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 Patch 1.4.2 PTR Notes, EMP got nerfed.

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radkliler
post Nov 8 2011, 01:03 AM

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QUOTE(max_cavalera @ Nov 8 2011, 01:54 AM)
u think im joking bro? nowadays the only way for me to beat protoss is by cheesing 5 proxy rax... or 111 bunker in front of enemy natural style.... no way to early harrass whats more wif increasing barracks built time.
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Really? I was with the impression that early Marine Marauder micro can murder anything the Protoss can throw at you on the field if properly micro'd.

Yes, that means even against Collosi and Templar.
radkliler
post Nov 8 2011, 01:14 AM

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QUOTE(max_cavalera @ Nov 8 2011, 02:04 AM)
its just remove the shield wif small radius. and its only 100 energy shields, not like before. emp can't even kill ur units like feedback do. not a very good terran will mess up their ghost opener built order, overproduce them and eventhou spam emp there were no base army big enuf to take care of them. the protoss simply rolls over them.
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Here's a few fun facts about Protoss.

1. Shields constitute HALF of the health a Protoss unit has
2. EMP affects EVERY single Protoss unit
3. Protoss shields do not regenerate during battle
4. EMP has that side effect of taking out the energy of a Protoss unit. Proper EMP will make Sentries and Templars become as useful as faulty condoms.
5. Feedback is useless against anything that doesn't have energy. Which means that you can't feedback Marines no matter how hard you're hammering at that F key
6. Psionic Storm needs to be researched and requires 75 energy. They removed Khaydarin Amulet, so no more insta-warpstorms. EMP on the other hand. requires no research and Ghosts can research whatever it is that is needed to boost their starting energy.
7. Templars move at the speed of a snail, can't cloak, and doesn't have an attack. Ghosts can cloak, move relatively fast, and can shoot normally.
8. You can micro out of a Storm, you can't micro out of an EMP.

And besides, if you overcommitted to Ghosts in the first place, you deserve to lose.

This post has been edited by radkliler: Nov 8 2011, 01:27 AM
radkliler
post Nov 8 2011, 02:15 AM

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QUOTE(max_cavalera @ Nov 8 2011, 02:46 AM)
1. not really. zealot  hp is 100, shields 50. if im not mistaken same thing wif immortal or colo. their hp/shield ratio is not 50/50.
2. psi storm effect evry singl unit terran or zerg has. wif smaller radius now it takes multiple ghost to effectively spam and cover a big deathball army. its not like 1 emp covers all deatball. storm covers a decent area and a decent terran player will nvr have good enuf micro to outmanouvered all those psi storm spam espcially in mid to late game battle deathball vs deathball. at dat time terrans will have thor, tanks, medivac in their army disrupting, blocking rapid movement of stim and how do u outmanouvered that?
3. have seen adelscott abuse dat by using blinking stalkers. engaging terran army bit by bit and blink away and regenerate and do it again. marine and mara will be exhausted by overstimming ata point whr medivac doesnt come yet.
4. my condolences :/
5. feedback easily kill those massive and hi tech units like battlecruisers, thor, banshee, dat could be gamechanger u know?
6. ghost cloak need to be research as well and they are still easily exposed by a observer following ur death army.
7. ghost too if u notice, move at a normal speed. they cant stim and run away when things not good.stalker easily catches them. shoot normally? they shoot every 1.5 seconds and to none light unit the damage is only 10.

well it seems u have very  deep scars tragedy  against terran using ghost. not gonna argue more wif u thr. i suppose ur refering emp need to be removed?


Added on November 8, 2011, 1:51 am
lol sentries easily FF any early marine mara harrass. if that early harras doesnt do any damage, terran are gonna be behind.
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1. Then there are also units like the Archon which has 350/10 or Templars that are 80/40

2. Except Psi Storm radius is similar to pre-nerf EMP radius. And the whole point of the nerf is to reduce the EMP radius because frankly, its retarded that 2 Ghosts can blanket spam EMPs and roll the Protoss army over. And while you say that is hard to micro out of storms for a decent Terran (which I find laughable since if you are a decent Terran, you'd be able to micro out of a storm easily), it is impossible to micro out of EMP. You can split up your units to minimize the effect EMP has on your units, but still, it is a given that one group of units will have its shields and energy drained. Storms can only kill your units if you let it, EMP will reduce your shields even if you try to micro from it.

3. And your point is? He decided to do a timing attack in which Terrans have not yet get Medivacs.

5. You don't mass units such as Battlecruisers, Thors and Banshees. You use those units to complement your marines, marauders, ghosts, siege tanks or what-have-you into your build. And remember, Cloaking then EMP-ing Templars will make Feedback a non-issue since the Templars all have their energy drained.

6. Templars are exposed all the time.

7. Templar has 1.875 move speed. Compared that to a Marine's 2.25, a non-stimmed Marine can kill a Templar easily.

This post has been edited by radkliler: Nov 8 2011, 02:16 AM
radkliler
post Nov 9 2011, 12:31 AM

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QUOTE
Here's a few fun facts about Protoss.

1. WRONG. Most protoss unit shield only constitutes about 1/3rd of it's life or less. Zealots have 100/50. Immortals have 250/100. Colossus has 200/150. Void rays have 150/100. Phoenix has 120/60. The only units that have half life/shield or more are stalkers, HTs, DTs, and Sentries, and it barely matters since these units are meant to sit at the back for support instead of being in the front line where all the damage is happening.

2. Guess what, Storms effect every single Terran unit too. But in this case it is much worse for Terran. Even with perfect dodging, a single storm will do at least 20 damage to units. 20 damage sounds very little, but keep i mind that most terran units are squishy -100 hitpoint units. 20 damage is basically half the life of a marine. All it takes is a blanket of 3 or 4 storms to kill of most of a marine marauder force while leaving the rest in terminal red. And this is just damage from Storms by the way, not adding all the damage being done by other units like zealots or stalkers.

3. And that is why most Protoss units have +150 hitpoints while terrans barely hit 120 hitpoints.

4. And it also has the side of effect of NOT KILLING ANYTHING AT ALL. However the same cannot be said for Storms.

5. Why would you want to feedback a marine when you can simply spam Storms and send 100 marines into oblivion?

6. Yes. And that is why storms kill just about everything while EMP doesn't.

7. And that is why ghosts costs 200/100 and takes 40 seconds to make while HTs cost only 50/150 and takes only 5 seconds to make. Also, Terrans can't conveniently combine 2 ghosts together in an emergency to get a free Thor.

8. Even 100 bajillion EMPs cannot kill a single probe.

That's funny, because Protoss can simply throw around a random bunch of units into a blob, a-move and still win. Protoss doesn't get punished for overcomitting on anything at all; more templars or more colossi will only make Protoss stronger no matter what the situation, because these units counter just about 90% of Terran units in a standard terran army. Tell me, how many units do Ghosts and Vikings counter each?


1. It constitutes half of a Protoss units life because Protoss do not regenerate health like Terrans do. Any damage that happens on the unit itself is permanent. If I were to pull back my forces which are either in the red or yellow, its going to remain in the red or yellow till it dies. Also, we have to upgrade both Shields and Armor just to be on equal terms on upgrades which Terran's require only one upgrade for.

2. Storms are detrimental only to Bio. If you went mech, you'll find out very quickly that storming Thors/Hellions/Sieges is retarded.

3. Like I said, Terrans can heal back all 120 hit points while Protoss can't.

4. There is a reason the tactic is named MMMG. It stands for Marine, Marauder, Medivac, Ghosts. Ghosts EMP the Shields and energy off a Protoss unit, Marauders and Marines stim in and kill everything. You don't send Ghosts in just to spam EMP all day waiting to kill something.

5. Except for the fact that you can run out of a Storm? And you can heal off the damage of a Storm while the Templar is still chasing you down? And you can keep baiting the Templars to Storm just to waste its energy before you run in and kill it?

6. Storms are ineffective against Mech. Try it sometimes.

7. Except that Ghosts are still cheaper than Templars in comparison.
Here's how the tech tree goes for Ghosts : Depot --> Barracks ---> Ghost Academy
And you can still get a Factory and Starport out.
Protoss tech goes a little like this : Gateway --> CyberCore --> Council ---> Archives
And here's the kicker about Protoss, they are insanely gas intensive. So if I invest in this tech route, you won't be seeing me going Collosi till I take a 3rd or a 4th or I decide to just abandon Temps completely. And if I did abandon it altogether, I just wasted a shitload of gas for Archives, Storm research and the few Temps I made. Also Archons are 350/10, so 3 EMPs would literally, devastate an Archon.

8. EMP is a support spell, Storm is an Offensive spell. Is that so hard to differentiate? Oh just in case you didn't know, Ghosts can Snipe.

And are you seriously implying that Terran can't A-move as well? MMMG is basically A-move. Here's how it works.

Cloak Ghosts ---> EMP Sentries ----> Press T on hotkey-ed Bioball ---> 1a2a3a

Congratulations, you've just beat the Protoss.



 

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