Fun Stuff > CLIKC
Starcraft 2
Alex C:
Well, yeah, but that doesn't mean toss shouldn't run High Templars if the game somehow progesses so far that teching much beyond collosi is viable (which in my experience it usually doesn't, admittedly). Just the threat of them evens the playing field quite a bit. Prior to teching up to Templars, ghosts are the bastards that wipe out half your strike force's effective health in one fell swoop. Post Templars, Ghosts also become those guys who are on Templar duty lest their medivacs get Feedback nuked or their MM ball gets wrecked by Storm. The fact that EMP is so valuable against so many targets almost works against the Terrans just a li'l bit. It almost becomes a li'l bit like an elaborate game of chicken as far as energy management is concerned; EMPing a Sentry is often only a good idea if you've got all HTs accounted for, which can be sort of tricky if toss is stowing guys away in prisms.
But yeah, ghosts are jerks and I hate their faces.
DavidGrohl:
Personally, in my games -- if the Protoss tries teching to templar (and researching storm), they've lost already. I'll put enough pressure on them that the gas intensiveness of the templars will doom them against my pushes.
I make it a point to make sure they need those extra two colossi or immortals or their base will be toast. Tank pressure is a pain in the ass to deal with . . .
Alex C:
Games that last until truly "late" game are kinda rare in general, tbh, and ones where things are still relatively even are even rarer. But if it does last that long templars can be pretty devastating. They can be countered, sure, but you can't ignore them.
McTaggart:
So this phase of the beta ends on the 31st. This is basically right around the time I actually get a chance to play.
LeeC:
are the Phoenix a good anti air counter to the vikings? every video ive seen of them they have been easy to take down from the looks of it.
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