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[Official] Starcraft 2 Strategy & Discussion Thread - Page 1378

post #13771 of 25319
ROFL.

Okay.. in pvt, if you're a terran player, if you both have the same harvester count, you will come out ahead in macro... Because of the early to mid game in pvt, you can get your engie bay and upgrades faster. And mm rapes the toss ball if 1:1 before colossus. It's like the only reason why toss can win game is the col.

Get rid of the colossus you guys say. They're op! I say lol. No they're not. EMP, Tanks, PF, mass marines.

lol

lol


L O L

Give us immortals with splash damage, give us prisms that heal, or give our t1 units that actually evens with terran t1 units without upgrades. Rofl, complain about colossus. too funny.
    
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post #13772 of 25319
terran imba
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post #13773 of 25319
protoss imba - watch this space, it will be relevant in 1 month.
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post #13774 of 25319
Quote:
Originally Posted by DoomDash View Post
I'm not turning the heat on, it's not cold enough to turn it on, but cold enough that my hands are cold . 46 degrees out.
99 at my house right now. :'(

Also, I don't agree with your feelings about the colossi. I think it's a bit too strong maybe, but still easy to counter. I like all of the "new" units in SCII compared to SCI. I don't think removing it would be the right way, maybe in the exp just add a good terran macro unit.
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post #13775 of 25319
Quote:
Originally Posted by yellowtoblerone View Post
ROFL.

Okay.. in pvt, if you're a terran player, if you both have the same harvester count, you will come out ahead in macro... Because of the early to mid game in pvt, you can get your engie bay and upgrades faster. And mm rapes the toss ball if 1:1 before colossus. It's like the only reason why toss can win game is the col.

Get rid of the colossus you guys say. They're op! I say lol. No they're not. EMP, Tanks, PF, mass marines.

lol

lol


L O L

Give us immortals with splash damage, give us prisms that heal, or give our t1 units that actually evens with terran t1 units without upgrades. Rofl, complain about colossus. too funny.
You're crazy, late game protoss units are so beefy with their shields plus regular hp that its hard to straight up kill a toss late game. Especially since late game toss has so much splash damage (HT's/Collosus/Archons). The burden is on the terran player to disable the spellcasters, keep the toss unit count low, and harass.
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post #13776 of 25319
Quote:
Originally Posted by yellowtoblerone View Post
ROFL.

Okay.. in pvt, if you're a terran player, if you both have the same harvester count, you will come out ahead in macro... Because of the early to mid game in pvt, you can get your engie bay and upgrades faster. And mm rapes the toss ball if 1:1 before colossus. It's like the only reason why toss can win game is the col.

Get rid of the colossus you guys say. They're op! I say lol. No they're not. EMP, Tanks, PF, mass marines.

lol

lol


L O L

Give us immortals with splash damage, give us prisms that heal, or give our t1 units that actually evens with terran t1 units without upgrades. Rofl, complain about colossus. too funny.
You know your post won't necessarily get more convincing if you put a lot of LOLs in it. The point is valid though. Colossus and/or HT is needed to deal with MM ball with medivacs. Gateway units vs rax units are ok, it's once the medivacs came into play when protoss needs some AoE damage to deal with the bio ball. Also I'm pretty sure that in 200/200 battle bio army with 6-8 medivacs and maybe some vikings vs protoss ball is pretty much even and EMPs can make it hugely Terran favored.
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post #13777 of 25319
Quote:
Originally Posted by poroboszcz View Post
You know your post won't necessarily get more convincing if you put a lot of LOLs in it. The point is valid though. Colossus and/or HT is needed to deal with MM ball with medivacs. Gateway units vs rax units are ok, it's once the medivacs came into play when protoss needs some AoE damage to deal with the bio ball. Also I'm pretty sure that in 200/200 battle bio army with 6-8 medivacs and maybe some vikings vs protoss ball is pretty much even and storm can make it hugely Toss favored.
See what I did there?
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post #13778 of 25319
Quote:
Originally Posted by poroboszcz View Post
You know your post won't necessarily get more convincing if you put a lot of LOLs in it. The point is valid though. Colossus and/or HT is needed to deal with MM ball with medivacs. Gateway units vs rax units are ok, it's once the medivacs came into play when protoss needs some AoE damage to deal with the bio ball. Also I'm pretty sure that in 200/200 battle bio army with 6-8 medivacs and maybe some vikings vs protoss ball is pretty much even and EMPs can make it hugely Terran favored.

In the early game, sentries make a huge difference against the terran army. I've slaughtered a lot of early game marine/marauder mixes with just zealots and sentries with a +1 armor upgrade. Under the guardian shield with +1 armor, zealots only take 2 damage from marines. That's a lot of bullets to kill a zealot.

Once ghosts come out, it's a lot trickier. You have to be careful and choose your engagements wisely. EMPs *can* make the terran favored, if the toss player doesn't have any HTs. Think EMP is ridiculous? See how the terran player feels when you feedback his ghosts while you're storming his entire bio ball.

And as far as colossi go, if the terran makes too many vikings to deal with your colossus, that means less units on the ground to deal with
    
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post #13779 of 25319
Late game?

Guess what toss cant do? Sac half your scv count and rely on two to four extra orbitals to fully another three bases, giving terran the upper hand in a 200/200 battle. And in those late games it's usually emp vs ht battle with one or two colossus since its countered so hard by vikings. Toss can't even attack into pf until terran units have been taken down by half.

HT/Archons too mush splash, too op you say. LOL no they're not, emp, and cloaked ghosts.

LOL

LOL

L

o

L.
    
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post #13780 of 25319
Quote:
Originally Posted by Mwarren View Post
See what I did there?
Which proves my point.
I could argue that EMP can't be dodged, disables casters, can pottentialy deal way more damage, has higher range and ghosts can cloak, but the point is that the outcome will mostly depend on the skill of the players.
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