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A Protoss player attempts to use the Mothership against a Zerg player! Is the Mothership in fact a useless unit as this thread suggests? Or is there perhaps more potential for this glorified SC2 Arbiter?
We report, you decide!
The Mothership!
The above replay showcases some curious Protoss tactics and a few possibilities for Protoss air that have not been widely discussed outside of Korea! Are any of the tactics displayed in this game viable for use by foreigners? Please post your opinions below!
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"Are any of the tactics displayed in this game viable for use by foreigners?"
Whats that supposed to mean? talking of koreans as if they were some kind of magic creatures -.- A viable strat is viable everywhere.
You could go into more detail btw...
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lol ^ at green's comment
You could open the replay btw...
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On May 28 2010 05:29 Xstatic wrote: lol ^ at green's comment
You could open the replay btw... No SC2 for me to play replay on. If anyone can describe it or upload it in youtube I'll be grateful. Btw, don't you know? Koreans are mythical creatures from internet legend that is said to have ascended into godly Starcraft level by their life-long dedicated practice, like some sort of supernatural monk in reality. Similar variation of Koreans are Japanese.
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It was nice game. Felt almost like watching bw for some reason. Mothership is useful in some long macro games i guess. I've never played a game over 40 minutes in sc2 O_o
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whether or not it's ultimately viable there's some great ideas in here. and i do think that there's a good chance that something like this could be viable.
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On May 28 2010 05:43 11cc wrote: It was nice game. Felt almost like watching bw for some reason. Mothership is useful in some long macro games i guess. I've never played a game over 40 minutes in sc2 O_o
Yeah the late game style was very similar to late game PvZ in BW, minus Reavers. I think that analogy makes it very interesting to reflect on the differences between the games. Obviiously, in BW, you typically see more ground forces in play by the Protoss. This game, the Protoss favored air. I'd say the key points to understanding the replay are as follows:
Void Rays Void Rays are significantly more dangerous than their Scout counterpart, meaning that Protoss can pose an aerial threat to Zerg expansions without a fleet of Carriers. Void Rays are also good support against armored ground units like the Roach and the Ultralisk.
The Mothership The Mothership is a much more powerful version of the Arbiter. It is more sturdy, cloaks either the same or a slightly large area, and can cloak structures. The Mothership is also capable of dealing meaningful damage on its own, and has much more powerful spells (especially Vortex in combination with Psi Storm).
High Templar High Templar are significantly more powerful than before. Although Psi Storm has been nerfed, it still more than does the job against Hydralisks and Zerglings. It's obviously significantly easier to cast Psi Storm than it was in BW. Feedback (as displayed in the replay) is under-appreciated as well. Feedback is a very powerful spell. Zerg needs Corruptors and Infestors, but neither unit can be used efficiently when Feedback is in play.
High Templar are roughly equally priced with the Corruptor, and are cheaper than the Infestor. You can easily justify a surplus of High Templar because not only do they counter the enemy's spellcasters, Psi Storm is is a devastating weapon against Hydralisks and Zerglings. Archons are also excellent support units once the High Templar have cast away all their energy.
What Zerg units best counter Protoss air? The Hydralisk, the Infestor, and the Corruptor. The High Templar is an excellent counter to all these options. Psi Storm beats Hydralisks, and unless Zerg remembers to spend all the energy on his Corruptors, Corruptors will be losing around half of their health to Feedback. Infestors are obviously useless without Energy, so the Infestor is completely countered by the High Templar. The only conceivable use for the Infestor is to use Frenzy before battles begin, but so far that doesn't seem like an impressive possibility.
Photon Cannons Cannons are also much stronger than they were in BW. Have you noticed that a single Cannon is worth about 4 Stalkers (ignoring the Cannon's immobility)? It has double the Stalker's HP and does double the Stalker's damage against light armor. Cannons still cost 150 minerals and 0 vespene (freeing up some vespene for the awesome units listed above).
Although defender's advantage is gone from ramps and attackers can produce units more quickly, it's important not to overlook the power of Cannons in Starcraft 2. Zerglings, Hydralisks, and Mutalisk all have roughly the same stats as they did in BW, and they cost roughly the same (Hydralisks cost more and Mutalisk are now subject to much more limited micro). Cannons cost the same too, but they're far, far stronger than they used to be. You're a lot more likely to use your Pylon than your Cannons if you're not careful.
Cannon: 300 HP. 20 damage. 1.25 attack speed. Stalker: 160 HP. 10 (+4) damage. 1.44 attack speed.
So that's my take. I'd say the revolution is coming.
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Mothership? Hardly a factor. Definitely storms that won this game, it's cute how they punish players who 1a into the enemy. Even better when there's an air ball on top of the land ball!
Also that drop at 40ish mins was hilariously bad. We're talking 100 supply lost without killing anything kind of bad.
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On May 28 2010 06:37 Delvin wrote: Mothership? Hardly a factor. Definitely storms that won this game, it's cute how they punish players who 1a into the enemy. Even better when there's an air ball on top of the land ball!
Also that drop at 40ish mins was hilariously bad. We're talking 100 supply lost without killing anything kind of bad.
The Mothership radically increased the value of the storms, but yea there was a lot going on
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