It's over for Protoss in PvT

Go libs later game, diss the tanks.

If you’re going mech they’re still useful; but you still have to transition to mass air with most of your remaining supply at some point.

If you’re going mech, you need a ton of hellbats to keep zealots and the rest of their army away from your tanks for a long time. That way you are both countering zealots and giving your tanks time to be useful against the whole immortal/zealot/archon army.

It’s true but Terran usually has a few Vikings that can force them out.

Not against chargelots.

I wrote micro not macro lol

yea zest was the macro protoss. hero was the timing protoss (and they worked thanks to his micro)

I’m not disagreeing there

But is that what the discussion was about?

Tanks aren’t alone to face chargelots…

they would be part of a push

Yeah, what I mean is that after the 06:30-07:30 push, you can’t commit to plenty of tanks if they go heavy on chargelots. They will get on top of your army and everything will blow up, then your tanks will be helpless.

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What aurorich is trying to say is you can dodge the first fungal wheras EMP is too fast to dodge

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If the Chargelots reach the Bio (which they often will if there are enough of them), then any Tank shots that hit the Chargelots will do more damage to the Terran army than they will to the Protoss army.

Later on, when Protoss has splash damage and higher numbers of chargelots; Siege Tanks become a complete liability for Bio. If your army is comprised of Bio units, then Siege Tanks are not worth making at all at that point because of the friendly-fire and lack of mobility.

Siege Tanks work much better when supported by Hellbats/Thors (which are stronger against chargelots and a bit more resilient to tank splash), or air units (such as Liberators, Banshees, or Battlecruisers that can help pick off Chargelots without becoming a squishy target for friendly-fire).

I agree. Tanks become more and more of a liability for bio. as the game move on and in some cases they are a liability for mech. Better to build ghost instead. especially if playing against toss… in fact it is probably better to build widow mines instead of tanks as well…

tanks are just garbage against toss. Make tanks great again.

Tanks can be a liability, but that is far less likely for a few reasons:

  1. Mech units are tougher, so the splash isn’t as devastating.

  2. Mech often employs walls to help close off chokepoints, which gives Tanks more time to respond and gives them an additional buffer while they kill attacking enemy units.

  3. Mech eventually builds up a much higher Tank count, so it is better at blasting portions of the enemy army before they get into range. Between about 16-24 Tanks, the Siege Tank usually kill enough of the enemy army that you don’t have to worry about them; and you can always use Liberators or Battlecruisers as air support to kill off the few things that can get through that.

  4. Mech often transitions into sky-terran; which leaves the opponent with fewer units to deal with Tanks on the ground if they want to deal with your air army.

I did say in some cases. No need to explain every single scenario where they are good and/or bad in… however, think tanks are not a good terran unit. and I have been winning more games the less I build them

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imagine if they had something like a medi-evac where you could store the Templars and make the immune from storm? Maybe they could call it something Protoss sounds, like “warp prism.”

ghost are meant to be the anti spell caster. I think they are the HARD counter to HT’s and all spellcasters with EMP. What was happening the last few patches is EMP was an underwhelming ability. On paper it makes sense, but in game most Ghost cannot even get the EMP off or do enough damage compared to other AOE’s in its class.

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Imagine if said ‘medi-evac’ couldnt boost and couldnt heal and would store half the amount of units it does.

Imagine if someone actually has these flying things that shoot from a big range u know, those flying units that can transform into ground units. Those units that already counter the big lazer dudes of the aliens.

But definatly dont worry about that shockwave, even if your storm dudes are dropping he can basically cast that shockwave ability as they unload.

Therefor its only versus really bad people that still lose to warpprism dropping. They cant hit emp’s, when the storm dudes drop eventho a protoss has to wait for the drop to finish per templar. reselect the dropping unit and cast storm.

Eventho emp hits faster then unloading storm does AND still has more range!

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Warp Prisms have the same capacity as Medivacs.

8 1-supply units, 4 2-supply units (unless those units are Hellbats), 2 3-4 supply units, or 1 8 supply unit.

Warp Prisms also move faster than Medivacs normally.

And you have no anti-air support of your own apparently? That sounds like a personal problem.

Vikings are also a pretty big target for Storms themselves, and there is no way they can attack the Warp Prism without moving into Storm range.

The opponent still has to wait for all of the HT to drop to EMP, unless he/she wants to waste EMPs. That gives you time to use Storm.

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The first point was clearly made because protoss units costs more supply.

The second point you saying protoss has allot of anti air capabilities is just wrong. Vikings basically kill everything that shoots up cost efficiently vs P, Even stalkers.

Vikings have 9 range vs air so your argument about vikings not being able to attack without moving into storm range is simply said false.

The opponent doesnt have to wait for all the HT to drop. 1 emp per templar is NOT cost inefficient as you make it out to be.

Ghost are cheaper then templar in terms of gas (wich the entirety of protoss AoE and scouting is heavily dependant on). A ghost without energy still does the same damage as a stalker. Ghost have allot higher mobility to run away then templar do.
And they can cloak to get out of harms way, and kill an entire army when you snipe the obs. (wich btw gets decloaked by emp aswell)

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Even so, you lied about the carrying capacity of Warp Prisms.

Vikings actually lose to both Phoenixes and equal supplies of Carriers, but those fights do not happen very often.

Landed Vikings may beat Stalkers in monobattles, but they struggle against Zealots and most other units that you will have on the ground. They also don’t have the mobility to catch Stalkers, nor is that particularly relevant considering they cannot attack the Stalkers and threaten the Warp Prisms at the same time.

That is a blatant lie.
Storm has 9 range and a 1.5 radius area. Vikings have to move within 9 range of the Warp Prism in order to shoot it.

It is impossible for Vikings to attack the Warp Prism without entering the range of one High Templar dropped below it.

Every single iteration of the Ghost in StarCraft II has been far more expensive than High Templar.

High Templar cost barely more gas than the current Ghost, but they are also extremely cheap on minerals. In practice, HT based compositions build up much faster than any other Protoss composition because of this reduced cost. Your HT and HT-based Archons free up minerals to use on Zealots, Stalkers, Immortals, and anything else you are running.

Meanwhile, the only iteration of the Ghost that did not slow down the Terran player’s army build up was the original 100/200 mineral/gas version. Every other version of the Ghost (150/150, 200/100, 150/125) cost extra minerals compared to normal combat units; such that adding Ghosts to the Terran army slowed its build up.

One EMP per High Templar is definitely inefficient.

The specialization is completely different, so it matters which units you are fighting. The Ghost is also a much more expensive unit with less health, so you have to weaken the enemy with EMPs or pick units off with Steady-Targeting for Ghosts to trade.

Sure, if the enemy has insufficient detection or somehow loses it, they cannot attack the Ghosts anymore (assuming they still have energy). The same is true with DTs and Lurkers.

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