View Full Version : Annoying Ability
Infested_Zeratul
11-06-2005, 5:34 PM
One thing I hate about the Protoss is the high templar's ability to halluncinate. Either i'm facing a computer a an actual player. They sometimes gather enough minerals creat a few high templars and starr cloning a million of the same units.
Players clone like 200 Carriers and they fill up the whole screen, even if i have a detector, i can't attack the original one or the high templar because the clones are blocking my cursor.
When I was playing a game facing protoss units, they have a few thousand interceptors stalling my units and my computer begins lagging.
Is there any way to stop this madness? other than killed them one by one by masses of Carriers...cause that still takes too long.
The_Maker
11-06-2005, 6:12 PM
Well, if you are playing Zerg, ensare deletes the clones immediately, if you are playing Terran, I do not know if there are anyways to counter this :concern:
Just one more advantage Protoss has over terran...
A nuke might work perhaps but that all depends on if the force is moving or if you even have one :shiftyl:
You might also try using EMP, that shortens the amount of hp/sheilds you have to go through, but it doesnt solve the problem entirely.
Then of course there is lockdown which costs the same as haulucinate but that means you would need one ghost wih full rgy for every templar the enemy has...
If you are playing Protoss, Psi Storm is your best bet ;)
ShadeZ
11-06-2005, 6:38 PM
Terran can use EMP shockwave to counter this.
It works because it gets rid of their energy, and when that runs out, they die.
Plague might work, never tried it..
LordOfNukes
11-06-2005, 10:19 PM
Hallucinated Carriers don't shoot Interceptors, :\
Anyways, use any spell and the Hallucinations will disapear. Wide range spells are best. EMP, Plague, Ensnare, Psionic Storm, Malestrom. The real ones will be hit by the spells, the Hallucinations will just vanish.
if you, you know select more than one unit, it will automatically pick your atleast 2 units in the area, so it doesnt matter even if there were 400 carriers on your screen to stop you selecting.
Any spell will destroy the hallucinations instantly. I suggest you using mass hydralisks with good upgrades and scourges. Possibly devourers if there really are alot of them.
Also, remember to clone your scourges when attacking carriers, 12 attack one carrier, and while they're on their way shift-deselect 4 or 5 of them, and target on another carrier. This way you will maximize the damage to your opponents carriers.
oh yeah, and with terran and protoss.
Psionic storm, it takes low amount of energy, and takes hallucinations away in a second. If you knew carriers were coming for a long time, start to build scouts and use scout speed. Then, they're really fast, they have good antiair, and its really funny to look if the carriers try to run away from them. just remember to target the carriers with them, and take them out one by one. However, if you didn't have much time to respond and carriers come nonexpected, dragoons, archons, and psionic storm works for a while. Just remember to start somekind of counter, because once they really get to mass them, you cannot stop it anymore with those if he knows how to micro (comps don't). Arbiter freeze works well too, this way he cannot run away, which gives you the possibility to take your army to good position, also , if targeted well, it will lower the firepower with half. Much easier to take out.
And terran... I suggest doing an emp or two. IT doesn't only take out the hallucinations, but also the shields. IF you knew them coming, make wraiths. Cloack them, and attack. But first, scan for the observers, for they usually fly with the carriers. IF you can take them, they will no longer have anything to see your wraiths. This allows the wraiths to destroy them. However, if they came unexpected upgraded goliath range gols will also work well, just remember to target the carriers
close.ads
11-07-2005, 4:11 AM
Nothing you can really do against hall, but if protoss decides to use hall instead of storm...it's up to their choice. Try increase your macro portion for greater mass and fire power?
Nothing you can really do against hall
uhh? Any spell, especially with toss its easy since you've always got psi storm
close.ads
11-07-2005, 9:09 AM
Well...I didnt mean nothing you can do...haha sorry...I mean you need to do nothing apart from macro harder...
Infested_Zeratul
11-08-2005, 4:33 PM
hallucinated carriers don't shoot interceptors?
DAmn then that must have had quite a few real ones O_O whoa.....cheaters....
thanks...now it won't take more than a few minutes.
SuiCidAl-KiSmEt
11-09-2005, 3:53 PM
Ya, you can't unsiege, cast spells, harvest minerals, send interceptors, etc... on a hallicanated units. Any spell will instantly kill a hallcinated unit such as restore, optical flare, lockdown, matrix, Emp, etc... I think psiconic storm will instantly kill a halcanated unit, probolly. Hallicanted units can't have their status changed...
Look at this clip, a korean player tricked the enemy using hallicanted arbitors. http://video.google.com/videoplay?docid=-4790821877533851375&q=starcraft
MagnaAngel
11-09-2005, 6:37 PM
i always wondered about a question dealing with halluncination ability..
does the fake units take more damage? if so how much more? (ex. 2times or 1.5times??)
ya i'm too lazy to try it out =P
if anyone happends to know, i appreciate for the answer
Infested_Zeratul
11-11-2005, 8:53 PM
oh "Excellent!!!!"
Now i'll cream they're asses, So I'll just use Ensare and parasites and others, don't tell me anything about terran. I'll kick they're asses
Hate'em And terrans aren't humans....Terrans are retards...
loads_of_fun
11-11-2005, 9:25 PM
the fake units take more damage? if so how much more? (ex. 2times or 1.5times??)
yea, its 2x more dmg
thedarktossgen
11-12-2005, 3:16 PM
wow.... hallucination, guys, unless the map is modded, is like, 100 energy, a bit hi, dontcha think? they would have to have 50 templars for like 100 halls 0.0
Aquarian
11-13-2005, 1:23 AM
Hm...If they sent the fake carriers to your base,with only a few of the real ones,well,leave some of your units at your base and attack theirs!
the hallucinations don't last very long, so a few carriers won't do good in any way
GrimTerror
11-18-2005, 3:23 PM
Remember if Hallus take 2x the damage, then any units attacking them will be twice ass effective. As mentioned, any spell gets rid of hallus (Except hallucination itself) so EMP, restoration, Ensnare, Psi storm etc will work. Area effect and cheapt spells are best, so restoration might be a good one if you got a few medics on hand (One medic at full energy can negate hallus from one templar, plus one on the side)
That said, weaker and rapid firing units is probably a good counter. Marines that usually do 9 damage (upgraded) will do 18 to hallus that dont have armour. A good bunch of marines will chew up hallus in no time. Corsairs and Valkyries should do extremely well with 2x damage and area effect.
Try stasis with Protoss. If you don't get rid of any hallus, you'll halt the attack. Win/win situation!
SuiCidAl-KiSmEt
11-18-2005, 5:10 PM
oh "Excellent!!!!"
Now i'll cream they're asses, So I'll just use Ensare and parasites and others, don't tell me anything about terran. I'll kick they're asses
Hate'em And terrans aren't humans....Terrans are retards...
I dont get what your saying, humans are the race, but in StarCraft they are called Terrans. And Terrans are a pretty good race, I use them, I get wins.
Aquarian
11-18-2005, 10:28 PM
Don't forget bout valks too.THey do splash damage and lots of em can destroy the whole army easily...
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