in drops on mineral lines? Im doing exactly the same and what i found out working is to send 1 HT forward. As soon as you see the army, drop a storm and/or feedback ghost. They will never be quick enough to snipe the HT before you can storm.
If you drop a storm on the army, all medivac energy will be drained, and u might kill a few units. This or you feedback the ghosts, either way they won't be quick enough to stop your HT
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Hi people, I am a little scared thinking about PvT ghost mech. I know mass immortals wont work thanks to stupid EMP. But then, do I just have to use chargelots and blink stalkers? Maybe carrier and void rays? I like ghost as a unit but I hate when fighting against one lol.....
And do I use HT vs ghost mech late game? Just for random psi storm that can hopefully kill ghosts?
So, what should my unit comp be vs ghost mech?
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@DontLoseSightOfIt
Depends what kind of Mech you're talking about.
HTs are useful because they can feedback Thors as well as Ghosts, Banshees, and BCs (which are good compliments to Mech) and Storm works decently on Hellions and even more so on repairing SCVs.
Mass Colossi works well because the Thors will just not be able to get to you. If you Colossi, the Mecher will get heavy Vikings or possibly even BCs, so be ready for that.
Basically you need pretty high tech and will need to switch tech trees and keep actively reacting to your opponent's composition.
Note: You still want a good part of your army to be Gateway units.
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Thank you
Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?
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As a zerg I often find myself building drones as you should but then the drones just simply idling next to the hatchery even if I have set the worker rally to the minerals, And then I check the hatchery to see the worker rally has been removed. I notice this often happens when I upgrade to a lair :o what is causing this and how to solve?
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When, in game time preferably, does a protoss normally take a second gas? I would like to get a better understanding on whether my opponent is going to tech or pressure based off of second gas timing.
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On June 16 2011 18:29 Penke wrote: When, in game time preferably, does a protoss normally take a second gas? I would like to get a better understanding on whether my opponent is going to tech or pressure based off of second gas timing.
Standard 2nd gass is soon after cyber core is started. If he didnt gass by then he is not teching.
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On June 16 2011 17:48 DontLoseSightOfIt wrote: Thank you
Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?
In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics?
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On June 16 2011 22:02 DontLoseSightOfIt wrote:Show nested quote +On June 16 2011 17:48 DontLoseSightOfIt wrote: Thank you
Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers? In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics?
I am sorry....really sorry....just have many questions that is all
1 more. I know Terrans can banshee rush, which is very powerful indeed. What about P? What can P do? DT rush? Im talking as in early game rush like T can do banshee, what can P do? DT?
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On June 16 2011 22:15 DontLoseSightOfIt wrote:Show nested quote +On June 16 2011 22:02 DontLoseSightOfIt wrote:On June 16 2011 17:48 DontLoseSightOfIt wrote: Thank you
Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers? In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics? I am sorry....really sorry....just have many questions that is all 1 more. I know Terrans can banshee rush, which is very powerful indeed. What about P? What can P do? DT rush? Im talking as in early game rush like T can do banshee, what can P do? DT? So you mean a techy harrasment opener? Well there are some warp prism builds around also there are stargate openings, DTs can work but I'd be a little leery of them. You can copy stargate builds from GSL players easily enough or find them on threads around the place. San did a nice PvP warp prism build a while back you can find that somewhere about a month and a half ago I think.
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Im at a platinum level, but im losing alot lately. When I watch the replays, I almost always know where I went wrong. Hell, even in game I know I'm doing things wrong But still, I just keep doing things wrong even I know what I'm doing wrong.
I don't think its usefull to post replays, since it would just point out what i already know by myself. But how do I improve considering this?
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On June 17 2011 00:34 Fist wrote: Im at a platinum level, but im losing alot lately. When I watch the replays, I almost always know where I went wrong. Hell, even in game I know I'm doing things wrong But still, I just keep doing things wrong even I know what I'm doing wrong.
I don't think its usefull to post replays, since it would just point out what i already know by myself. But how do I improve considering this? Try fixing one thing you did wrong at a time. Getting supply blocked? play 10 custom games in a row where you concentrate mostly on building pylons. Getting dropped to hard? play 10 custom games in a row against someone you know and tell them to drop you everygame, defend accordingly etc. focus on one problem and fix it. then move on to the next.
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Has anyone explored doing Ghost Drops instead of Marine/Marauder drops to kill workers? You can drop in a safe location (i.e. out of sight), cloak if needed, and queue up snipes on a bunch of workers then get out of there before your energy is expended and you decloak. Their attacks also 2-shot workers with no overkill since the round has no travel time so if an opportunity presents itself 2-4 ghosts can quickly wreck a worker line and cause tons of economic damage, the long range on snipe will also allow them to avoid most static defenses and still do their damage.
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On June 16 2011 18:25 hirokashi wrote: As a zerg I often find myself building drones as you should but then the drones just simply idling next to the hatchery even if I have set the worker rally to the minerals, And then I check the hatchery to see the worker rally has been removed. I notice this often happens when I upgrade to a lair :o what is causing this and how to solve?
Please enclose a replay. I've never seen this happen or had this happen to me.
On June 17 2011 00:48 STS17 wrote: Has anyone explored doing Ghost Drops instead of Marine/Marauder drops to kill workers? You can drop in a safe location (i.e. out of sight), cloak if needed, and queue up snipes on a bunch of workers then get out of there before your energy is expended and you decloak. Their attacks also 2-shot workers with no overkill since the round has no travel time so if an opportunity presents itself 2-4 ghosts can quickly wreck a worker line and cause tons of economic damage, the long range on snipe will also allow them to avoid most static defenses and still do their damage.
Beta build.
It fell out of favor due to bf hellions and banshees being more efficient I believe. It still works and its its a cool thing to do but it isn't used very commonly anymore. The approach is to use two ghosts so you one shot workers.
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