On August 31 2010 11:07 Jayme wrote: Hive Zerg is generally considered the most ridiculous. Defiler really has some ridiculous spells.
Irradiate + emp + restoration + positioning would own defilers. I think Terran would constantly avoid getting flanked and just dance around while owning the Zerg.
I think progamers discussed this once, and decided that Zerg would be strongest. IDK how they figure that, I feel lurkers would get stomped by pro-micro.
On August 31 2010 03:21 Quasar wrote: These videos are somehow related
First vid was perfectly microed wraiths with 35 000 APM vs completely unmicroed hydras in really unfavourable terrain (sticking to the bridge half the time) without speed upgrade.
Second video was mutas vs archons, which is useless cause mutas outrange archons so even a lone player microing them in a stack can replicate that (jaedong has many times).
None of the videos are at all relevant
35000 APM? We're talking about optimal play, at theoretical infinite APM.
idk, but it took me a while to figure out an AI was playing this, thought the APM counter was just bugged or something
I don't even think it's possible to judge if both players were to have maxed out armies. Even if you're maxed it depends on the units compositions, and the computers would constantly change their units compositions in relation to eachother.
PvZ ex. P: I choose 200/200 dragoons Z: K, well I choose like 5 defilers and 380 zerglings. P: Fine, I choose 10 HT, and the rest archons. Z: Ok, I change all those zerglings to ultralisks now. P: I change my whole army to carriers: Z: I change my army to 5 defilers + the rest hydralisks etc etc etc
There's no end to it, and you can't just pick some random composition going in because there's a chance that the other computer will have a composition that "counters" it.
frankly, terran would own the crap outta other races.
Lets think:
Marine ->first ranged unit of the game. Run into opponents mineral line, dance around with perfect micro and kill workers.
Vultures--> super fast, basically destroies any melee units with micro.
Goliath--> ridiculous anti-air range, can probably kite muta if played perfectly. (See boxer vs. Savior Micro)
Against toss --> Vessel = mass EMP Tanks--> with infinite micro, basically tank shots would be perfect. Friendly fire would be negated because tanks that would FF would just pick the furthest unit in range, and shoot that instead, letting vultures take care of zealotbombs and what not.
Plague-->Useless, have medics for restoration. Dark Swarm --> run away from it, use firebats to pick off anything too dangerous
Marine perfect micro destroys lurkers (There was a pimpest play on this, 3 marine kill 1 lurker, no damage on marines)
Mass drops. Remember Boxer's triple dropship play against (Yellow/Chojja?) Imagine coordinated dropships of M/M at every single zerg base at once lol, total rape.
let's assume that each race is played as perfectly as humanly possible. In PvT, Protoss would spread zealots so to reduce mine splash, goons would come in wasting no shots to prioritized units, such as tanks, and perfect storms, covering tanks, tanks cannot change and move fast to dodge storm, but vultures could. protoss would exploit a weakness in a terrans base, or army or an angle, terran would not be able to cover everywhere he expands 100%, otherwise he'll be spread out too thin. on the other hand, terran would have the perfect number of tanks and vultures to protoss's composition, terran would not overkill and target goons, vultures kill zealots. turrets and mines at optimal positions. I think Protoss would win in PvT. PvZ i think we forget, even if someone microes perfectly, they cannot absolutely completely dodge a storm, if well casted, a storm would cover a good area, where the hydras are (if you wanna argue that the zerg would spread his hydras out, then you have to know that all his hydras won't be in range to join the fight) , it would take a few secs to get them out of that, and if a protoss is perfect they would cover the field of storms in a few secs, and make zerg units dance, and during that time while they get dmged a bit and are trying to move out of storm rather than atking, protoss can destroy the zerg army. I'm not sure about early game though, if hydra rushes were perfectly microed, pulling dmg hydras back before they die to cannons. and late game, i think same thing applies like PvT, Protoss army is the less mobile one now, and zerg would go cracklings everywhere, protoss might not be able to defend everywhere, if he spreads his army at each expo, then zerg would launch a big army to kill one expo, but then we have to consider that zerg could be open somewhere else too by doing that. so there are simply too many variables i guess to decide which race is the best.
On August 31 2010 13:51 Crisium wrote: Make a lot of money, and pay Stork, Bisu, Jaedong, and Flash a lot of cash to play each other on the Slowest setting. It'll be close enough...
Haha this would be so bad. They'd throw their hands up 3 minutes in because their 6th worker hadn't spawned yet.
On August 31 2010 07:25 Biff The Understudy wrote:
On August 31 2010 07:21 moopie wrote: With unlimited useful APM (not just spamming), I would easily give it to zerg. Assuming the power to control every ling in a group individually, surrounding an opponent (even terran's tank line) becomes trivial if you could space them out in real time such that they are close, but just outside splash range. WIth perfect swarms, lurker control, plagues and muta micro, I don't see the terran's defense or toss strength standing in the way. Then again, aside from AI vs AI testing, you will never be able to achieve anywhere near these results with human hands.
You don't flank anything if you have a whole army of mm microed one by one.
Obviously at that game, range unit get an advantage if they are perfectly microed, and one by one. Lurker would be completely negated, and vessel cloud would irradiate everything, since you wouldn't be able to scourge them (focus fire on scourge with rines).
Zerg wouldn't stand a chance.
Vessels wouldn't travel in a cloud, would be inefficient. Not to mention 1 plague will still > them, and then mutas can pick them off, even with marines guarding. Mutas are faster than vessels, and the losses will be acceptable. Vessels would need to be kept seperated enough to avoid plagues. And mass marines won't be the end-all of TvZ offensive, SK terran will still have the same weaknesses it does now.
When I said cloud, I meant that zerg would not be able to kill vessel because of marines targetting scourges, so terran would find himself with 15 vessels very quickly.
Terran would have no problem dealing with plague, as he would have medics special ability ready and probably scvs to repair.
But you're right, there would be vessels basically everywhere.
SKTerran would have no weakness at all. Terran would lose almost nothing, as he could micro all his troop and avoid to lose anything at all to lurkers.
SKTerran would be absolutely invincible if you could retreat exactly on time, micro perfectly against lurkers, keep all your vessel alive by right clicking every single scourge and use your medics against plague.
There is absolutely nothing zerg could be able to do.
who ever has the fastest units .. longest range unit .. earliest range unit .. will win .. wtf all of you talking about dropships siege tanks and marines ..
the answer is: none. You know why? because starcraft is not only about mechanics, a lot of strategy, guessing and mental games are in it. In other words: no matter how many apm you got or how good your micro is, you won't kill firebats on the ramp with medics in front of them with just pure lings, you won't kill 2 lurkers with some zergling support on the ramp with a group of MnM, you won't survive a 2 port wraith with 3 hatch muta without a hydra/evo den etc. etc. =)