Devourer with the purple thing - Page 3
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Night[Mare
Mexico4793 Posts
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Not_Computer
Canada2277 Posts
Just like how yamato does 260 explosive damage or a battlecruiser can withstand a nuke, for example. Whenever I use devourers, most of the time my air army doesn't survive long enough to fully utilize the effect of acid spores. =T Plague + EMP ftw? | ||
Sadir
Vatican City State1176 Posts
or are they only affected when atteced directly | ||
CubEdIn
Romania5359 Posts
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aokces
United States309 Posts
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niteReloaded
Croatia5281 Posts
On June 06 2007 17:05 Hawk wrote: It's just there to remind you when you're flying around that you got wtfpwned LOL | ||
Brutalisk
794 Posts
![]() Vs. large amounts of corsairs you shouldn't attack with mutalisks, because they die in seconds. Attack them with a good bunch of devourers. Problem is that devs shoot slow, so a sair/dev battle takes quite some time. Sairs have no chance, but it's annoying because it takes so long. That's also the reason why sair/carrier is still strong vs. Zerg: Z needs mutas to do the "real" damage, but they'll die fast to the sairs. And the devourers need a long time to kill enough sairs, and during that time they are decimated by the carriers. Best solution to this is to bring some hydras and/or use Ensnare. | ||
lololol
5198 Posts
It increases the damage taken, by 1 for each spore, from each source of attack and some spells... each tick of Psi Storm and Irradiate, as well as Yamato Gun. It does NOT hit cloacked units if they are not detected, no matter how close to the current target they are, but once affected by spores the units become visible. | ||
Pads
England3228 Posts
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CubEdIn
Romania5359 Posts
On June 07 2007 03:45 lololol wrote: It slows the attack cooldown of the affected unit. It increases the damage taken, by 1 for each spore, from each source of attack and some spells... each tick of Psi Storm and Irradiate, as well as Yamato Gun. It does NOT hit cloacked units if they are not detected, no matter how close to the current target they are, but once affected by spores the units become visible. Errr... listen, it does NOT increase the damage taken. It REDUCES THE ARMOR/SHIELD. This DOES matter because: 1. If you acid-spore mutas, and you're attacking them with hydras (that only deal 50%) then you will need TWO spores to do ONE extra damage. 2. Likewise, when you're attacking spored Carrierrs with scouts, they will do TWO extra damage per hit, because they fire 2x14 damage. Therefore, it does not increase damage by 1 spore. It lowers armor/shield by 1. And as far as I know, psi storm doesn't take armor into consideration, so I really doubt it will deal more damage. But I'll try this and get back to you. ![]() | ||
Texas
Germany2388 Posts
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KizZBG
u gotta skate8152 Posts
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Equinox_kr
United States7395 Posts
On June 07 2007 05:37 KizZBG wrote: Thread title of the fucking year? WERD UP ![]() | ||
Haemonculus
United States6980 Posts
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wXs.Havok
Argentina529 Posts
Btw, interceptors have a very tiny cooldown (I used to customize sc some years ago). So the spores dont really help much against them, since they will always fire when "flying over" his victim | ||
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Liquid`Drone
Norway28647 Posts
On June 06 2007 20:13 MoNKeYSpanKeR wrote: vs mass sair mass devouer is bette rhtne muta devouer, vs carrier sair deovuer muta is better. Me and some friends were broed and we each picked one race on ZC and massed differnt are combos from the races adn fought, pure sair rips thorugh 24 devouer + rest muta, but mass devouer kills all sair. this is only true if zerg lacks air armour upgrades. with air armour, muta+dev is much better than pure dev. | ||
CubEdIn
Romania5359 Posts
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CubEdIn
Romania5359 Posts
First of all, if you have like 70 sairs, then yes, probably 24 devourers won't do. But let's take this to regular proportions: If you have 24 sair, and I have 24 muta, I can morph 12 mutas into devourers. Then when combat time comes, I send in the devourers for a few shots, until the sairs get spores on them. Then, after the devourers have fired twice or so, I send in my 12 mutas. Your sairs will not only have 9 spores on them, but they're also fire slow as hell. All I have to do is spread out my mutas and you're toast. Not to mention that with the money I saved from NOT making devourers I can get another 12 muta, easy choise. Edit: sorry for double post, I forgot I just posted... tired. ![]() | ||
lololol
5198 Posts
On June 07 2007 05:08 CubEdIn wrote: Errr... listen, it does NOT increase the damage taken. It REDUCES THE ARMOR/SHIELD. This DOES matter because: 1. If you acid-spore mutas, and you're attacking them with hydras (that only deal 50%) then you will need TWO spores to do ONE extra damage. 2. Likewise, when you're attacking spored Carrierrs with scouts, they will do TWO extra damage per hit, because they fire 2x14 damage. Therefore, it does not increase damage by 1 spore. It lowers armor/shield by 1. And as far as I know, psi storm doesn't take armor into consideration, so I really doubt it will deal more damage. But I'll try this and get back to you. ![]() It is very much equal to a +1 damage upgrade with attacks and it affects some spells. 1. 10 damage hydras + 1 bonus damage deal 5.5 to mutas, wow, completely the same. 2. There are 2 sources of attack and in the game data files the damage is recorded as 14 by factor of 2, so a +1 damage upgrade is the same, this is also the reason that units with 2 attacks upgrade by 2 or 4 damage, because it's actually +1 or +2. 3. Spells are not affected by armor, which is the obvious reason to present spores as damage increase, because it does increase their damage. Go correct someone that's wrong next time. | ||
CubEdIn
Romania5359 Posts
10 damage hydras do 5 damage to mutas. If spore is +1 damage they would do 6 damage to muta. If spore would be -1 armour they would do 4 damage to mutas. Why are you adding it before the damage is actually done? Example: When a small unit has 4 armour and 10 life, and it gets hit with 10 damage (explosive), it doesn't go 6 damage / 2 = 3 damge does it?. It goes 10/2 - 4 = 1 damage. Right? So I don't see why spores should be added to damage before the size kicks in. Also, question. When something deals 5.5 damage, for example. Does it deal 5 damage, then 6, then 5, and so on? Either way, I was simply stating a point, if you don't want to post, that's just dandy, I don't care. Spare me the witty lines. | ||
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