• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:46
CET 02:46
KST 10:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win SC2 Proleague Discontinued; SKT, KT, SGK, CJ disband
Tourneys
Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly) Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ The top three worst maps of all time Foreign Brood War Data analysis on 70 million replays BW General Discussion
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile ZeroSpace Megathread The Perfect Game
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1604 users

Thoughts on rarely used units

Forum Index > BW General
Post a Reply
Normal
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-01-27 19:37:58
December 18 2024 23:50 GMT
#1
Just my impressions, when those units can be useful, which I got after playing, as well as watching a lot of pro videos. Feel free to correct if I am wrong.
  
Dark archon

Great counter to mutas: maelstorm prevents them from sniping HTs. Popular even on pro level. However DAs are almost never built for other purposes than anti-muta. Maelstorm does not work on non-zerg units, and it does not make sense to freeze anything except muts and ultras. And ultras are rarely seen in ZvP. Although it can be used on a big clump of hydras and lurkers, too.

Mind control has only single very niche use: steal SCV when protoss get maxed, to put terran on death clock timer. Does not work on pro level, though.

In theory mind control could also be used to counter shuttle drops in PvP, but games mostly end before someone can get a DA and research spell. Also it hard counters carriers and BCs, but both are not built vs protoss...

Feedback is sometimes used on defilers and high templars. Very cost efficient counter, though not popular on pro level.

 
Queen
 
Popular great counter to mech on pro level - since only pros have enough apm to micro multiple queens. Killing tanks with spawn broodlings is extremely cost efficient, because queens often survive. And there is no direct counter to them for terran (irradiates and goliaths do not kill them fast enough to save tanks, EMP needs a very lucky hit) except rushing zerg before losing too many tanks.

Spawn broodlings is also seen sometimes in very late ZvP, when protoss builds extremely well defended bases (cannons, reavers, HTs with full energy, archons). The only way to break them is super cost inefficient attacks or guardians switch. But storms counters guardians. Mutas cannot snipe HTs because of archons. So queens become a logical choice. Once HTs are gone, even if protoss can afford restarting production of corsairs, they will not be able to kill guardians before it is too late.

Ensnare is used for countering mass wraiths, if terran player`s micro is too good and wraiths are too annoying. Ensnared wraiths cannot cloak and get killed by mutas very easily.

Also rarely seen in muta wars. Spending resources on queen and ensnare instead of more mutalisks is risky, unless you already have huge army, but it pays off later: ensnaring stack of mutalisks basically guarantees a victory.

Parasite is hardly ever seen. Maybe if zerg for some reason has a queen with energy and nothing else to do, or needs to see where HTs are on super defended base in very late game.

In theory can be good vs mech, giving vision of the Terran mech army, and to put on a SV, since a SV already costs more than a queen, so for 75 energy you've either forced Terran to throw away a unit that costs more than queen or giv yourself a vision advantage.
 

Guardian

Guardians can be very good in very late ZvP - see above.

Also a couple of guardians can annoy protoss with probes harassing behind mineral lines, once corsairs are gone.

Sometimes guardian rush can surprise and destroy terran, since they ignore turrets due to very long range and twoshot marines. Fast guardians also can protect against siege tank pushes, at least in theory.
 

Devourer

Generally useless unit. In theory their acid spores are great help in muta wars, but sadly ZvZ almost never reachs hive tech.

In theory they also counter carriers+corsairs thanks to high armor and buffing mutalisks attacks, but who would build carriers in PvZ...

 
Ghost

Trash unit, except for very rarely seen nuke rush build or equally rare nuking of tank lines in late TvT.

In theory their lockdown is perfect counter to BCs and carriers, but cost, research time, vulnerability and most importantly micro demands result in everyone skipping ghosts.
 

Scout

Trash unit. They get built only to humiliate inferior players.
 

Infested terran

A joke, not an unit. Never seen in competitive games, the only exception were decades old ZvP games on one old weird map, which had neutral command CC, so zerg could infest it, and they were surprisingly strong in that matchup. But it is no longer actual.
 

P.S. Imho it is a pity that arbiters are not seen in late PvZ. Cloak is annoying since it forces zerg to always have many overlords with his army (and lose them, if he is forced to retreat after the battle).  Surprise recall could bypass standard sunken-lurker defense and wreck zerg tiny base with all their precious tech structures, as well as some production: late game protoss army has very high damage output. And archons or stasis on ramp would make counterattacking really hard.

P.P.S.  On island maps things are different. Protoss can use DAs mind controlling shuttles, and ensnare and devourers used against corsairs. But those maps are not competitive anymore unfortunately.
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States675 Posts
December 19 2024 00:08 GMT
#2
I would disagree with Devourer part, I think it is actually by design a very solid units on its own. The only reason it doesn't get used enough or very much at all is because of defiler make zerg ground units way too cost effective.

I think in some iteration of strategy that queen is almost a must in Z v T in some cases, it just does enough damage to make terran has to lift the CC then you steal it to deny them a comeback chance or basically a huge economy blow.
Mostly a troll, bi-polar by design, occasionally brain malfunction. Please forgive me. xD
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States675 Posts
December 19 2024 00:09 GMT
#3
I think for the longest time as a kid I try to come up with build that involves dark archon to mind control their shuttle with 2 reavers in it , LMAO, it was fun when it worked, which is very very rare, LMAO.
Mostly a troll, bi-polar by design, occasionally brain malfunction. Please forgive me. xD
G5
Profile Blog Joined August 2005
United States2919 Posts
December 19 2024 00:21 GMT
#4
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.
Soulforged
Profile Blog Joined February 2007
Latvia934 Posts
Last Edited: 2024-12-19 01:46:20
December 19 2024 00:45 GMT
#5
/cries in dweb
Maybe with all the scourge/5muta meta and turtling behind walls from Z's we'd see it more, but jesus christ, the thing is a 500/400 with beacon included, takes 125 energy and lasts only like 15 seconds - slightly longer than it takes to make one worker...

And the energy takes so long to gather, that you could start beacon after your last sair is done, and by the time the web is done, the corsair will be a few seconds away from the cast.

For contrast: dark swarm lasts 2.5x longer, has a much larger radius, is not as easy to counter as "move out of it", and is free energy-wise.

Kinda want to see a scouting corsair in at least PvT, though - you can go from nothing to corsair across the map in 1:30-ish, and it takes around 2:20+ for an obs(shuttle first scouts can be faster, this is why we see shuttle scout sometimes).
Could be used for either dweb transition later, or just the solo sair to distract turrets for the shuttle.

But fitting it in is very awkward...maybe you could delay robo/obs if very fast scouting lets you avoid having to pull back goons against possible drops, zoning out the vultures longer. But if you try to use that tempo advantage to e.g. grab a faster third, on most maps it'd still be hard for T to mine up one of the routes and use it to siege up nearby for free.
Maybe you could use it to grab a 5:30-ish 3rd on no robo vs 1 fac armory builds, but everyone is going 2 fac these days, anyway.
And you can't really deny a mine triple from Terran with this, best you'd get is an early heads up to go greedy yourself.

Fun fact: it takes comparable time to get dweb(and necessary energy) on 3 sairs, as it is to get robo -> obs -> shuttle -> reaver -> fly the slow shuttle across.
Of course, you'd still need an observer when going sairs, and sairs are almost dead weight for 4 minutes...

Wish the spell itself got a buff.
TT1
Profile Blog Joined December 2008
Canada10012 Posts
Last Edited: 2024-12-19 03:36:06
December 19 2024 03:22 GMT
#6
i saw the ULTRA DEVO (HEAVY GAS UNIT + HEAVY MINERAL UNIT = COST BALANCED strong comp) combo used on artosis' stream many times

ultra wipes out ground and devo wipes out air, its the ultimate a move wombo
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States675 Posts
December 19 2024 04:52 GMT
#7
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.



I love scout, especially the few time people block their probe in with pylon, so they can stack scout like muta stack micro, is super cool
Mostly a troll, bi-polar by design, occasionally brain malfunction. Please forgive me. xD
SiarX
Profile Joined December 2021
104 Posts
December 19 2024 08:26 GMT
#8
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.



Great unit, really? What openings are viable? Corsairs are much stronger vs zerg, and even then do not last long.

On December 19 2024 12:22 TT1 wrote:
i saw the ULTRA DEVO (HEAVY GAS UNIT + HEAVY MINERAL UNIT = COST BALANCED strong comp) combo used on artosis' stream many times

ultra wipes out ground and devo wipes out air, its the ultimate a move wombo


But ultras cannot wipe out protoss armies... And do not do much vs upgraded terran army without defiler support.
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States675 Posts
December 19 2024 09:32 GMT
#9
On December 19 2024 17:26 SiarX wrote:
Show nested quote +
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.



Great unit, really? What openings are viable? Corsairs are much stronger vs zerg, and even then do not last long.

Show nested quote +
On December 19 2024 12:22 TT1 wrote:
i saw the ULTRA DEVO (HEAVY GAS UNIT + HEAVY MINERAL UNIT = COST BALANCED strong comp) combo used on artosis' stream many times

ultra wipes out ground and devo wipes out air, its the ultimate a move wombo


But ultras cannot wipe out protoss armies... And do not do much vs upgraded terran army without defiler support.


I think scout was viable for a while in early time, I do recall when people figure out if you jail a probe between pylon/mineral you can stack them like muta, it was used for a while. But that was so long ago, which means people were not as good as now.

Utral do wipe out protoss ground, cause it tanks so much zerglings clean floor like nothing. SC2 zerglings are so dogshit.
Mostly a troll, bi-polar by design, occasionally brain malfunction. Please forgive me. xD
SiarX
Profile Joined December 2021
104 Posts
December 19 2024 13:17 GMT
#10
On December 19 2024 18:32 PurE)Rabbit-SF wrote:
Show nested quote +
On December 19 2024 17:26 SiarX wrote:
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.



Great unit, really? What openings are viable? Corsairs are much stronger vs zerg, and even then do not last long.

On December 19 2024 12:22 TT1 wrote:
i saw the ULTRA DEVO (HEAVY GAS UNIT + HEAVY MINERAL UNIT = COST BALANCED strong comp) combo used on artosis' stream many times

ultra wipes out ground and devo wipes out air, its the ultimate a move wombo


But ultras cannot wipe out protoss armies... And do not do much vs upgraded terran army without defiler support.


I think scout was viable for a while in early time, I do recall when people figure out if you jail a probe between pylon/mineral you can stack them like muta, it was used for a while. But that was so long ago, which means people were not as good as now.

Utral do wipe out protoss ground, cause it tanks so much zerglings clean floor like nothing. SC2 zerglings are so dogshit.



There is a reason why ultralings are rarely seen against protoss. Reavers, archons, even mass dragoons murder them. And storms clear lings. Hydras are much more cost efficient that ultras.
G5
Profile Blog Joined August 2005
United States2919 Posts
December 20 2024 14:21 GMT
#11
On December 19 2024 22:17 SiarX wrote:
Show nested quote +
On December 19 2024 18:32 PurE)Rabbit-SF wrote:
On December 19 2024 17:26 SiarX wrote:
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.



Great unit, really? What openings are viable? Corsairs are much stronger vs zerg, and even then do not last long.

On December 19 2024 12:22 TT1 wrote:
i saw the ULTRA DEVO (HEAVY GAS UNIT + HEAVY MINERAL UNIT = COST BALANCED strong comp) combo used on artosis' stream many times

ultra wipes out ground and devo wipes out air, its the ultimate a move wombo


But ultras cannot wipe out protoss armies... And do not do much vs upgraded terran army without defiler support.


I think scout was viable for a while in early time, I do recall when people figure out if you jail a probe between pylon/mineral you can stack them like muta, it was used for a while. But that was so long ago, which means people were not as good as now.

Utral do wipe out protoss ground, cause it tanks so much zerglings clean floor like nothing. SC2 zerglings are so dogshit.



There is a reason why ultralings are rarely seen against protoss. Reavers, archons, even mass dragoons murder them. And storms clear lings. Hydras are much more cost efficient that ultras.


Very true. I think the most efficient combo against Protoss late game is lurker, ling, defiler with some hydras sprinkled in as needed.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1504 Posts
Last Edited: 2024-12-21 11:51:42
December 21 2024 11:49 GMT
#12
Queens and guardians are even more popular in non pro games!

You don't need much APM to use them because you can queue the broodling and an automatic retreat path with Shift. Because non pro Terran pushes are slower it gives Zerg more time to do this.

I agree on Arbiters. I think Best did a few recalls in ASL vs Zerg on a hard to navigate by ground map.

Holy World SE fun map. We need more neutral CCs.

1 Queen should be used to infest CCs when possible (pros don't do this because Terrans cry it's BM apparently I've heard).

Maelstrom DOES work on ALL biological units.

Liquipedia
https://liquipedia.net › starcraft › Maelstrom
Aug 6, 2022 — Maelstrom is an area of effect ability that stuns all Biological units in a three-matrix radius (one matrix being a thirty-two pixel square).
ko-fi.com/luckynoob
XenOsky
Profile Blog Joined March 2008
Chile2295 Posts
Last Edited: 2024-12-22 02:37:19
December 22 2024 02:34 GMT
#13
Arbiter is imo underused vs zerg in late game situations... very gas heavy in fact, but if u manage to play a goon heavy composition with decent upgrades into the midgame, getting arbiter at arround 20:00 min mark is not crazy at all... u have to plan ahead very early and not waste gas units, but makes a lot of sense, if u add +5 sairs from earlier, shit becomes imba if controlled well.
StarCraft & Audax Italiano.
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States675 Posts
Last Edited: 2024-12-22 04:07:25
December 22 2024 04:07 GMT
#14
On December 21 2024 20:49 LUCKY_NOOB wrote:
Queens and guardians are even more popular in non pro games!

You don't need much APM to use them because you can queue the broodling and an automatic retreat path with Shift. Because non pro Terran pushes are slower it gives Zerg more time to do this.

I agree on Arbiters. I think Best did a few recalls in ASL vs Zerg on a hard to navigate by ground map.

Holy World SE fun map. We need more neutral CCs.

1 Queen should be used to infest CCs when possible (pros don't do this because Terrans cry it's BM apparently I've heard).

Maelstrom DOES work on ALL biological units.

Liquipedia
https://liquipedia.net › starcraft › Maelstrom
Aug 6, 2022 — Maelstrom is an area of effect ability that stuns all Biological units in a three-matrix radius (one matrix being a thirty-two pixel square).



WTF, that cry must be dumb...... I remember watching the games back then this was a legit strategy cause it would force terran to lift their 2nd expansion and get it with queen while tech up to hive is like the master play, not BM at all

I only get pissed when my friend mass scout vs my noob ass like Snow did to artosis :D

But man scout is awesome as a unit tho, kinda cool
Mostly a troll, bi-polar by design, occasionally brain malfunction. Please forgive me. xD
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1504 Posts
December 22 2024 15:22 GMT
#15
On December 22 2024 13:07 PurE)Rabbit-SF wrote:
Show nested quote +
On December 21 2024 20:49 LUCKY_NOOB wrote:
Queens and guardians are even more popular in non pro games!

You don't need much APM to use them because you can queue the broodling and an automatic retreat path with Shift. Because non pro Terran pushes are slower it gives Zerg more time to do this.

I agree on Arbiters. I think Best did a few recalls in ASL vs Zerg on a hard to navigate by ground map.

Holy World SE fun map. We need more neutral CCs.

1 Queen should be used to infest CCs when possible (pros don't do this because Terrans cry it's BM apparently I've heard).

Maelstrom DOES work on ALL biological units.

Liquipedia
https://liquipedia.net › starcraft › Maelstrom
Aug 6, 2022 — Maelstrom is an area of effect ability that stuns all Biological units in a three-matrix radius (one matrix being a thirty-two pixel square).



WTF, that cry must be dumb...... I remember watching the games back then this was a legit strategy cause it would force terran to lift their 2nd expansion and get it with queen while tech up to hive is like the master play, not BM at all

I only get pissed when my friend mass scout vs my noob ass like Snow did to artosis :D

But man scout is awesome as a unit tho, kinda cool


I think it's a genius cry actually on the Tesagi part. Imagine if you can shame your opponent into not using a strategy they would benefit from!

I've heard the argument that gas is so tight for Zerg it is not a great use for it AND the queen might die
but I think most times u can end a command center u should. Especially since u probably lost army trying to get to half health anyway. IDK...
ko-fi.com/luckynoob
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
Last Edited: 2024-12-23 04:12:13
December 23 2024 03:48 GMT
#16
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
jimminy_kriket
Profile Blog Joined February 2007
Canada5522 Posts
December 23 2024 05:56 GMT
#17
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.

You still got that replay of you vs gorush with scouts?
life of lively to live to life of full life thx to shield battery
G5
Profile Blog Joined August 2005
United States2919 Posts
December 23 2024 16:57 GMT
#18
On December 23 2024 14:56 jimminy_kriket wrote:
Show nested quote +
On December 19 2024 09:21 G5 wrote:
The scout is a great unit imo and there are slightly viable openings with them PvZ but they're too expensive. If speed came with them or you didn't need a fleet beacon to be upgraded, they'd be used more.

DA's, Queens, and Devourers are the best underutilized units imo.

Infested Terrans are gimmick units but they would be better if they cost less and acted like Banelings where they explode and kill everything around them on death. Right now, they only do damage if they connect with their Intended target which basically renders them as useless as a unit can be.

You still got that replay of you vs gorush with scouts?


No but I found it pretty fast lol

https://tl.net/forum/replay-comments/68913-tsl-g5-pvz-ssbt

You know if you just go to tl.net/replay you can still find old reps uploaded by TL.
mutantmagnet
Profile Joined June 2009
United States3789 Posts
January 27 2025 11:37 GMT
#19
Dark Archon isn't as popular at killing defilers because it is a ground unit.

Unlike a vessel which is not impeded by allies nor has its vision obscured by high ground the Dark Archon is much slower at reacting to defilers.

The vision can be mitigated by protoss players not losing their corsairs before hive tech comes into play.but the positional issue can't be mitigated.


Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


Devourer/ muta is the best air to air unit combo in the game, period.

But there is no point for devourers to be used.

Hydra's has sufficiently carried zerg when corsairs were an issue and terran folds to scourge unless they get battlecruisers which is so rare and has always ended up in small enough numbers hydra plague has been good enough.

The only way you can force zerg to use devourers is to create a secondary objective that devourers can attack after the muta/devo combo wins the air battle.

That means at the pro level you will only see devourer in ZvZ because overlords meet that condition.

If Terran had a building that was valuable while flying then devourers could also see play then.
Incomplete..ReV
Profile Joined August 2017
Norway637 Posts
January 27 2025 11:58 GMT
#20
I've often wondered if putting maelstrom on Zealots in a large PvP battle, could tip the odds in one's favor. Would probably be very situational, but would it ever be worth it? F.ex. go goon heavy comp, so that one's own Zealots don't end up in the maelstrom too. Then again, there'd be a wall og Zealots between the armies then. Hmm!
It's ok. I still love you <3
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
January 27 2025 16:09 GMT
#21
On January 27 2025 20:37 mutantmagnet wrote:
Dark Archon isn't as popular at killing defilers because it is a ground unit.

Unlike a vessel which is not impeded by allies nor has its vision obscured by high ground the Dark Archon is much slower at reacting to defilers.

The vision can be mitigated by protoss players not losing their corsairs before hive tech comes into play.but the positional issue can't be mitigated.


Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


Devourer/ muta is the best air to air unit combo in the game, period.

But there is no point for devourers to be used.

Hydra's has sufficiently carried zerg when corsairs were an issue and terran folds to scourge unless they get battlecruisers which is so rare and has always ended up in small enough numbers hydra plague has been good enough.

The only way you can force zerg to use devourers is to create a secondary objective that devourers can attack after the muta/devo combo wins the air battle.

That means at the pro level you will only see devourer in ZvZ because overlords meet that condition.

If Terran had a building that was valuable while flying then devourers could also see play then.

Devs see play in ZvT guardian rushes to stop wraith/valks from being able to reliably kill the guardians. You just need like 1-2 devourers when you morph the initial guardians and it basically stops Terran's air-air defenses.

Zerg frequently just runs a defiler at a Terran/Protoss army to get a plague off, I'm not sure why Protoss can't do the same with Dark Archons (granted, plague is area of effect and deals tremendous damage while feedback is only on 1 unit, so the risk-reward for getting a big plague off and losing the defiler is more advantageous for Zerg than a DA running forward to get feedback off. Still, I think Protoss could learn a thing from Zerg and occasionally try to snipe defilers before a fight.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
January 27 2025 16:19 GMT
#22
For sure worth it if you combine it with splash storm/archon/rvr. I do think it has got to be game winning to chose this option over feedbacking two enemy templars (and min/gas not spent on maelstrom).

DA being chunky and ground is a big con. If DA could mineralwalk on your own units, that would make it way more viable offensively. And not as broken as if it could fly like a vessel.
FBH #1!
Nirli
Profile Joined February 2023
Bulgaria378 Posts
January 27 2025 17:23 GMT
#23
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.
SiarX
Profile Joined December 2021
104 Posts
January 27 2025 19:40 GMT
#24
On January 28 2025 02:23 Nirli wrote:
Show nested quote +
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.



I disagree. Both are trash, but ghost at least has a bit of use: nuke rush. Infested terran has zero use.
ThunderJunk
Profile Joined December 2015
United States717 Posts
January 28 2025 03:10 GMT
#25
On January 28 2025 04:40 SiarX wrote:
Show nested quote +
On January 28 2025 02:23 Nirli wrote:
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.



I disagree. Both are trash, but ghost at least has a bit of use: nuke rush. Infested terran has zero use.


I remember one map that had a neutral CC zerg could infest that made infested terrans viable because they're actually very strong against protoss.

I think the optimal way to play PvT is to do the 11 minute bisu push and then get some corsairs for disruption web. But I'm just a contrarian nobody when it comes down to it.
I am free because I know that I alone am morally responsible for everything I do.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
January 28 2025 03:24 GMT
#26
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.
My strategy is to fork people.
QRCode
Profile Joined December 2024
United States36 Posts
January 28 2025 04:20 GMT
#27
On January 27 2025 20:37 mutantmagnet wrote:
Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


It might be worth making hallucinations of HT for this reason. Or whatever high value unit you think Zerg will go after. Zerg likes to come in and snipe HT that are too close to the front line whenever the opportunity is there. But you can use this as a mindgame for better storms or just free damage.
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1054 Posts
January 28 2025 04:26 GMT
#28
there were two short periods of time in 2021 and 2022 where ghosts were introduced into the meta by RoyaL. Rush and ssak used them for a short bit after that too but Ghost very quickly faded out of the meta. They were used for TvP mainly as recall defense. Did see Rush try to make a nuke rush vs zerg work to break open the third, but he could not make it consistent.
JDON MY SOUL!
SiarX
Profile Joined December 2021
104 Posts
January 28 2025 06:22 GMT
#29
On January 28 2025 12:10 ThunderJunk wrote:
Show nested quote +
On January 28 2025 04:40 SiarX wrote:
On January 28 2025 02:23 Nirli wrote:
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.



I disagree. Both are trash, but ghost at least has a bit of use: nuke rush. Infested terran has zero use.


I remember one map that had a neutral CC zerg could infest that made infested terrans viable because they're actually very strong against protoss.

I think the optimal way to play PvT is to do the 11 minute bisu push and then get some corsairs for disruption web. But I'm just a contrarian nobody when it comes down to it.



That map has not been used for many years.

If you invest in otherwise useless corsairs and wait for energy to gather, you have less dragoons and zealots, and likely die to tank push. Besides, zealot bombing or storm dropping basically does the same job as D-web would.
SiarX
Profile Joined December 2021
104 Posts
January 28 2025 06:24 GMT
#30
On January 28 2025 13:20 QRCode wrote:
Show nested quote +
On January 27 2025 20:37 mutantmagnet wrote:
Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


It might be worth making hallucinations of HT for this reason. Or whatever high value unit you think Zerg will go after. Zerg likes to come in and snipe HT that are too close to the front line whenever the opportunity is there. But you can use this as a mindgame for better storms or just free damage.


Too much micro requirement even for pro players for not that big benefit, most likely.
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-01-28 06:47:08
January 28 2025 06:46 GMT
#31
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.



Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.
QRCode
Profile Joined December 2024
United States36 Posts
January 28 2025 08:50 GMT
#32
On January 28 2025 15:24 SiarX wrote:
Show nested quote +
On January 28 2025 13:20 QRCode wrote:
On January 27 2025 20:37 mutantmagnet wrote:
Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


It might be worth making hallucinations of HT for this reason. Or whatever high value unit you think Zerg will go after. Zerg likes to come in and snipe HT that are too close to the front line whenever the opportunity is there. But you can use this as a mindgame for better storms or just free damage.


Too much micro requirement even for pro players for not that big benefit, most likely.


Yeah, perhaps. The way I envisioned it though, was that you would send a clone one direction, then HT on the front where the Zerg's not looking. You can get a really good storm, you know like those ones where you kill 8+ hydra, and the upside of 2 really good storms is better than 3 weaker ones. Also, if you can anticipate Zerg's movement like this, then you can sort of guarantee when you get picked, so you have a better idea of how many storms you've got. Sometimes you try to storm and your HT gets picked anyway, so it goes to waste. With this however, you can guarantee something I think. Just my theorycraft as a Protoss player.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
January 29 2025 06:56 GMT
#33
On January 28 2025 15:46 SiarX wrote:
Show nested quote +
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.

Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.

Covert Ops (50/50) + Cloaking (100/100) + Ocular Implants (100/100) + Nuclear Silo (100/100) + Nuke (200/200/8) + Ghost (25/75/1) costs 575/625/9, which is pretty comparable in price to four tanks + siege (750/550/8). Tanks are more consistent, but they can't break an entrenched lurker + swarm defense. Whereas a nuke forces the Zerg to move its defensive line, either forward to overrun your ghost (which you can d-matrix so it doesn't just die immediately) or backward to get out of the blast radius. If Terran has firebats, they can punish the Zerg for running forward...

Might be practical, might not.
My strategy is to fork people.
Nirli
Profile Joined February 2023
Bulgaria378 Posts
January 29 2025 15:09 GMT
#34
On January 29 2025 15:56 Severedevil wrote:
Show nested quote +
On January 28 2025 15:46 SiarX wrote:
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.

Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.

Covert Ops (50/50) + Cloaking (100/100) + Ocular Implants (100/100) + Nuclear Silo (100/100) + Nuke (200/200/8) + Ghost (25/75/1) costs 575/625/9, which is pretty comparable in price to four tanks + siege (750/550/8). Tanks are more consistent, but they can't break an entrenched lurker + swarm defense. Whereas a nuke forces the Zerg to move its defensive line, either forward to overrun your ghost (which you can d-matrix so it doesn't just die immediately) or backward to get out of the blast radius. If Terran has firebats, they can punish the Zerg for running forward...

Might be practical, might not.

Sounds like a dream scenario. You need a Factory anyway in order to tech.
Ideas
Profile Blog Joined April 2008
United States8147 Posts
January 29 2025 16:34 GMT
#35
I promise this will be the only time I theorycraft a patch that will never happen:

Change Dweb to be actually utilized in PvZ:

- upgradeable from cybernetics core
- Only lasts 10 seconds but only costs 75 energy
- reduce max energy on corsairs from 200 to 125 (maybe 150?);
- energy upgrade in fleet beacon gives them 200 energy (maybe 250?)
Free Palestine
Xeln4g4
Profile Joined January 2005
Italy1209 Posts
January 29 2025 16:42 GMT
#36
On January 30 2025 01:34 Ideas wrote:
I promise this will be the only time I theorycraft a patch that will never happen:

Change Dweb to be actually utilized in PvZ:

- upgradeable from cybernetics core
- Only lasts 10 seconds but only costs 75 energy
- reduce max energy on corsairs from 200 to 125 (maybe 150?);
- energy upgrade in fleet beacon gives them 200 energy (maybe 250?)


fast dweb can affect PvT ... not sure this is suitable. Terran FE look much more complicate with dweb into play
Loopi357
Profile Joined August 2023
3 Posts
Last Edited: 2025-01-29 18:58:32
January 29 2025 18:57 GMT
#37
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.


Yes, I was wondering how much longer we have to wait for that after all those years. Especially vs carriers they enable some possibilities of crazy cost efficiency.



www.youtube.com

Edit:
I am too stupid to post a video here, just look on youtube for "Boxers Lockdown vs Nal_rA" and watch a 1 minute video of boxers ghosts dealing with Nal_rAs Carrier fleet. (no nukes used)

Ideas
Profile Blog Joined April 2008
United States8147 Posts
January 29 2025 19:15 GMT
#38
On January 30 2025 01:42 Xeln4g4 wrote:
Show nested quote +
On January 30 2025 01:34 Ideas wrote:
I promise this will be the only time I theorycraft a patch that will never happen:

Change Dweb to be actually utilized in PvZ:

- upgradeable from cybernetics core
- Only lasts 10 seconds but only costs 75 energy
- reduce max energy on corsairs from 200 to 125 (maybe 150?);
- energy upgrade in fleet beacon gives them 200 energy (maybe 250?)


fast dweb can affect PvT ... not sure this is suitable. Terran FE look much more complicate with dweb into play


Hm yea you might be right. very hard to think of how to buff it without affecting PvT too much lol. Not that dweb being used in PvT would necessarily be horrible, but probably not as early as that would allow.
Free Palestine
mutantmagnet
Profile Joined June 2009
United States3789 Posts
Last Edited: 2025-01-29 22:18:46
January 29 2025 22:10 GMT
#39
On January 28 2025 13:20 QRCode wrote:
Show nested quote +
On January 27 2025 20:37 mutantmagnet wrote:
Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


It might be worth making hallucinations of HT for this reason. Or whatever high value unit you think Zerg will go after. Zerg likes to come in and snipe HT that are too close to the front line whenever the opportunity is there. But you can use this as a mindgame for better storms or just free damage.


High templar are too cheap and hallucination is too expensive for this combo to be considered.


It takes 1 minute 40 seconds to get back 75 energy.

You are always better off using storm.

But when it comes to Dark archons I don't think anyone trains more than 2.

Therefore spending mana to protect them with illusions, as well as shuttles and arbiters which are also trained at very low numbers, justifies the high cost because you aren't interested in having too much supply taken up by these types of units.



On January 30 2025 01:34 Ideas wrote:
I promise this will be the only time I theorycraft a patch that will never happen:

Change Dweb to be actually utilized in PvZ:

- upgradeable from cybernetics core
- Only lasts 10 seconds but only costs 75 energy
- reduce max energy on corsairs from 200 to 125 (maybe 150?);
- energy upgrade in fleet beacon gives them 200 energy (maybe 250?)


I have been thinking about how dweb could be different and I think the best thing that could happen is if it was cancellable if the caster was stunned, killed or manually activated the cancellation.

I get why some people ask for longer webs but I personally wish I had more control on when I wanted them around. At the same time dwebs getting stronger through manual cancel should be easier to counter hence they should also be cancelled through death or stasis/lockdown.
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
January 30 2025 03:27 GMT
#40
On January 28 2025 02:23 Nirli wrote:
Show nested quote +
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.

Why is that? Lockdown seems like a crazy good spell on paper and ghosts are pretty cheap. Outside of being super micro intensive, what makes ghosts so bad in your opinion?

I can see in the future ghosts being used to freeze shuttles mid air or as a counter to carrier. I realize it would require god like multitasking, but it also seems to me that people are getting better and constantly pushing the boundaries of what was thought to be realistically possible.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-02-05 02:54:34
February 05 2025 02:45 GMT
#41
On January 27 2025 20:37 mutantmagnet wrote:
Devourer/ muta is the best air to air unit combo in the game, period.

But there is no point for devourers to be used.

Hydra's has sufficiently carried zerg when corsairs were an issue and terran folds to scourge unless they get battlecruisers which is so rare and has always ended up in small enough numbers hydra plague has been good enough.

The only way you can force zerg to use devourers is to create a secondary objective that devourers can attack after the muta/devo combo wins the air battle.

That means at the pro level you will only see devourer in ZvZ because overlords meet that condition.

If Terran had a building that was valuable while flying then devourers could also see play then.


Or if protoss builds carrier-corsair fleet. It is really rare, but happens sometimes on semi-island maps, where hydralisks are not very good counter because of carriers much superior mobility. I saw great Snow vs Larva carriers game on such map.
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-02-05 02:56:22
February 05 2025 02:51 GMT
#42
On January 30 2025 12:27 Biff The Understudy wrote:
Show nested quote +
On January 28 2025 02:23 Nirli wrote:
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

That's the hottest take of 2024 my guy.
Even an infested Terran is better than Ghosts.

Why is that? Lockdown seems like a crazy good spell on paper and ghosts are pretty cheap. Outside of being super micro intensive, what makes ghosts so bad in your opinion?

I can see in the future ghosts being used to freeze shuttles mid air or as a counter to carrier. I realize it would require god like multitasking, but it also seems to me that people are getting better and constantly pushing the boundaries of what was thought to be realistically possible.


It is not just micro intensity. Ghosts are very squishy, have to wait to accumulate energy for lockdown+cloak, then have to get close to carriers without getting smashed by protoss ground army (a single storm or volley from dragoons might kill them all). Then you still need to have AA around to kill disabled carriers, as well as ground army big enough to fight off toss ground army...

Goliaths can fight carriers more reliably and from much longer distance. And as surprise option wraiths are superior: way more mobile thanks to speed and flight, and can quickly kill carriers on their own. Both do not require nearly as much babysitting as ghosts.
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-02-05 03:08:54
February 05 2025 03:01 GMT
#43
That said, disabling shuttles is a good idea. In theory, if players had more apm than now, and could afford controlling ghosts simultaneously with the rest of their army. Shuttle drops can deal terrible damage to terran, that lockdowning them might be a difference between defeat and victory.
noname_
Profile Blog Joined April 2007
459 Posts
February 05 2025 22:01 GMT
#44
On December 23 2024 12:48 Biff The Understudy wrote:
I’m quite sure that if people keep playing starcraft at high level, we will end up one day with ghosts being a standard unit.

For what they do, they are extremely cheap. A ghost can basically one shot a shittle, an arbiter, a reaver or a carrier. The only drawback is that no one has the skill to use such an insanely demanding unit on what is without context the most demanding race multitasking wise.

But i can totally see a future where ghosts are standard to defend bases in tvp versus drops or recall and in TvT to neutralize battlecruisers against which they are honestly a very, very strong counter.

I am old enough to remember extremely strong players arguing that we would never see EMP in tvp on this very forum because it was too expensive and too micro intensive. So i wouldn’t discard lockdown. It’s an incredible ability considering how little ghosts cost.

My thoughts exactly.
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
February 27 2025 00:40 GMT
#45
On February 05 2025 12:01 SiarX wrote:
That said, disabling shuttles is a good idea. In theory, if players had more apm than now, and could afford controlling ghosts simultaneously with the rest of their army. Shuttle drops can deal terrible damage to terran, that lockdowning them might be a difference between defeat and victory.

I assume at the very least they could be a very strong drop defense option. Whether it’s arbiter or shuttles, a couple of ghosts with lockdown would make a location, be in an expo or a main, very hard to drop to, a little bit like people use vessels to emp incoming arbiters. And that doesn’t require to protect or cloak ghosts.

Then again, StarCraft is practical game, and i assumes that it has been tried. Maybe they get a niche at some point, like dark archons do in pvz.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
SiarX
Profile Joined December 2021
104 Posts
February 27 2025 08:07 GMT
#46
[B]
Then again, StarCraft is practical game, and i assumes that it has been tried. Maybe they get a niche at some point, like dark archons do in pvz.


Sure, but no one used dark archons and queens until recently, because "it has been tried already".
ThunderJunk
Profile Joined December 2015
United States717 Posts
February 27 2025 23:53 GMT
#47
I still think Corsairs have a place in some small percentage of PvT games. Specifically, following a partial army trade off the Bisu 11 minute 4-base 200/200 attack to either crush the 3rd or trade armies.

That build practically guarantees a partial reset on the tank count on many maps, and if executed properly, even if defended against perfectly, forces the T to stay back and rebuild. So, after the trade, instead of rushing to a 5th base or arbs, get a fleet beacon, disruption web, and 4 corsairs. Let the T expand to a 4th, then crush it hard with storms and D Web.
I am free because I know that I alone am morally responsible for everything I do.
iopq
Profile Blog Joined March 2009
United States1013 Posts
February 28 2025 07:32 GMT
#48
On January 28 2025 15:46 SiarX wrote:
Show nested quote +
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.



Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.



No, because Zerg can build more sunkens behind while getting guards or ultras or swarm

nuke is only a few seconds to one shot all sunkens and stim in

Artosis showed this build vs. crazy Zerg and you can hit before +4 ultra. Wouldn't work against swarm tech because it can't hit before swarm (unless Zerg is too slow to tech)
SiarX
Profile Joined December 2021
104 Posts
February 28 2025 19:37 GMT
#49
On February 28 2025 16:32 iopq wrote:
Show nested quote +
On January 28 2025 15:46 SiarX wrote:
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.



Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.



No, because Zerg can build more sunkens behind while getting guards or ultras or swarm

nuke is only a few seconds to one shot all sunkens and stim in

Artosis showed this build vs. crazy Zerg and you can hit before +4 ultra. Wouldn't work against swarm tech because it can't hit before swarm (unless Zerg is too slow to tech)


Well, guardians are not good vs terran, so easy to kill... Ultras get countered by tanks. Swarm is an issue as always, but still: ghost is so much easier to kill than several tanks (which can try to retreat), especially at zerg base which always has overlords. And then you have wasted ghost, ghost tech and nuke.

Maybe nuke can work as very rare surprise.
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
February 28 2025 20:41 GMT
#50
On March 01 2025 04:37 SiarX wrote:
Show nested quote +
On February 28 2025 16:32 iopq wrote:
On January 28 2025 15:46 SiarX wrote:
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.



Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.



No, because Zerg can build more sunkens behind while getting guards or ultras or swarm

nuke is only a few seconds to one shot all sunkens and stim in

Artosis showed this build vs. crazy Zerg and you can hit before +4 ultra. Wouldn't work against swarm tech because it can't hit before swarm (unless Zerg is too slow to tech)


Well, guardians are not good vs terran, so easy to kill... Ultras get countered by tanks. Swarm is an issue as always, but still: ghost is so much easier to kill than several tanks (which can try to retreat), especially at zerg base which always has overlords. And then you have wasted ghost, ghost tech and nuke.

Maybe nuke can work as very rare surprise.

huh? Guardians are fine against Terran, they 2 shot marines and have great range. If terran tries to irradiate, you simply spread the guardians.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
HolySmokes
Profile Joined December 2024
56 Posts
March 01 2025 03:37 GMT
#51
Haven't been following the discussion but I just want to say, I'm not sure what is the point of making criticism when it comes to theorycraft. Doesn't seem constructive to me in any way to say "you can't do that/it doesn't work." If there's an idea, people are free to try it and explore it, and if they can make it work in some way, great, and if it doesn't, it doesn't. Spending time to anti-theorycraft an idea seems senseless IMO.
iopq
Profile Blog Joined March 2009
United States1013 Posts
March 01 2025 05:59 GMT
#52
On March 01 2025 04:37 SiarX wrote:
Show nested quote +
On February 28 2025 16:32 iopq wrote:
On January 28 2025 15:46 SiarX wrote:
On January 28 2025 12:24 Severedevil wrote:
Ghosts are the cheapest caster, but they're at the top of the tech tree and require additional research before they're useful. It's real awkward to hit timings.

That said, SK Terran often has spare resources and map control but no way to break hardened positions. Nukes would be a fun solution.



Would not several tanks be cheaper than ghost tech + ghost + nuke? And tanks would not die as easily to even smallest counterattack.



No, because Zerg can build more sunkens behind while getting guards or ultras or swarm

nuke is only a few seconds to one shot all sunkens and stim in

Artosis showed this build vs. crazy Zerg and you can hit before +4 ultra. Wouldn't work against swarm tech because it can't hit before swarm (unless Zerg is too slow to tech)


Well, guardians are not good vs terran, so easy to kill... Ultras get countered by tanks. Swarm is an issue as always, but still: ghost is so much easier to kill than several tanks (which can try to retreat), especially at zerg base which always has overlords. And then you have wasted ghost, ghost tech and nuke.

Maybe nuke can work as very rare surprise.


Ultras don't get countered by tanks, they get countered by mines. Marine/tank doesn't work well vs. ultra/ling

for one, tanks splash each other and ultras attack from up close

if you have d matrix and the zerg doesn't have swarm yet they have no way to kill a ghost because one volley from 11 mutas doesn't remove d matrix and if you have energy you can apply it again

the problem with tanks is not that zerg will take them out, but that they will sit there hitting sunkens until Zerg is ready to kill your whole army
halfbirthdaycalculat
Profile Joined March 2025
1 Post
March 01 2025 11:37 GMT
#53
--- Nuked ---
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 02 2025 22:30 GMT
#54
On February 28 2025 08:53 ThunderJunk wrote:
I still think Corsairs have a place in some small percentage of PvT games. Specifically, following a partial army trade off the Bisu 11 minute 4-base 200/200 attack to either crush the 3rd or trade armies.

That build practically guarantees a partial reset on the tank count on many maps, and if executed properly, even if defended against perfectly, forces the T to stay back and rebuild. So, after the trade, instead of rushing to a 5th base or arbs, get a fleet beacon, disruption web, and 4 corsairs. Let the T expand to a 4th, then crush it hard with storms and D Web.

I also think that there would be a lot of value to have fleet bacons mixed up in other builds than carrier transition.

Right now if a terran scans a bacon he knows carriers are on the way and will react with as timing push and a transition to Goliaths. Not knowing if it’s going to be disruption webs on his tank line or carriers would make reaction much more awkward.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-03-03 09:56:18
March 03 2025 09:55 GMT
#55
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 04 2025 09:41 GMT
#56
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.

I guess you can also make the point that arbiter achieve the same results through stairs and have other utilities.

Saw TY go ghosts and nukes in a game vs Stork this week, but I assume it was for the memes rather than anything else. He did nuke him three times, though, and killed a zillion workers though he ended losing the game.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Soft_General_5023
Profile Joined December 2023
110 Posts
March 04 2025 10:58 GMT
#57
how about queens zvp? i am watching snow and if it goes to late game he just storms everything and wins
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 05 2025 11:02 GMT
#58
How did you avoid getting zoned by goons?

Queens work against mech because terran usually lacks substantial anti air when going heavily tank / vultures.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-05 15:40:57
March 05 2025 14:59 GMT
#59
I think devourers and infested terrans could see use if zerg played hive more. The reason I say this is because the units to sustain these units need hive tech which is late. Are devourers and mutalisks that much more economical than ultraling+defilers? Are infested terran pushes viable when the infested command center can be reclaimed by terran at any time if the base isn't overrun by zerg which never happens in a current zvt game. Either the base is abandoned, or cleared from zerg before the command center can be infested by a queen. I say this because they reflect a staying power deficit in the zerg air arsenal. A single valkyrie can disperse the air superiority and it never goes past the instantaneous zerg skirmish. There is never a zerg air endgame goal in sight.
The way zerg is designed is you should take fights with guardians, ensnaring queens and plaging defilers at the same time under static hydralisk defence while devourers modify mutalisk and hydralisk damage output 300% and 200% respectively. However splash damage is a fact and you cannot wait while the enemy withers and dies when you are the weaker party. Also, guardians and hydralisks effectively have the same dps making high tech a dilemma for zerg.
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
March 05 2025 15:58 GMT
#60
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S
I am free because I know that I alone am morally responsible for everything I do.
Soulforged
Profile Blog Joined February 2007
Latvia934 Posts
March 05 2025 16:05 GMT
#61
125 energy for 15 second effect from a 2 supply unit is just not that good for a PvT engagement.
There's more use for dweb in PvZ, I'd say...
Corsairs are useful for triggering turret aggro, but from midgame onwards, so is just yoloing an extra shuttle.
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-03-05 16:14:20
March 05 2025 16:14 GMT
#62
On March 06 2025 00:58 ThunderJunk wrote:
Show nested quote +
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.
SiarX
Profile Joined December 2021
104 Posts
March 05 2025 16:15 GMT
#63
On March 04 2025 19:58 Soft_General_5023 wrote:
how about queens zvp? i am watching snow and if it goes to late game he just storms everything and wins


Sometimes they are used in very late ZvP to snipe HTs. By that time corsairs are long gone.
SiarX
Profile Joined December 2021
104 Posts
March 05 2025 16:19 GMT
#64
On March 05 2025 23:59 mtcn77 wrote:
I think devourers and infested terrans could see use if zerg played hive more. The reason I say this is because the units to sustain these units need hive tech which is late. Are devourers and mutalisks that much more economical than ultraling+defilers? Are infested terran pushes viable when the infested command center can be reclaimed by terran at any time if the base isn't overrun by zerg which never happens in a current zvt game. Either the base is abandoned, or cleared from zerg before the command center can be infested by a queen. I say this because they reflect a staying power deficit in the zerg air arsenal. A single valkyrie can disperse the air superiority and it never goes past the instantaneous zerg skirmish. There is never a zerg air endgame goal in sight.
The way zerg is designed is you should take fights with guardians, ensnaring queens and plaging defilers at the same time under static hydralisk defence while devourers modify mutalisk and hydralisk damage output 300% and 200% respectively. However splash damage is a fact and you cannot wait while the enemy withers and dies when you are the weaker party. Also, guardians and hydralisks effectively have the same dps making high tech a dilemma for zerg.


The question is what devourers can be used for. When zerg faces big threat from air? Carriers almost never are built vs zerg, wraiths come too early for devourers to be available, valkyries are dealt with by scourges + mutas... They are great only in muta wars. Unfortunately ZvZ in 98% cases ends before hive tech.

As for infested terrans, I do not see point of their existence. Slow melee suicide bombers... marines kill them so easily.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-05 19:36:59
March 05 2025 17:17 GMT
#65
On March 06 2025 01:19 SiarX wrote:
Show nested quote +
On March 05 2025 23:59 mtcn77 wrote:
I think devourers and infested terrans could see use if zerg played hive more. The reason I say this is because the units to sustain these units need hive tech which is late. Are devourers and mutalisks that much more economical than ultraling+defilers? Are infested terran pushes viable when the infested command center can be reclaimed by terran at any time if the base isn't overrun by zerg which never happens in a current zvt game. Either the base is abandoned, or cleared from zerg before the command center can be infested by a queen. I say this because they reflect a staying power deficit in the zerg air arsenal. A single valkyrie can disperse the air superiority and it never goes past the instantaneous zerg skirmish. There is never a zerg air endgame goal in sight.
The way zerg is designed is you should take fights with guardians, ensnaring queens and plaging defilers at the same time under static hydralisk defence while devourers modify mutalisk and hydralisk damage output 300% and 200% respectively. However splash damage is a fact and you cannot wait while the enemy withers and dies when you are the weaker party. Also, guardians and hydralisks effectively have the same dps making high tech a dilemma for zerg.


The question is what devourers can be used for. When zerg faces big threat from air? Carriers almost never are built vs zerg, wraiths come too early for devourers to be available, valkyries are dealt with by scourges + mutas... They are great only in muta wars. Unfortunately ZvZ in 98% cases ends before hive tech.

As for infested terrans, I do not see point of their existence. Slow melee suicide bombers... marines kill them so easily.

Quick note: 9 Devourers and 3 Mutalisks have the same dps as ~14.4 Mutalisks. When combined, however, the dps count is equal to 57.5 Mutalisks(equal to a 3.9866x increase). That is 9 devourers and 3+14, 17, mutalisks for you. This is profound, hold on to that for a second.
I went back to how much a comparable hydralisk+guardian combo would do. 26 Hydralisks plus 12 Guardians have comparable cost to 9 Devourers +17 Mutalisks, however against air, the air army of Devourers+Mutalisks is 43.75% stronger! I haven't mixed Devourers with Hydralisks. You can say Devourers 1.9x hydralisk strength, 3x mutalisk strength, so you can trust in Devourers ability to soften up air targets.
PS: okay I have found a simpler way to compare Hydralisks vs Mutalisks. When 9 Devourers are present, a Mutalisk has 2x higher dps than a Hydralisk. That is essentially 1 Mutalisk with devourers equals 2 hydralisks without devourers. Make the most of it.
I think the issue with zerg can be stated as such: air to air units hit 2x as much as ground to air units which they themselves, hydralisks, hit as much as air to ground units while twice cheaper. That makes zerg air to ground 4 times more expensive than air to air. 1 mutalisk= 2hydralisks= 2guardians. You heard that right: two of the upgraded units hit only as much as 1 of the unupgraded units! Essentially, Guardians are 2.8 times more mineral intensive 4 times more gas intensive than Mutalisks, past their initial 9 Devourer investment.
It is a sizable investment, though: it is equal to 19.8/13.5 times what a Mutalisk costs. It also means 9 Devourers+9 Mutalisks have the same dps as 21.375 Hydralisks in air battles and 32 Mutalisks. Against ground, 2 Hydralisks= 3Mutalisks= 2Guardians.
Looking at these numbers, it is amazing how crazy expensive zerg air is. Even in the best case, Mutalisks only offload 50 minerals cost for 50 vespene gas if they equal 2 Hydralisks fighting air. It is much better making Hydralisks since they aren't vespene gas dependent, although larva dependent. I wonder if this could be used for some kind of lategame rush 9 Devourers and 9 Mutalisks for air superiority... 9D9M costs 3650/2250 while 9D12H costs 3550/1650. Remember 32 Mutalisks cost 4000/3200. Are there any games with 32 Mutalisks spawned in total? 2 Hatch muta into 9D12H could be a thing.
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
March 05 2025 22:43 GMT
#66
On March 06 2025 01:14 SiarX wrote:
Show nested quote +
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.
I am free because I know that I alone am morally responsible for everything I do.
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-05 22:53:54
March 05 2025 22:53 GMT
#67
On March 06 2025 01:05 Soulforged wrote:
125 energy for 15 second effect from a 2 supply unit is just not that good for a PvT engagement.
There's more use for dweb in PvZ, I'd say...
Corsairs are useful for triggering turret aggro, but from midgame onwards, so is just yoloing an extra shuttle.


If you look at any 140+ supply engagement, the first 15 seconds of the engagement are basically determinate of the outcome of the fight.

Imagine, opponent has 12 tanks - and you can invalidate 8 of them - even if they're spread out - for 8 supply. What other Protoss unit can do that?
I am free because I know that I alone am morally responsible for everything I do.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
March 06 2025 02:04 GMT
#68
Disruption Web is only useful during a fight, whereas you can use Broodling to kill tanks outside of fights. That makes Broodling a much easier answer to tanks.

On March 05 2025 20:02 Biff The Understudy wrote:
How did you avoid getting zoned by goons?

Queens work against mech because terran usually lacks substantial anti air when going heavily tank / vultures.

Terran almost always gets anti-air against Zerg, or else their fancy mech army dies to a hotkey of mutas. And goliaths are much better anti-air than dragoons, so I doubt that's the reason Zerg rarely use broodlings against Protoss.
My strategy is to fork people.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
March 06 2025 05:00 GMT
#69
On March 06 2025 07:53 ThunderJunk wrote:
Show nested quote +
On March 06 2025 01:05 Soulforged wrote:
125 energy for 15 second effect from a 2 supply unit is just not that good for a PvT engagement.
There's more use for dweb in PvZ, I'd say...
Corsairs are useful for triggering turret aggro, but from midgame onwards, so is just yoloing an extra shuttle.


If you look at any 140+ supply engagement, the first 15 seconds of the engagement are basically determinate of the outcome of the fight.

Imagine, opponent has 12 tanks - and you can invalidate 8 of them - even if they're spread out - for 8 supply. What other Protoss unit can do that?

D-web is just worse than psystorm in all metrics and the Corsair is just not very useful against Terran.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
HolySmokes
Profile Joined December 2024
56 Posts
March 06 2025 07:14 GMT
#70
Corsair is in theory more useful against Z if only because it is built for hunting overlords. Dweb can have some applications against Z as well. Dweb in front of cannons is a good technique for defense. Plug up the cannons with a good wall/zealots so Z can't run through and you can delay a sizeable Z attack. And if Zerg wants to clump up all their overlords in one spot to defend against corsairs. I wonder what would happen if P just ran in there and dwebbed all the defense, what would happen to those poor overlords?
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-06 09:49:15
March 06 2025 07:50 GMT
#71
I found something funny in the game. If you divide a devourer's mineral cost to a hydralisk's, overlord included, you get the pi approximate 22/7. Also, cost efficiency parity is right on 29/7 H:D ratio. If you have less than 4 hydralisk to every devourer, you are at a net dps loss. If you have less than 32 hydralisks, you are at a mineral loss when adding devourers; however past 32 hydralisks they become cost efficient at any devourer count. The respective dps and mineral ratios for mutalisks are 9.53 and 22 Mutalisks - it may be cheaper to amass mutalisks instead of 32 hydralisks to make devourers pay for themselves.
PS: can anybody test out hydralisks and devourers? If we can bridge the gap between mutalisks and hydra-devourer, I think zerg can have a better lategame staying power.
TL;DR: it might relieve tremendous pressure of the zerg economy to deal dps by making +1 devourer per every 4 hydralisk and 10 mutalisks.
TL;DR 2: you won't believe this. 22 Mutalisks and 32 Hydralisks have the same initial mineral cost structure. 22 Mutalisks cost 2750/2200, 32 Hydralisks cost 2800/800.
Turrican
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
March 06 2025 08:56 GMT
#72
Why aren't we using queens to snipe HTs instead of mutas? Is it just the wait time? I often see like 9-11 mutas being sacked to kill 4-6 HTs. Maybe half the resources in queens can do the job?
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 06 2025 08:59 GMT
#73
On March 06 2025 17:56 Navane wrote:
Why aren't we using queens to snipe HTs instead of mutas? Is it just the wait time? I often see like 9-11 mutas being sacked to kill 4-6 HTs. Maybe half the resources in queens can do the job?

Queens require 2 minutes to save the energy to kill a unit that takes half a minute to warp and can cast storm just after 15 seconds thereafter.
Turrican
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
March 06 2025 09:22 GMT
#74
Mutas can threaten mineral lines too, which queens can't. Queens are dead supply until you get the 150, after that they're dead supply again till the next 150. Which is completely fine, and preferable, IF minerals are scarce.

With mutas you barely have to plan ahead, with Queens you do. It's more viable once a player is more predictable.
Mutas you can fly in and just right click those hts, Queens you gotta clone and then you still need vision first.

Queens are not as practical, even if they can do the same job cheaper. 4-6 templar will likely do 1k/1k worth of damage and potentially a lot more when they survive fights, so sacking mutas and not having to worry about having to dodge storms for a while is fine. APM/attention is a resource as well and shortage of min/gas you don't have to worry about until it's time to.

TL;DR:
Queens are only ideal cost wise, and if you are clairvoyant.
FBH #1!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-06 11:55:44
March 06 2025 11:29 GMT
#75
Question: how do you scale the economy while you make 9 devourers?
•Option 1: by making hydralisks. In this case, you need 700/200 every 8 Hydralisks. It can be harvested at a speed of 12 Hydralisks every minute since a vespene gas brings 300/m. You need 20 drones to mine 1050/m, 4 drones for likely optimal vespene saturation. 13.5 larvae per minute requires ~2.835 hatcheries. It takes no more than 2:40 minutes to harvest this sum from 2 bases with 3 harcheries and 28 drones. Once you reach 32 hydralisks you make hive, greater spire and devourers. 9450/3150.
Option 2: by making Mutalisks. Even at best, single base 300 per minute vespene harvesting rate is very cost prohibitive. You need some 3 bases just to jump start the initial mutalisks down to 2:47. Tech takes 4000/650. 22 Mutalisks take 2200/2200, 9 Devourers take 2450/1350. 8650/4200.
Turrican
SiarX
Profile Joined December 2021
104 Posts
March 06 2025 11:51 GMT
#76
On March 06 2025 07:43 ThunderJunk wrote:
Show nested quote +
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.
SiarX
Profile Joined December 2021
104 Posts
March 06 2025 11:54 GMT
#77
On March 06 2025 17:56 Navane wrote:
Why aren't we using queens to snipe HTs instead of mutas? Is it just the wait time? I often see like 9-11 mutas being sacked to kill 4-6 HTs. Maybe half the resources in queens can do the job?



They are used in very late ZvP sometimes. Before that though scarce resources are not an issue, and protoss replaces HTs easily. Meanwhile zerg whose army is weaker because of queens built can dies easily to push. Mutas are more scary and universal threat.
WombaT
Profile Blog Joined May 2010
Northern Ireland26194 Posts
March 06 2025 12:43 GMT
#78
On March 06 2025 20:29 mtcn77 wrote:
Question: how do you scale the economy while you make 9 devourers?
•Option 1: by making hydralisks. In this case, you need 700/200 every 8 Hydralisks. It can be harvested at a speed of 12 Hydralisks every minute since a vespene gas brings 300/m. You need 20 drones to mine 1050/m, 4 drones for likely optimal vespene saturation. 13.5 larvae per minute requires ~2.835 hatcheries. It takes no more than 2:40 minutes to harvest this sum from 2 bases with 3 harcheries and 28 drones. Once you reach 32 hydralisks you make hive, greater spire and devourers. 9450/3150.
Option 2: by making Mutalisks. Even at best, single base 300 per minute vespene harvesting rate is very cost prohibitive. You need some 3 bases just to jump start the initial mutalisks down to 2:47. Tech takes 4000/650. 22 Mutalisks take 2200/2200, 9 Devourers take 2450/1350. 8650/4200.

What would you be making Devourers to fight against?

What’s the scenario and the use case, and how do the timings match up versus common T and P styles and compositions?

It’s like you just theorycraft in a manner completely devoid of what an opponent can actually do, and is likely to do.

Hey I fucking suck at BW, what do I know? Just pumping hydras and pushing for devourers who can’t shoot down, isn’t it pretty trivial to build an anti-hydra comp and just ignore the devourers? You’ll have to cut something, be it fewer lurkers or squeezing fewer defilers/or at a later timing.

Cool I’ll cut a few gateway units to get me a quicker reaver or two, good luck engaging a handful of Templars, with reaver support.

Add some extra tanks to your standard SK Terran, or mech switch and what are you doing with that comp?

Perhaps I’m just taking crazy pills here but I really don’t think I am
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-06 13:43:24
March 06 2025 13:33 GMT
#79
On March 06 2025 21:43 WombaT wrote:
Show nested quote +
On March 06 2025 20:29 mtcn77 wrote:
Question: how do you scale the economy while you make 9 devourers?
•Option 1: by making hydralisks. In this case, you need 700/200 every 8 Hydralisks. It can be harvested at a speed of 12 Hydralisks every minute since a vespene gas brings 300/m. You need 20 drones to mine 1050/m, 4 drones for likely optimal vespene saturation. 13.5 larvae per minute requires ~2.835 hatcheries. It takes no more than 2:40 minutes to harvest this sum from 2 bases with 3 harcheries and 28 drones. Once you reach 32 hydralisks you make hive, greater spire and devourers. 9450/3150.
Option 2: by making Mutalisks. Even at best, single base 300 per minute vespene harvesting rate is very cost prohibitive. You need some 3 bases just to jump start the initial mutalisks down to 2:47. Tech takes 4000/650. 22 Mutalisks take 2200/2200, 9 Devourers take 2450/1350. 8650/4200.

What would you be making Devourers to fight against?

What’s the scenario and the use case, and how do the timings match up versus common T and P styles and compositions?

It’s like you just theorycraft in a manner completely devoid of what an opponent can actually do, and is likely to do.

Hey I fucking suck at BW, what do I know? Just pumping hydras and pushing for devourers who can’t shoot down, isn’t it pretty trivial to build an anti-hydra comp and just ignore the devourers? You’ll have to cut something, be it fewer lurkers or squeezing fewer defilers/or at a later timing.

Cool I’ll cut a few gateway units to get me a quicker reaver or two, good luck engaging a handful of Templars, with reaver support.

Add some extra tanks to your standard SK Terran, or mech switch and what are you doing with that comp?

Perhaps I’m just taking crazy pills here but I really don’t think I am

The costs are so high, I get your point. I did it to see if you can amass some guardians into the mix in order to take the heat away from them. Purely 32 Hydralisks cost 5400/1100. 3350/2050 to double the effective rate versus air to add more air units to give more ground range seems far fetched. You'll never have enough firepower, Flash always gives up the main and starts busting zergs expansions. You never amass enough for a successful push, let alone defending your bases.
Turrican
stambe
Profile Joined May 2005
Bulgaria492 Posts
Last Edited: 2025-03-06 19:21:54
March 06 2025 19:05 GMT
#80
On March 04 2025 18:41 Biff The Understudy wrote:
Show nested quote +
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.

I guess you can also make the point that arbiter achieve the same results through stairs and have other utilities.

Saw TY go ghosts and nukes in a game vs Stork this week, but I assume it was for the memes rather than anything else. He did nuke him three times, though, and killed a zillion workers though he ended losing the game.


The problem with TY's Ghosts play was that, i guess he doesnt know that Occular Implants upgrade increased Nuke range by 2(he never researched it and it was evident by him trying to circumvent Cannons to try Nuking the Nexus without loosing his Ghost) and he build like 3 barracks to train Ghosts, when he could have just landed his original rax and maybe build one more for x2 production if he needed it. Also he should have build the raxes in a more secure location in his main and also build his Nuclear Silo in his main CC so Stork ísnt aware of the tech until he hears the "Nuclear launch detected" warning.

Another problem in his play was that he kinda stopped playing the game and focused on nuking Stork and just sat on his 3-4 bases instead of playing normally and pushing somewhere on the map with his army and nuking somewhere on the other side or even siege a base and nuke it at the same time. Hell, if he didnt do that stupid push at Stork's 3rd where he lost like 12+ tanks and didnt do much he would have probably won the game while trolling with Ghosts at the same time.

Last thing: TY didnt seem to invested in trying to make the Ghost works, because a subscriber donated quite a bit of of money to make him use Ghosts or at least thats what i read in the comments of the video.
Valks rulzz
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-06 20:48:25
March 06 2025 20:22 GMT
#81
On March 06 2025 20:51 SiarX wrote:
Show nested quote +
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.
I am free because I know that I alone am morally responsible for everything I do.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-06 21:39:56
March 06 2025 21:30 GMT
#82
On March 07 2025 05:22 ThunderJunk wrote:
Show nested quote +
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
March 06 2025 22:30 GMT
#83
On March 07 2025 06:30 mtcn77 wrote:
Show nested quote +
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.
I am free because I know that I alone am morally responsible for everything I do.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-06 22:37:02
March 06 2025 22:36 GMT
#84
On March 07 2025 07:30 ThunderJunk wrote:
Show nested quote +
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
March 06 2025 23:00 GMT
#85
On March 07 2025 07:36 mtcn77 wrote:
Show nested quote +
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.
I am free because I know that I alone am morally responsible for everything I do.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-07 19:04:58
March 06 2025 23:11 GMT
#86
On March 07 2025 08:00 ThunderJunk wrote:
Show nested quote +
On March 07 2025 07:36 mtcn77 wrote:
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.

I think D-Webs need Reavers, or Carriers to shine. You need some trump card, or air attack to make the 15 seconds ground disable count. The problem is not siege tanks, it is all the support units surrounding them that Dragoons struggle with.
About High Templars, consider this: from 2 HTs, instead of 6 storms, you cast 5 storms, 1 hallucinate, or 4 storms and 2 hallucinate. Would it work?
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
March 06 2025 23:12 GMT
#87
mass +3 attack goon / corsair.

Traps T on 3 bases. Carrier transition right there. GG.
I am free because I know that I alone am morally responsible for everything I do.
HolySmokes
Profile Joined December 2024
56 Posts
March 07 2025 01:05 GMT
#88
On March 07 2025 08:11 mtcn77 wrote:
Show nested quote +
On March 07 2025 08:00 ThunderJunk wrote:
On March 07 2025 07:36 mtcn77 wrote:
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
[quote]

The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.

I think D-Webs need Reavers, or Carriers to shine. You need some trump card, or air attack to make the 15 seconds ground disable count. The problem is not siege tanks, it is all the support units surrounding them that Dragoons struggle with.
About High Templars, consider this: you cast 5 storms, 1 hallucinate. You end up with 2 hallucinated high templars and make 2 archons from 2 high templars and 2 hallucinated ones. Alternatively, you cast 2 storms from 1 HT. The second HT hallucinates it. You make an Archon from the depleted HT and hallucination. When the Archon is summoned you hallucinate the Archon and make a second Archon from the other HT hallucination with the second HT. Thereby, you end up with 2 Archons, 2 hallucinated Archons from 2 HTs. Imagine 1 psyonic storm, 1 Archon and 1 hallucinated Archon from 1 HT - that is 1080HP from 2 depleted HT's.
I think there is a whole another side to starcraft unbeknownst to us.


Thing is, will that "bug" be allowed? I don't really see a problem with it, but I do want to see Protoss grow.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-07 19:05:59
March 07 2025 01:06 GMT
#89
On March 07 2025 10:05 HolySmokes wrote:
Show nested quote +
On March 07 2025 08:11 mtcn77 wrote:
On March 07 2025 08:00 ThunderJunk wrote:
On March 07 2025 07:36 mtcn77 wrote:
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
[quote]

No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.

I think D-Webs need Reavers, or Carriers to shine. You need some trump card, or air attack to make the 15 seconds ground disable count. The problem is not siege tanks, it is all the support units surrounding them that Dragoons struggle with.
About High Templars, consider this: you cast 5 storms, 1 hallucinate. You end up with 2 hallucinated high templars and make 2 archons from 2 high templars and 2 hallucinated ones. Alternatively, you cast 2 storms from 1 HT. The second HT hallucinates it. You make an Archon from the depleted HT and hallucination. When the Archon is summoned you hallucinate the Archon and make a second Archon from the other HT hallucination with the second HT. Thereby, you end up with 2 Archons, 2 hallucinated Archons from 2 HTs. Imagine 1 psyonic storm, 1 Archon and 1 hallucinated Archon from 1 HT - that is 1080HP from 2 depleted HT's.
I think there is a whole another side to starcraft unbeknownst to us.


Thing is, will that "bug" be allowed? I don't really see a problem with it, but I do want to see Protoss grow.

Tried it, doesn't work.
Turrican
iopq
Profile Blog Joined March 2009
United States1013 Posts
March 07 2025 08:00 GMT
#90
You guys are sleeping on parasite. Imagine you either force a unit to be taken out of the army or track where the while Protoss army is. It's way better than broodling early game. Put it on archons, corsairs and shuttles.

If they sack the unit or put it in the corner of the map it's the same result as casting broodling, the unit doesn't participate. If they do keep it around, the vision benefits are even better
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-03-07 08:02:12
March 07 2025 08:01 GMT
#91
On March 07 2025 05:22 ThunderJunk wrote:
Show nested quote +
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
On March 03 2025 18:55 SiarX wrote:
The issue is that accumulation of energy for disruption webs takes so long, and corsairs are otherwise useless, so you have wasted a lot of resources on corsairs, d-web and fleet beacon, and you smaller ground army is at risk of being overwhelmed... Why not to spend them on shuttles with zealots instead? They will do the same job.


The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.


A lot, since tanks also fire at each other. Just look at any pro game where protoss choses to play speed shuttles.. They are really effective. Also it is hard to spread tanks think, and then they start firing at each other. If they group up, then they get stormed.

Not to mention that zealots can drag mines at terran positions.

Terran always has goliaths with extremely long range and turrets, corsairs wont be able to scout much anyway.

SiarX
Profile Joined December 2021
104 Posts
March 07 2025 08:03 GMT
#92
On March 07 2025 08:11 mtcn77 wrote:
Show nested quote +
On March 07 2025 08:00 ThunderJunk wrote:
On March 07 2025 07:36 mtcn77 wrote:
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
On March 06 2025 00:58 ThunderJunk wrote:
[quote]

The same argument can be made about queens in ZvT. J/S


No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.

I think D-Webs need Reavers, or Carriers to shine. You need some trump card, or air attack to make the 15 seconds ground disable count. The problem is not siege tanks, it is all the support units surrounding them that Dragoons struggle with.
About High Templars, consider this: you cast 5 storms, 1 hallucinate. You end up with 2 hallucinated high templars and make 2 archons from 2 high templars and 2 hallucinated ones. Alternatively, you cast 2 storms from 1 HT. The second HT hallucinates it. You make an Archon from the depleted HT and hallucination. When the Archon is summoned you hallucinate the Archon and make a second Archon from the other HT hallucination with the second HT. Thereby, you end up with 2 Archons, 2 hallucinated Archons from 2 HTs. Imagine 1 psyonic storm, 1 Archon and 1 hallucinated Archon from 1 HT - that is 1080HP from 2 depleted HT's.
I think there is a whole another side to starcraft unbeknownst to us.


Sounds cool vs zerg and maybe protoss, but do not those archons still receive double damage?.. Also storm effectively saves up more of your units by killing enemy units in mass, I think

mtcn77
Profile Joined September 2013
Turkey639 Posts
March 07 2025 08:07 GMT
#93
On March 07 2025 17:00 iopq wrote:
You guys are sleeping on parasite. Imagine you either force a unit to be taken out of the army or track where the while Protoss army is. It's way better than broodling early game. Put it on archons, corsairs and shuttles.

If they sack the unit or put it in the corner of the map it's the same result as casting broodling, the unit doesn't participate. If they do keep it around, the vision benefits are even better

Since when do protoss worry about zerg vision?
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-07 19:02:30
March 07 2025 08:36 GMT
#94
On March 07 2025 17:03 SiarX wrote:
Show nested quote +
On March 07 2025 08:11 mtcn77 wrote:
On March 07 2025 08:00 ThunderJunk wrote:
On March 07 2025 07:36 mtcn77 wrote:
On March 07 2025 07:30 ThunderJunk wrote:
On March 07 2025 06:30 mtcn77 wrote:
On March 07 2025 05:22 ThunderJunk wrote:
On March 06 2025 20:51 SiarX wrote:
On March 06 2025 07:43 ThunderJunk wrote:
On March 06 2025 01:14 SiarX wrote:
[quote]

No, because insta kill of tank (with queen likely surviving, since terran mech anti-air is not very good vs zerg) is so much better than 15 secs D-web. It basically puts terran mech on death clock timer, like carriers.


But with Corsairs, you get to decide before the engagement where the web will go, so you can lock out the defenses at a 3rd or 4th.

You can also put a dweb between two tanks, even if they're spaced out and still lock out 2 tanks, whereas broodlings can only get 1 tank in that scenario.

Low goon count? All zealots? Lots of spider mines? Dweb solves that problem too. Spider mines don't activate under D-web.

And funny you should mention carriers.. we already have a fleet beacon! So the transition to carriers is that much closer.


Vs mech queen does things, which no other zerg unit can do. Corsair does the same thing which zealot +shuttles do, but worse because corsairs contribute nothing otherwise (zealots might even survive,and if they do not, they do not remain a dead supply), take long time to build energy and make your ground army weaker.


How many well-spread tanks, vulture-supported can you invalidate in a fight with 3 zealots in a shuttle? That's the same supply as 4 corsairs with disruption web, which can nullify the entirety of a terran's army for 15 seconds regardless of how entrenched the position is.

And they're not strictly useless.. they move fast. They're pretty much the best scouting tool Protoss has. If an observer gets scanned, it's dead. Corsairs can run away from anything besides a whole bunch of goliaths turning a corner. But if the T has a whole bunch of goliaths, their ground vs ground army is quite a bit weaker too.

In a 200/200 scenario, I'd ALWAYS rather have 4 corsairs with d-web over one shuttle with 3 zealots.

After trading gateway units for tanks at 11 minutes, instead of taking more bases, go d-web! If T scans you and sees one stargate and a fleet beacon at 13 minutes - they'll assume there's another stargate somewhere and start prepping for carriers. Corsair D-web comes online quite a lot faster than carriers. D-web only takes 50 seconds to research. You can STUFF their pre-carrier timing push with d-web. If they don't scan/push and play defensive, d-web cracks a base every time you push.

I honestly can't think of a situation where it would be worthwhile to research Argus Jewel, since it takes 100 seconds to research.. but 2 webs per corsair does seem pretty insane.

It takes 3:54 to charge 2 D-Webs. Most of the benefit of zealot bombs is not just switching between targets. Tanks literally take time to swivel their turret. You lose something to the tune of 0.5-1.0 seconds that they don't fire on incoming enemy. If they do it twice, you dropped behind the siege line and they have to spin twice, that is 1-2 seconds delay - literally %33-65 of reload time. Two consecutive drops are like 1 missed volley. It is priceless.
What is more, I just watched Rain vs Ssak on Namkraft. Rain literally lost time on Dragoons just to push mines between SCVs and siege tanks. It is only by grace of 2 vultures that Ssak was able to disarm them in time while Dragoons were struggling to get through the SCVs. Zealot bombs don't just delay entrenchments, they also break them by triggering mines. I forgot to say they also trigger friendly fire. D-Webs don't. What is even more it takes 25.2 and 37.8 seconds to train a zealot and a shuttle respectively.


That's really cool information. Thanks for that!

I agree that MOST of the time corsairs aren't a sensible option in PvT. But consider this specific game state:

You've just attempted to crack the 3rd at like 11:20 using a big gateway man push off 4 bases - and you succeeded in trading away about 50 supply in the Terran army, but the T kept his 3rd up. He has 1 armory. You have 1 forge. Your robo has only made observers - no robotics support bay - no speed for shuttles.

You can't crack the 3rd with another push because of tanks in the back line on high ground, but Terran also can't move out against you. So, Terran gets the 2nd armory and turtles on 3 bases.. You know you have about 3 or 4 minutes to play with before a big push or Terran secures his 4th.

You have 3 gas. Your tech is delayed, but you have attack upgrades. You lost a lot of zealots but you kept a bunch of your goons alive.

In this specific situation, most Protoss players would expand again, and try to catch up with delayed storm and drop tech. I'm proposing that in this situation, instead of expanding again - and trying to survive with fewer storms than you really need, only to get flattened by the follow-up push and strong Terran economy... You put down a stargate, pop out 2-3 corsairs, and research disruption web.

It seems to me like d-web is the only thing in that situation that can swing the game, because your high goon count ensures that the Terran army has to move together, but by moving together it becomes more vulnerable to d-web. Either take an actually cost-effective trade against their army when they push out so you can expand again and THEN tech, or completely sack their 4th base, and have a couple d-webs in reserve to take the cost-effective trade in a 4-3 base scenario.

I don't know if it's completely tenable, but it seems like a better option than expanding to a quick 5th and just dying.

I was going to say I agree once you have 200/200, protoss has a whole another arsenal of units squeezing water out of rock with hallucinated units and D-Webs. Though it needs someone smarter than me to push ahead with this. I cannot even decide how many hatcheries in my gameplay.


This is going to sound the Most sacreligious - but that push doesn't need templar tech. So, just skip storm until you have your D-web pressure running. 200 gas for templar archives. 200 gas for storm. 600 gas for 4 HTs. That's 1000 gas. 150 for stargate. 200 for fleet beacon. 200 for d-web. 4 corsairs. 950 gas.

I think it can actually work.

I think D-Webs need Reavers, or Carriers to shine. You need some trump card, or air attack to make the 15 seconds ground disable count. The problem is not siege tanks, it is all the support units surrounding them that Dragoons struggle with.
About High Templars, consider this: you cast 5 storms, 1 hallucinate. You end up with 2 hallucinated high templars and make 2 archons from 2 high templars and 2 hallucinated ones. Alternatively, you cast 2 storms from 1 HT. The second HT hallucinates it. You make an Archon from the depleted HT and hallucination. When the Archon is summoned you hallucinate the Archon and make a second Archon from the other HT hallucination with the second HT. Thereby, you end up with 2 Archons, 2 hallucinated Archons from 2 HTs. Imagine 1 psyonic storm, 1 Archon and 1 hallucinated Archon from 1 HT - that is 1080HP from 2 depleted HT's.
I think there is a whole another side to starcraft unbeknownst to us.


Sounds cool vs zerg and maybe protoss, but do not those archons still receive double damage?.. Also storm effectively saves up more of your units by killing enemy units in mass, I think


You can trade between 6 psionic storms from 2 HTs lategame all you want. Hallucinate is still 50% faster than psionic storm to research at the beginning of the game. I tried it in a game. It needs more work, you wait more than the second HT for a hallucination, more like a third.
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-10 12:49:23
March 10 2025 11:09 GMT
#95
I watched zelot vs scan CNSL5 6th game over two years ago and I think I'm correct in assuming guardian rushes need air superiority on the zerg's part. Scan moves out with valkyries and M&M. Zelot's guardians are in the open and he doesn't order the hydralisks to target 7 valkyries. What happens next is a complete steamroll. Guardians should come only after devourers since there isn't a way to protect them once marines take attack priority and valkyries can clean house. What instead should happen is devourers to cover for guardians coupled with hydralisks.
PS: Zelot could have opted for 9 devourers 3 guardians and 5 mutalisks instead of 8 guardians 9 mutalisks and 14 hydralisks. They have the same investment cost.
Turrican
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
March 10 2025 13:54 GMT
#96
Guardian rushes need air only terrain first of all, preferably a high ground area at the Terran's natural where the gas is exposed. And just forget about it if Terran has 2 port already and scanned your greater spire. If you don't surprise the Terran with it, you shouldn't win.

Zelot was in a scenario he should never be in. Resources spent on devourers wouldn't help him there. Devourers suck ass, because they're literally an anti air support unit. Their cooldown sucks, their speed sucks, their cost sucks. Everything about them sucks in your average TvZ, Building them to first to gain aiir superiority is just auto-loss.

The only time you should build Devourer is when you have useless (hurt) mutalisks and you're sieging Terran's natural with Guardians while terran is spamming wraiths to hold on for dear life while sitting fortified with turret/tank/bunker/mm.


Zelot is probably the most likely to build guardians because his play style is literally all in, which is something Scan is well aware of, and also why Zelot never accomplished anything big in BW.
FBH #1!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-10 14:33:08
March 10 2025 14:05 GMT
#97
On March 10 2025 22:54 Peeano wrote:
Guardian rushes need air only terrain first of all, preferably a high ground area at the Terran's natural where the gas is exposed. And just forget about it if Terran has 2 port already and scanned your greater spire. If you don't surprise the Terran with it, you shouldn't win.

Zelot was in a scenario he should never be in. Resources spent on devourers wouldn't help him there. Devourers suck ass, because they're literally an anti air support unit. Their cooldown sucks, their speed sucks, their cost sucks. Everything about them sucks in your average TvZ, Building them to first to gain aiir superiority is just auto-loss.

The only time you should build Devourer is when you have useless (hurt) mutalisks and you're sieging Terran's natural with Guardians while terran is spamming wraiths to hold on for dear life while sitting fortified with turret/tank/bunker/mm.


Zelot is probably the most likely to build guardians because his play style is literally all in, which is something Scan is well aware of, and also why Zelot never accomplished anything big in BW.

Just before the big engage at 18:00 he just lost 9 mutalisks. Those could be revitalized into devourers and terran had 0 armor, likewise for zelot. That is not the gist of it, though. He was traversing the plateau with his guardians. If he had an air army, he could coast outside of the ridge and expect valkyries to come. He was flying above the plateau just because he was counting on the ground hydralisk cover to provide safe passage for the guardians. I don't think guardians are good vs buildings. They are only good against marines because they are small units that hydralisks lose 50% of their dps fighting against. Guardians keep marines away, devourers and mutalisks keep valkyries away, the rest of the army pick at other things.
PS: I think this army is too overwhelming unless the queen ensnare ability is also used. Whatever the case I don't think that is the only unit composition for a 3150/2850 zerg army.
PS 2: I rechecked and behold, 5 Devourers 9 Mutalisks have 18.2% higher dps than 9 Devourers and 5 Mutalisks. That is 600/200 more resources we can lift up our main army with. That is 8 Hydralisks.
Turrican
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
March 10 2025 14:32 GMT
#98
Valks can outrange mutalisk by a lot, and they can fire twice in the time a devourer can shoot once. Devourers/muta don't keep valks away unless the Terran literally doesn't know how to patrol micro

To fight guardians on air only terrain you need gas. Guardians practically shit on anything that sits on the ground, not just marines.
FBH #1!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-10 14:55:20
March 10 2025 14:36 GMT
#99
On March 10 2025 23:32 Peeano wrote:
Valks can outrange mutalisk by a lot, and they can fire twice in the time a devourer can shoot once. Devourers/muta don't keep valks away unless the Terran literally doesn't know how to patrol micro

To fight guardians on air only terrain you need gas. Guardians practically shit on anything that sits on the ground, not just marines.

Devourers aren't for damage, they are for damage buff. Each attack reduces army by 1. It is no small feat. They are not used just like queen ensnares are not used, eventhough queens have a 9 range from which to cast ensnare to slow the approaching army. They are easier than plague and plague is used every game.
PS: according to liquipedia, devourer acid spores stack up to 7 and increase cooldown by ⅛th. Suppose you hit with the ensnare ability of the queen first - that neutralises stimpack - each marine would be slowed to its original speed and 7 valkyries would hit at 53% rate. I don't know which side of the isle you sit, but I'm taking my chances that is better than what we saw.
Turrican
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
March 10 2025 15:06 GMT
#100
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.
FBH #1!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-03-10 17:05:05
March 10 2025 15:19 GMT
#101
On March 11 2025 00:06 Peeano wrote:
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.

Devourer acid spores last 50.4 seconds according to liquipedia. Also, you recall I compared Zelot's army composition to my 9D5M3G composition and then corrected saying 5D9M3G does more and applied the 600/200 saving for 8 hydralisks. Well, you already have a queen's nest when you go hive for greater spire. Ensnare and Queen is just 100/100 & 100/100 away from that. You are still within budget. It takes only 38 seconds for queen to charge 75 energy for an ensnare. Plague would definitely help, but that would mean Scan is fighting against Action, not Zelot for starters.
PS: it is still possible to cancel 2 more guardians and get 5D11M1G8H1Q army.
PS 2: you can cancel 1 devourer and get 2 more hydralisks as above. 3D13M1G12H1Q is in fact 7.5% better than the above 8 hydralisk composition.
PS 3: I compared upgrades. Ironically, 13 mutalisks and 3 devourers don't make an air attack upgrade as viable as 1 ground attack upgrade for 12 hydralisks. In this case replacing literally 2 mutalisks for half the price.
Turrican
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
March 10 2025 16:10 GMT
#102
On March 11 2025 00:06 Peeano wrote:
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.

trying to have a proper discussion about starcraft with this guy is a joke. The dude loves fellating himself over numbers and not actually playing the game.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 10 2025 16:11 GMT
#103
On March 11 2025 01:10 FlaShFTW wrote:
Show nested quote +
On March 11 2025 00:06 Peeano wrote:
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.

trying to have a proper discussion about starcraft with this guy is a joke. The dude loves fellating himself over numbers and not actually playing the game.

At least I root for the underdog.
Turrican
WombaT
Profile Blog Joined May 2010
Northern Ireland26194 Posts
March 10 2025 16:32 GMT
#104
On March 11 2025 01:11 mtcn77 wrote:
Show nested quote +
On March 11 2025 01:10 FlaShFTW wrote:
On March 11 2025 00:06 Peeano wrote:
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.

trying to have a proper discussion about starcraft with this guy is a joke. The dude loves fellating himself over numbers and not actually playing the game.

At least I root for the underdog.

There is no spoon dog. Regular or under.

People aren’t rooting against it, I dare say many would love to see some revolutionary player redefining metas, or even just the occasional notable win with unfashionable unit compositions.

That would be sick!

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
March 10 2025 16:57 GMT
#105
On March 11 2025 01:32 WombaT wrote:
Show nested quote +
On March 11 2025 01:11 mtcn77 wrote:
On March 11 2025 01:10 FlaShFTW wrote:
On March 11 2025 00:06 Peeano wrote:
Anything more than 3-4 devourers is a joke. If you can get away with more, It implies you already won but your opponent has Fantasy gg timing.

Buffing muta is not very helpful when Valkyries have twice the range and the same movement speed (and can do patrol micro...) You'd need the ensnare you were talking about, which is even more resources investment on a support unit.


The scenario where you can afford queen/guard/dev/muta, needs ensnare used effectively before you can get guard/dev without dying... ...in which case plague follow up would probably be better >95% of the time.

trying to have a proper discussion about starcraft with this guy is a joke. The dude loves fellating himself over numbers and not actually playing the game.

At least I root for the underdog.

There is no spoon dog. Regular or under.

People aren’t rooting against it, I dare say many would love to see some revolutionary player redefining metas, or even just the occasional notable win with unfashionable unit compositions.

That would be sick!


Exactly this. I loved FlaSh for his ability to 1) change the meta game so well and define the meta, and 2) carry a pretty mediocre KT side to greatness until they finally got reinforcements by developing players like Stats during Kespa era. Not sure how this is relevant at all either.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SiarX
Profile Joined December 2021
104 Posts
Last Edited: 2025-03-10 16:59:21
March 10 2025 16:58 GMT
#106
I do not think air zerg stands any chance vs mass valkyries, unless he uses ensnare well. Mass devourers will not help, they are support units for mutas, and valks wreck mutas,
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-10 17:58:01
March 10 2025 17:44 GMT
#107
Restoration costs just as much to upgrade as one queen takes to build - so wouldn't it pretty much ALWAYS be worth it to get one queen to parasite the first or second science vessel that comes out?

(I remember seeing a pro parasite a science vessel once and it completely wrecked the Terran's strat because he never felt like he could move his vessel out onto the map and he was effectively just down his first vessel.)

Also, isn't ensnare actually really good? It lasts 40 seconds, makes bio worse, and if you land it on vessels they're doomed to scourge.

So, wouldn't it be sensible to get just one queen every ZvT game?

And Protoss doesn't even have any solution to parasite besides killing their own unit in cold blood. So, why not get one in every ZvP, too?
I am free because I know that I alone am morally responsible for everything I do.
FlaShFTW
Profile Blog Joined February 2010
United States10247 Posts
March 10 2025 17:56 GMT
#108
On March 11 2025 02:44 ThunderJunk wrote:
Restoration costs just as much to upgrade as one queen takes to build - so wouldn't it pretty much ALWAYS be worth it to get one queen to parasite the first or second science vessel that comes out?

I remember seeing a pro parasite a science vessel once and it completely wrecked the Terran's strat because he never felt like he could move his vessel out onto the map and he was effectively just down his first vessel.

The vessel can just be kept on top of the marines, and honestly once vessels are our and terran begins to get the bio contains at each of the zerg bases, zerg sorta already knows where the terran units are.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-10 18:12:09
March 10 2025 18:09 GMT
#109
On March 11 2025 02:56 FlaShFTW wrote:
Show nested quote +
On March 11 2025 02:44 ThunderJunk wrote:
Restoration costs just as much to upgrade as one queen takes to build - so wouldn't it pretty much ALWAYS be worth it to get one queen to parasite the first or second science vessel that comes out?

I remember seeing a pro parasite a science vessel once and it completely wrecked the Terran's strat because he never felt like he could move his vessel out onto the map and he was effectively just down his first vessel.

The vessel can just be kept on top of the marines, and honestly once vessels are our and terran begins to get the bio contains at each of the zerg bases, zerg sorta already knows where the terran units are.


If the Z main is bottom right, and knows that T is lurking outside the bottom right base, and Z has a third bottom left, there are moments where Z can make a non-gamble, informed judgment call to squeeze out an extra drone or two at the unpressured third. In a scenario where you could squeeze out one extra drone in this way, the queen will have paid for itself and also the drone in just 4.5 minutes... Okay, that doesn't actually sound very impressive in retrospect :\

Getting a parasite on a dropship would feel amazing though
I am free because I know that I alone am morally responsible for everything I do.
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 10 2025 18:37 GMT
#110
On March 11 2025 03:09 ThunderJunk wrote:
Show nested quote +
On March 11 2025 02:56 FlaShFTW wrote:
On March 11 2025 02:44 ThunderJunk wrote:
Restoration costs just as much to upgrade as one queen takes to build - so wouldn't it pretty much ALWAYS be worth it to get one queen to parasite the first or second science vessel that comes out?

I remember seeing a pro parasite a science vessel once and it completely wrecked the Terran's strat because he never felt like he could move his vessel out onto the map and he was effectively just down his first vessel.

The vessel can just be kept on top of the marines, and honestly once vessels are our and terran begins to get the bio contains at each of the zerg bases, zerg sorta already knows where the terran units are.


If the Z main is bottom right, and knows that T is lurking outside the bottom right base, and Z has a third bottom left, there are moments where Z can make a non-gamble, informed judgment call to squeeze out an extra drone or two at the unpressured third. In a scenario where you could squeeze out one extra drone in this way, the queen will have paid for itself and also the drone in just 4.5 minutes... Okay, that doesn't actually sound very impressive in retrospect :\

Getting a parasite on a dropship would feel amazing though

But science vessels are slow. If you play cat and mouse it won't be able to irradiate your mutalisks. That is the point of parasite.
Turrican
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
Last Edited: 2025-03-11 12:56:17
March 11 2025 12:55 GMT
#111
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1054 Posts
Last Edited: 2025-03-11 13:52:27
March 11 2025 13:52 GMT
#112
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.

Parasite is pretty big vs mech when using broodlings. Give u low risk vision of mech armies for easier broodling pre-targeting from further away. Bunch of pros frequently use it like that.
JDON MY SOUL!
Peeano
Profile Blog Joined March 2009
Netherlands5195 Posts
March 11 2025 14:42 GMT
#113
RJB can you check your inbox at the top left. Thx
FBH #1!
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 11 2025 15:29 GMT
#114
On March 11 2025 22:52 RJBTVYOUTUBE wrote:
Show nested quote +
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.

Parasite is pretty big vs mech when using broodlings. Give u low risk vision of mech armies for easier broodling pre-targeting from further away. Bunch of pros frequently use it like that.

Yup. It’s also a valid option when going ensnare against a wraith build. There is nothing wrong with parasite when you already have queens. It’s a spell that’s situationally quite good.

Going queen when you are transitioning from muta to lurker ti parasite a vessel is something else. If anything, ensnare is super good against those late early game bio balls because it negates stim and allows muta to take out bioballs. But at that super crucial point of the game you have bigger things to worry about than to get vision from a science vessel.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-11 15:44:48
March 11 2025 15:44 GMT
#115
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.


Restore costs just as much to research as a queen takes to build - so if you force that reaction off one queen you're still even on resources.

It's going to be a lot easier to keep your mutas alive and time your lurkers correctly if you have an exact read on how the marines are clumped and where the Terran army is.

Would you rather have 9 mutas and be blind or 8 mutas and 1 queen but know exactly what to do with them? You'd save a lot of APM using your Mutas if you didn't have to worry about them running into a bio ball because you know the bio ball is somewhere else - and if the science vessel isn't with the army it's stuck at home and that's more than worth a queen.

If T sees it coming and researches restore, that's one less tank to bust your natural - wouldn't you always be willing to sacrifice one muta to kill one tank?
I am free because I know that I alone am morally responsible for everything I do.
lJTJPl
Profile Joined December 2020
25 Posts
March 11 2025 16:14 GMT
#116
its not the strength of there army, its the way you move your sword, its not the build... its the essence of the battle
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 11 2025 17:46 GMT
#117
On March 12 2025 00:29 Biff The Understudy wrote:
Show nested quote +
On March 11 2025 22:52 RJBTVYOUTUBE wrote:
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.

Parasite is pretty big vs mech when using broodlings. Give u low risk vision of mech armies for easier broodling pre-targeting from further away. Bunch of pros frequently use it like that.

Yup. It’s also a valid option when going ensnare against a wraith build. There is nothing wrong with parasite when you already have queens. It’s a spell that’s situationally quite good.

Going queen when you are transitioning from muta to lurker ti parasite a vessel is something else. If anything, ensnare is super good against those late early game bio balls because it negates stim and allows muta to take out bioballs. But at that super crucial point of the game you have bigger things to worry about than to get vision from a science vessel.

Not to prove a counter point, but you do know when you have full vision of a unit you can switch to peripheral vision and go about your business while you monitor the unit inside the minimap. Even the best of us are not immune to map awareness. Jaedong lost the groupstage to Light because he assumed Light would go to 5' o'clock base when he went to the main 2' o'clock and he couldn't reach the sunkens with mutalisks in time. A similar thing occured to Bisu, forgot which.
I think map awareness is like proprioception, it is the first skill to go when a Starcraft pro retires.
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 12 2025 00:50 GMT
#118
On March 12 2025 00:44 ThunderJunk wrote:
Show nested quote +
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.


Restore costs just as much to research as a queen takes to build - so if you force that reaction off one queen you're still even on resources.

It's going to be a lot easier to keep your mutas alive and time your lurkers correctly if you have an exact read on how the marines are clumped and where the Terran army is.

Would you rather have 9 mutas and be blind or 8 mutas and 1 queen but know exactly what to do with them? You'd save a lot of APM using your Mutas if you didn't have to worry about them running into a bio ball because you know the bio ball is somewhere else - and if the science vessel isn't with the army it's stuck at home and that's more than worth a queen.

If T sees it coming and researches restore, that's one less tank to bust your natural - wouldn't you always be willing to sacrifice one muta to kill one tank?

If Terran spends mana on restore, that is equal to 10 marines wasting 1 stim. The majority of games Terran loses is because they get scared and overuse stimpacks. The way Zerg wins is doing fake dives until Terran is just out of mana until doing it for real. I think everything about Queens is pure win when faced with bio - oh and one more thing: ensnare doesn't work on terran mech units.
Turrican
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-12 01:00:08
March 12 2025 00:58 GMT
#119
I am free because I know that I alone am morally responsible for everything I do.
ThunderJunk
Profile Joined December 2015
United States717 Posts
Last Edited: 2025-03-12 01:00:57
March 12 2025 00:59 GMT
#120
I went to Dewalt's Twitch stream and wrote

"PvT. Gatewayman. 11:30 push. 200/200. Trade. No templar. Stargate. Corsair. Disruption Web. No 4th. +2 attack. Goons."

He said in his Russian accent,

"What is this, Mr. Thunderjunk"?

I wrote,

"The future."

He replied.

"The future..? Hm. Shitty build."

I respect him.
I am free because I know that I alone am morally responsible for everything I do.
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 12 2025 06:37 GMT
#121
On March 12 2025 09:59 ThunderJunk wrote:
I went to Dewalt's Twitch stream and wrote

"PvT. Gatewayman. 11:30 push. 200/200. Trade. No templar. Stargate. Corsair. Disruption Web. No 4th. +2 attack. Goons."

He said in his Russian accent,

"What is this, Mr. Thunderjunk"?

I wrote,

"The future."

He replied.

"The future..? Hm. Shitty build."

I respect him.

You know Dragoons and Hydralisks suck against the simplest of units right? They are good against mech, but not against bio.
Turrican
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 12 2025 07:53 GMT
#122
On March 12 2025 00:44 ThunderJunk wrote:
Show nested quote +
On March 11 2025 21:55 Biff The Understudy wrote:
If parasite was so interesting in the mid game (it’s not), terran would research restore and use a medic to get rid of it.

Generally the idea that in a phase of the game where every apm and every second counts and where you can die to a bust because you mismicroed your mutas once or because your lurkers are 4 seconds later than the terran bust, you will make a Queen to get vision by microing it to a vessel and using parasite to get to see stuff you already know are happening is a bit baroque.


Restore costs just as much to research as a queen takes to build - so if you force that reaction off one queen you're still even on resources.

It's going to be a lot easier to keep your mutas alive and time your lurkers correctly if you have an exact read on how the marines are clumped and where the Terran army is.

Would you rather have 9 mutas and be blind or 8 mutas and 1 queen but know exactly what to do with them? You'd save a lot of APM using your Mutas if you didn't have to worry about them running into a bio ball because you know the bio ball is somewhere else - and if the science vessel isn't with the army it's stuck at home and that's more than worth a queen.

If T sees it coming and researches restore, that's one less tank to bust your natural - wouldn't you always be willing to sacrifice one muta to kill one tank?

My point is that terran wouldn’t research restore anyway because zerg wouldn’t bother with it, because at that point of the game it makes zero sense.

The transition between muta harass to lurker and then defiler is on an absolute knife edge, it’s all a matter of seconds and survival. There moment you guys are talking about is after science vessel come out and before defilers are out, that’s a small window where Zerg absolutely knows where terran is: Terran is moving out to kill him. When you have defiler, i don’t think that parasite makes much sense when you have plague instead. You are going to use your resources and apm to reduce the vessel count, not to get some intel that your opponent can easily counter.

As i said there is a niche application for the spell when you are fighting merch and you are making queens anyway.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Liquid`Drone
Profile Joined September 2002
Norway28722 Posts
Last Edited: 2025-03-12 22:38:52
March 12 2025 10:57 GMT
#123
On March 11 2025 02:44 ThunderJunk wrote:
Restoration costs just as much to upgrade as one queen takes to build - so wouldn't it pretty much ALWAYS be worth it to get one queen to parasite the first or second science vessel that comes out?

(I remember seeing a pro parasite a science vessel once and it completely wrecked the Terran's strat because he never felt like he could move his vessel out onto the map and he was effectively just down his first vessel.)

Also, isn't ensnare actually really good? It lasts 40 seconds, makes bio worse, and if you land it on vessels they're doomed to scourge.

So, wouldn't it be sensible to get just one queen every ZvT game?

And Protoss doesn't even have any solution to parasite besides killing their own unit in cold blood. So, why not get one in every ZvP, too?


Zergs should get one or more queen in every zvp game that goes to hive and in most zvt games where hive is started. This is honestly one of the areas where there is most room for improvement.

But parasite vs t is kinda meh, aside from what people are saying, using broodling vs mech. The thing people need to remember is that starcraft isn't a game with just 2 resources - minerals and vespene - but a third one too; attention. Queens require a dedicated hotkey to be used well, and those hotkeys are in limited supply. Parasite has long range, but the utility of it, vs a bio-terran who can get restore to counter it, is pretty limited.

As the - honestly - biggest queen proponent in the western world, and probably the player with the most experience using them, these are the ways queens should be used:

Parasite against mid-late/late game protoss. Throw them on archons and shuttles. Not something to rush for, but no reason not to build 2 queens for this purpose after you've gotten hive and defiler tech - it's definitely worth it, and protoss has no answer. The only downside, honestly, is that this might inspire more protoss players to go for dark archons, and those are pretty good and we should be happy if p doesn't bother with them.

Parasite to help you clone broodling against mech armies. You might only get to do it once before t counters with restore, but that one time is often game winning.

Parasite against protoss players going sair reaver. (Here, you're also getting queens for ensnare, but parasiting a few sairs so you know where the army is headed means your hydras are always in place to defend and suddenly you've neutered part of the strength of sair reaver - that you won't have overlords in place to know where he's going. Protoss will often send their parasited sairs into a corner/suicide them - in this case, keep parasiting, that's obviously worth it for you)

Ensnare:
Ensnare vs wraiths is just fantastic
Ensnare vs bio if you are going crazy zerg or hydra lurker. But if you're doing a standard muta into lurker into defiler, you should prioritize the defiler, and honestly, queens are a bit too demanding to add to the mix in this scenario. Going crazy zerg though? 100% get queens for ensnare.

Vs protoss, ensnare is less good. It's fantastic against sair reaver (or any really committed sair build), but generally not awesome against protoss ground, especially not if it's a dragoon/templar based army. P can usually wait it out and just storm in that case, and the queens might get picked off. It's not like it's bad - if you manage to ensnare 15 p units then that's definitely annoying for p, but it's not outright game winning.

One exception: In the super late game, when protoss has abandoned goons (because of defilers) and their army consists of mass archon, reavers, templars and zealots, zerg has an army combination that obliterates this, but which hardly ever sees the light of day: The queen guardian (hydra) mix. I've genuinely won a lot of games where protoss had a 12 archon 6 templar 4 reaver lots of zealots army by making this switch - you have parasited the archons, you do a cloned broodling attack on the templars, and then you ensnare the archons and swoop in with guardians. This can genuinely allow a zerg to completely destroy a more costly protoss army, with hardly any losses - completely unheard of if you stick to hydra lurk ling defiler ultra like most do. This is more of a post 25-30 minute thing, but honestly, in games lasting more than 30 minutes, zergs should often make 6-12 queens and utilize all 3 spells. Before that point, generally too costly and knife edgy.

Broodling:
Well, vs mech is obvious. This, and to counter wraith play, are the two ways where queens are so obviously good that you frequently see people do it. Aside from that, it's also viable when going hydra lurker and facing bio with double factory tank support.

Additionally, the aforementioned mass broodling vs templar (or even goon templar) in the super late game. Here's an example -


You can see that I've parasited the archon so I have perfect view of the army, then I just clone broodlings and easily kill the base using hydras after. Would defiler lurker ling work? Sure, but it'd almost certainly be more costly - I kill 8 goons, 2 archons, 2 templars, 4 cannons, 2 zealots, while only losing like 8 out of a 24 hydra army, here. All the queens survive and get to broodling more later on.
Moderator
SiarX
Profile Joined December 2021
104 Posts
March 12 2025 17:51 GMT
#124
Queens are APM taxing, this is why zergs usually do not bother getting them. They already have enough on their hands: muta micro, then defiler and lurker micro, larva...
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1054 Posts
Last Edited: 2025-03-13 03:22:43
March 13 2025 03:20 GMT
#125
On March 13 2025 02:51 SiarX wrote:
Queens are APM taxing, this is why zergs usually do not bother getting them. They already have enough on their hands: muta micro, then defiler and lurker micro, larva...

Queens are viable only vs Mech, wraiths and situationally marines around 10-13 minutes when terran doesnt have absolutely massive marines groups. Also viable in super late game vs protoss but thats rare.

The restore argument some made can work. But I have seen only RoyaL do it because he loves to experiment with rarely used tech. He used restore for his vessels, not vs parasite though.
JDON MY SOUL!
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
March 13 2025 05:56 GMT
#126
Dark archons have been more and more popular these days in pvz since they directly counter the muta ball sniping templars
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Biff The Understudy
Profile Blog Joined February 2008
France7924 Posts
March 13 2025 22:54 GMT
#127
On March 13 2025 14:56 pyrogenetix wrote:
Dark archons have been more and more popular these days in pvz since they directly counter the muta ball sniping templars

Feedback is also amazing against defilers. Mini used it to fast effect against Jaedong this week in their bo7 duel.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
mtcn77
Profile Joined September 2013
Turkey639 Posts
March 21 2025 08:26 GMT
#128
On March 13 2025 12:20 RJBTVYOUTUBE wrote:
Show nested quote +
On March 13 2025 02:51 SiarX wrote:
Queens are APM taxing, this is why zergs usually do not bother getting them. They already have enough on their hands: muta micro, then defiler and lurker micro, larva...

Queens are viable only vs Mech, wraiths and situationally marines around 10-13 minutes when terran doesnt have absolutely massive marines groups. Also viable in super late game vs protoss but thats rare.

The restore argument some made can work. But I have seen only RoyaL do it because he loves to experiment with rarely used tech. He used restore for his vessels, not vs parasite though.

Queens can infest Command Centers, though. It can be a huge Terran counter since Terran is the only race who can float buildings. Infesting the Command Center balances that. Otherwise, Terran is always economically ahead when the base is fully depleted.
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-09-27 21:52:34
September 27 2025 21:50 GMT
#129
Recent Flash vs Larva @Roaring Currents had me thinking - could queens set the pace of the game? Ensnare lasts 25.2 seconds. 75 mana is replenished in 100.8 seconds according to game data page on liquipedia. 4 queens can effectively ensnare the same bioball round the clock.
Recipe for tesagi tears:
•4 queens hatched simultaneously. That part is important.
•31.5 seconds afterwards you have 4 queens hatched. 81.9 seconds later you have 4 ensnare ready queens. You send one after the other to ensnare whatever you wish around the map every 2 larva spawning instances. By the time first ensnare is dispelled, you cast the other one. So, your 4th ensnare is cast by your 4th queen. 100.8 seconds have passed since the first ensnare. All queens have +75 more mana. Thus, you can keep continuously casting ensnare. This could streamline zerg offense. All you need is vision and you can cast ensnare from 9 range(2 hatcheries apart horizontally from point center of the units).
Turrican
RogueTheGOAT
Profile Joined July 2025
166 Posts
September 27 2025 23:20 GMT
#130
On September 28 2025 06:50 mtcn77 wrote:
Recent Flash vs Larva @Roaring Currents had me thinking - could queens set the pace of the game? Ensnare lasts 25.2 seconds. 75 mana is replenished in 100.8 seconds according to game data page on liquipedia. 4 queens can effectively ensnare the same bioball round the clock.
Recipe for tesagi tears:
•4 queens hatched simultaneously. That part is important.
•31.5 seconds afterwards you have 4 queens hatched. 81.9 seconds later you have 4 ensnare ready queens. You send one after the other to ensnare whatever you wish around the map every 2 larva spawning instances. By the time first ensnare is dispelled, you cast the other one. So, your 4th ensnare is cast by your 4th queen. 100.8 seconds have passed since the first ensnare. All queens have +75 more mana. Thus, you can keep continuously casting ensnare. This could streamline zerg offense. All you need is vision and you can cast ensnare from 9 range(2 hatcheries apart horizontally from point center of the units).

4 Queens and Ensnare would cost you 500/500. I'm pretty sure you'd always be better off going for Hive and Defilers.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-09-27 23:44:15
September 27 2025 23:37 GMT
#131
On September 28 2025 08:20 RogueTheGOAT wrote:
Show nested quote +
On September 28 2025 06:50 mtcn77 wrote:
Recent Flash vs Larva @Roaring Currents had me thinking - could queens set the pace of the game? Ensnare lasts 25.2 seconds. 75 mana is replenished in 100.8 seconds according to game data page on liquipedia. 4 queens can effectively ensnare the same bioball round the clock.
Recipe for tesagi tears:
•4 queens hatched simultaneously. That part is important.
•31.5 seconds afterwards you have 4 queens hatched. 81.9 seconds later you have 4 ensnare ready queens. You send one after the other to ensnare whatever you wish around the map every 2 larva spawning instances. By the time first ensnare is dispelled, you cast the other one. So, your 4th ensnare is cast by your 4th queen. 100.8 seconds have passed since the first ensnare. All queens have +75 more mana. Thus, you can keep continuously casting ensnare. This could streamline zerg offense. All you need is vision and you can cast ensnare from 9 range(2 hatcheries apart horizontally from point center of the units).

4 Queens and Ensnare would cost you 500/500. I'm pretty sure you'd always be better off going for Hive and Defilers.

Defilers are 50/150 a pop. You have to develop hive tech and every spell takes an insane amount of time to research.
I want to make a case here. Hive 75s, Defiler Mound 38s, consume 63s. That is 176 seconds in which you could hatch 4 queens 31.5s, research ensnare 50s, by that +50s you have 50 starting mana +25=75 mana and start ensnaring everything in sight, permanently, round the clock.
By the time consume is done you will have spent 3 ensnares and only 6.3s until the 4th and you don't have to waste apm consuming zerglings and casting dark swarms. Queens are more mobile than defilers. You just have to keep your distance from the enemy which is easy for a unit with the fastest in game speed. You just have to stick to one rule if you don't want to lose your queens: keep vision of your target with some other unit before you cast any spells with your queens and you will have full 9 range casting of your queens from a safe distance.
PS: I calculated consume tech tree with just 1 defiler. You have to spend the same amount of gas, 450/500. You cannot count defilers without 2 zerglings, so 500/500.
Turrican
Azhi_Dahaki
Profile Joined July 2023
7 Posts
September 28 2025 00:59 GMT
#132
Dark Archon and Maelstrom/Feedback is actually somewhat used, and actually really good. Feedback is actually super easy to use too with it's crazy long range
Stopthevirtualaddict
Profile Joined November 2024
49 Posts
September 28 2025 06:58 GMT
#133
On January 27 2025 20:37 mutantmagnet wrote:
Dark Archon isn't as popular at killing defilers because it is a ground unit.

Unlike a vessel which is not impeded by allies nor has its vision obscured by high ground the Dark Archon is much slower at reacting to defilers.

The vision can be mitigated by protoss players not losing their corsairs before hive tech comes into play.but the positional issue can't be mitigated.


Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


Devourer/ muta is the best air to air unit combo in the game, period.

But there is no point for devourers to be used.

Hydra's has sufficiently carried zerg when corsairs were an issue and terran folds to scourge unless they get battlecruisers which is so rare and has always ended up in small enough numbers hydra plague has been good enough.

The only way you can force zerg to use devourers is to create a secondary objective that devourers can attack after the muta/devo combo wins the air battle.

That means at the pro level you will only see devourer in ZvZ because overlords meet that condition.

If Terran had a building that was valuable while flying then devourers could also see play then.



Non sense,Mutas devorer combo is not the best air -air combo in the game. No matter how much people claim on paper, in game it doesnt work.
mtcn77
Profile Joined September 2013
Turkey639 Posts
September 28 2025 08:10 GMT
#134
On September 28 2025 15:58 Stopthevirtualaddict wrote:
Show nested quote +
On January 27 2025 20:37 mutantmagnet wrote:
Dark Archon isn't as popular at killing defilers because it is a ground unit.

Unlike a vessel which is not impeded by allies nor has its vision obscured by high ground the Dark Archon is much slower at reacting to defilers.

The vision can be mitigated by protoss players not losing their corsairs before hive tech comes into play.but the positional issue can't be mitigated.


Maybe it doesn't need to be but It's obvious why most people, forget about pros, are not happy with the idea of putting a ground based spell caster in front of their army.


Maybe this is the one use case that could make hallucination relevant but so far noone has tried it.


Devourer/ muta is the best air to air unit combo in the game, period.

But there is no point for devourers to be used.

Hydra's has sufficiently carried zerg when corsairs were an issue and terran folds to scourge unless they get battlecruisers which is so rare and has always ended up in small enough numbers hydra plague has been good enough.

The only way you can force zerg to use devourers is to create a secondary objective that devourers can attack after the muta/devo combo wins the air battle.

That means at the pro level you will only see devourer in ZvZ because overlords meet that condition.

If Terran had a building that was valuable while flying then devourers could also see play then.



Non sense,Mutas devorer combo is not the best air -air combo in the game. No matter how much people claim on paper, in game it doesnt work.

Mutalisks and devourers max at 10/9, above this 10 muta count their combo dps amplifies relative to cost. Hydralisks and devourers max at 14/9. A much cheaper duo, 3750/2350 vs 3700/1700.
Turrican
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1054 Posts
Last Edited: 2025-09-28 09:31:42
September 28 2025 09:30 GMT
#135
On September 28 2025 08:37 mtcn77 wrote:
Show nested quote +
On September 28 2025 08:20 RogueTheGOAT wrote:
On September 28 2025 06:50 mtcn77 wrote:
Recent Flash vs Larva @Roaring Currents had me thinking - could queens set the pace of the game? Ensnare lasts 25.2 seconds. 75 mana is replenished in 100.8 seconds according to game data page on liquipedia. 4 queens can effectively ensnare the same bioball round the clock.
Recipe for tesagi tears:
•4 queens hatched simultaneously. That part is important.
•31.5 seconds afterwards you have 4 queens hatched. 81.9 seconds later you have 4 ensnare ready queens. You send one after the other to ensnare whatever you wish around the map every 2 larva spawning instances. By the time first ensnare is dispelled, you cast the other one. So, your 4th ensnare is cast by your 4th queen. 100.8 seconds have passed since the first ensnare. All queens have +75 more mana. Thus, you can keep continuously casting ensnare. This could streamline zerg offense. All you need is vision and you can cast ensnare from 9 range(2 hatcheries apart horizontally from point center of the units).

4 Queens and Ensnare would cost you 500/500. I'm pretty sure you'd always be better off going for Hive and Defilers.

Defilers are 50/150 a pop. You have to develop hive tech and every spell takes an insane amount of time to research.
I want to make a case here. Hive 75s, Defiler Mound 38s, consume 63s. That is 176 seconds in which you could hatch 4 queens 31.5s, research ensnare 50s, by that +50s you have 50 starting mana +25=75 mana and start ensnaring everything in sight, permanently, round the clock.
By the time consume is done you will have spent 3 ensnares and only 6.3s until the 4th and you don't have to waste apm consuming zerglings and casting dark swarms. Queens are more mobile than defilers. You just have to keep your distance from the enemy which is easy for a unit with the fastest in game speed. You just have to stick to one rule if you don't want to lose your queens: keep vision of your target with some other unit before you cast any spells with your queens and you will have full 9 range casting of your queens from a safe distance.
PS: I calculated consume tech tree with just 1 defiler. You have to spend the same amount of gas, 450/500. You cannot count defilers without 2 zerglings, so 500/500.


Defilers are much better because Dark Swarm keep you alive to scale by being able to protect your bases or take zone control. cost is relatively the same but the cost efficiency is much higher. You also need hive tech upgrade unlocks for your other units.
JDON MY SOUL!
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-09-28 10:27:13
September 28 2025 10:23 GMT
#136
On September 28 2025 18:30 RJBTVYOUTUBE wrote:
Show nested quote +
On September 28 2025 08:37 mtcn77 wrote:
On September 28 2025 08:20 RogueTheGOAT wrote:
On September 28 2025 06:50 mtcn77 wrote:
Recent Flash vs Larva @Roaring Currents had me thinking - could queens set the pace of the game? Ensnare lasts 25.2 seconds. 75 mana is replenished in 100.8 seconds according to game data page on liquipedia. 4 queens can effectively ensnare the same bioball round the clock.
Recipe for tesagi tears:
•4 queens hatched simultaneously. That part is important.
•31.5 seconds afterwards you have 4 queens hatched. 81.9 seconds later you have 4 ensnare ready queens. You send one after the other to ensnare whatever you wish around the map every 2 larva spawning instances. By the time first ensnare is dispelled, you cast the other one. So, your 4th ensnare is cast by your 4th queen. 100.8 seconds have passed since the first ensnare. All queens have +75 more mana. Thus, you can keep continuously casting ensnare. This could streamline zerg offense. All you need is vision and you can cast ensnare from 9 range(2 hatcheries apart horizontally from point center of the units).

4 Queens and Ensnare would cost you 500/500. I'm pretty sure you'd always be better off going for Hive and Defilers.

Defilers are 50/150 a pop. You have to develop hive tech and every spell takes an insane amount of time to research.
I want to make a case here. Hive 75s, Defiler Mound 38s, consume 63s. That is 176 seconds in which you could hatch 4 queens 31.5s, research ensnare 50s, by that +50s you have 50 starting mana +25=75 mana and start ensnaring everything in sight, permanently, round the clock.
By the time consume is done you will have spent 3 ensnares and only 6.3s until the 4th and you don't have to waste apm consuming zerglings and casting dark swarms. Queens are more mobile than defilers. You just have to keep your distance from the enemy which is easy for a unit with the fastest in game speed. You just have to stick to one rule if you don't want to lose your queens: keep vision of your target with some other unit before you cast any spells with your queens and you will have full 9 range casting of your queens from a safe distance.
PS: I calculated consume tech tree with just 1 defiler. You have to spend the same amount of gas, 450/500. You cannot count defilers without 2 zerglings, so 500/500.


Defilers are much better because Dark Swarm keep you alive to scale by being able to protect your bases or take zone control. cost is relatively the same but the cost efficiency is much higher. You also need hive tech upgrade unlocks for your other units.

Hive is not auto win condition for zerg. Sometimes, you have to catch up. That is the part I have beef with. Hive is not catching up play, it is domination play. When you see zerg go to ultraling and get beat, I don't see the benefit of it. And it always starts from a near miss defense due to how late the whole defiler strategy is. I find it hard to believe how terrans cannot do a timing push, that is a 1:34.6s delay from a queen ensnare they are not taking advantage of.
Hydralisks are the main unit for catching up to the enemy. Hydralisks, lurkers and defilers are a real strategy, however I find it not up to the task. I'm saying you could do better if you would go with queens if your intention was to defend. Look at the flash vs larva on Roaring Currents game. 1 ensnare is all it took. Even with defilers, 1 dark swarm is never enough and it is static, it does not stick to the enemy.
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
September 29 2025 21:45 GMT
#137
I just learned you can time your dark swarm casts by counting forward 28 mana points! I bet same can be done for maelstrom and ensnare. A lot of features can be manually approximated.
Turrican
mtcn77
Profile Joined September 2013
Turkey639 Posts
September 30 2025 19:09 GMT
#138
Just watching Larva vs Bisu. Larva understands me. If you would only ensnare the probes, you would do as much economic damage as a psistorm.
Turrican
RogueTheGOAT
Profile Joined July 2025
166 Posts
October 01 2025 15:00 GMT
#139
On October 01 2025 04:09 mtcn77 wrote:
Just watching Larva vs Bisu. Larva understands me. If you would only ensnare the probes, you would do as much economic damage as a psistorm.

I would like to see your math on this.

Per liquipedia, Ensnare has a size of 128x128 vs Storm's 96x96.
Ensnare halves the speed of mining while Storm kills workers.

Ensnare has a duration of 25.2 seconds while the production time of a single worker is 12.6, so the loss of mining time from both is technically equal for a single worker, but you can't say that they are equal since for Zerg, there is the additional opportunity cost of using larva to replace workers while races who can produce a single unit at a time from their production facilities have additional time with less mining.

Even if we pretend that the loss of mining time is equal, I don't see how Ensnare's greater size makes up the actual mineral cost of replacing workers.
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-10-01 15:37:25
October 01 2025 15:23 GMT
#140
On October 02 2025 00:00 RogueTheGOAT wrote:
Show nested quote +
On October 01 2025 04:09 mtcn77 wrote:
Just watching Larva vs Bisu. Larva understands me. If you would only ensnare the probes, you would do as much economic damage as a psistorm.

I would like to see your math on this.

Per liquipedia, Ensnare has a size of 128x128 vs Storm's 96x96.
Ensnare halves the speed of mining while Storm kills workers.

Ensnare has a duration of 25.2 seconds while the production time of a single worker is 12.6, so the loss of mining time from both is technically equal for a single worker, but you can't say that they are equal since for Zerg, there is the additional opportunity cost of using larva to replace workers while races who can produce a single unit at a time from their production facilities have additional time with less mining.

Even if we pretend that the loss of mining time is equal, I don't see how Ensnare's greater size makes up the actual mineral cost of replacing workers.

You can see a psistorm coming from a million miles away(you play zerg and have overlords) while protoss can't(early game advantage is at zerg), corsairs are dodging scourge, or at least that is what they expect of you.
You swoop in with a queen, do a little ensnaring at 9 range and then... swoop away. If you think mutas are fast, queens come up faster. I'm not saying at a base race situation, they fill up different sections of the game which lowers chances of them meeting in the field. HTs are heavy late while queens are right after hydralisk if you dedicate yourself to it.
You can cast ensnare on multiple targets you know? Vertically you can ensnare units spread across 5 minerals(wait, I didn't assume for L shaped junctions). Given how populated the mineral patches are, you can really throw a wrench into the protoss economy with queens and that is just the surface level idea.
PS: let's say you killed 5 drones with your HT(I'm being generous). You replace the 5 drones from the same hatchery in 75.6 seconds so everything resumes to normal. Then, we have to count the mining loss, that is 433+250=683 minerals loss.
Now let us take the alternative, you go to the protoss main, or natural. You ensnare the vertical strip of minerals right at the center. You ensnare just 10 probes(again, being very generous to protoss). In 25.2s, that bunch of probes would mine 245 minerals. You can run away from a psistorm, you cannot run away from an ensnare.
Turrican
RogueTheGOAT
Profile Joined July 2025
166 Posts
October 01 2025 17:06 GMT
#141
On October 02 2025 00:23 mtcn77 wrote:
Show nested quote +
On October 02 2025 00:00 RogueTheGOAT wrote:
On October 01 2025 04:09 mtcn77 wrote:
Just watching Larva vs Bisu. Larva understands me. If you would only ensnare the probes, you would do as much economic damage as a psistorm.

I would like to see your math on this.

Per liquipedia, Ensnare has a size of 128x128 vs Storm's 96x96.
Ensnare halves the speed of mining while Storm kills workers.

Ensnare has a duration of 25.2 seconds while the production time of a single worker is 12.6, so the loss of mining time from both is technically equal for a single worker, but you can't say that they are equal since for Zerg, there is the additional opportunity cost of using larva to replace workers while races who can produce a single unit at a time from their production facilities have additional time with less mining.

Even if we pretend that the loss of mining time is equal, I don't see how Ensnare's greater size makes up the actual mineral cost of replacing workers.

You can see a psistorm coming from a million miles away(you play zerg and have overlords) while protoss can't(early game advantage is at zerg), corsairs are dodging scourge, or at least that is what they expect of you.
You swoop in with a queen, do a little ensnaring at 9 range and then... swoop away. If you think mutas are fast, queens come up faster. I'm not saying at a base race situation, they fill up different sections of the game which lowers chances of them meeting in the field. HTs are heavy late while queens are right after hydralisk if you dedicate yourself to it.
You can cast ensnare on multiple targets you know? Vertically you can ensnare units spread across 5 minerals(wait, I didn't assume for L shaped junctions). Given how populated the mineral patches are, you can really throw a wrench into the protoss economy with queens and that is just the surface level idea.
PS: let's say you killed 5 drones with your HT(I'm being generous). You replace the 5 drones from the same hatchery in 75.6 seconds so everything resumes to normal. Then, we have to count the mining loss, that is 433+250=683 minerals loss.
Now let us take the alternative, you go to the protoss main, or natural. You ensnare the vertical strip of minerals right at the center. You ensnare just 10 probes(again, being very generous to protoss). In 25.2s, that bunch of probes would mine 245 minerals. You can run away from a psistorm, you cannot run away from an ensnare.

245 minerals worth of economic damage in the mid game is not particularly impressive, especially since it requires the Zerg player to have complete air dominance. Those ensnares would be better off used in army fights where if you can kill 3 Zealots or 2 Dragoons, you've accomplished more.
mtcn77
Profile Joined September 2013
Turkey639 Posts
October 01 2025 20:53 GMT
#142
On October 02 2025 02:06 RogueTheGOAT wrote:
Show nested quote +
On October 02 2025 00:23 mtcn77 wrote:
On October 02 2025 00:00 RogueTheGOAT wrote:
On October 01 2025 04:09 mtcn77 wrote:
Just watching Larva vs Bisu. Larva understands me. If you would only ensnare the probes, you would do as much economic damage as a psistorm.

I would like to see your math on this.

Per liquipedia, Ensnare has a size of 128x128 vs Storm's 96x96.
Ensnare halves the speed of mining while Storm kills workers.

Ensnare has a duration of 25.2 seconds while the production time of a single worker is 12.6, so the loss of mining time from both is technically equal for a single worker, but you can't say that they are equal since for Zerg, there is the additional opportunity cost of using larva to replace workers while races who can produce a single unit at a time from their production facilities have additional time with less mining.

Even if we pretend that the loss of mining time is equal, I don't see how Ensnare's greater size makes up the actual mineral cost of replacing workers.

You can see a psistorm coming from a million miles away(you play zerg and have overlords) while protoss can't(early game advantage is at zerg), corsairs are dodging scourge, or at least that is what they expect of you.
You swoop in with a queen, do a little ensnaring at 9 range and then... swoop away. If you think mutas are fast, queens come up faster. I'm not saying at a base race situation, they fill up different sections of the game which lowers chances of them meeting in the field. HTs are heavy late while queens are right after hydralisk if you dedicate yourself to it.
You can cast ensnare on multiple targets you know? Vertically you can ensnare units spread across 5 minerals(wait, I didn't assume for L shaped junctions). Given how populated the mineral patches are, you can really throw a wrench into the protoss economy with queens and that is just the surface level idea.
PS: let's say you killed 5 drones with your HT(I'm being generous). You replace the 5 drones from the same hatchery in 75.6 seconds so everything resumes to normal. Then, we have to count the mining loss, that is 433+250=683 minerals loss.
Now let us take the alternative, you go to the protoss main, or natural. You ensnare the vertical strip of minerals right at the center. You ensnare just 10 probes(again, being very generous to protoss). In 25.2s, that bunch of probes would mine 245 minerals. You can run away from a psistorm, you cannot run away from an ensnare.

245 minerals worth of economic damage in the mid game is not particularly impressive, especially since it requires the Zerg player to have complete air dominance. Those ensnares would be better off used in army fights where if you can kill 3 Zealots or 2 Dragoons, you've accomplished more.

That is the genius of it. You don't have to have air control. Defending from air with hydralisks, but not using them in a 9734 situation which doesn't win any more, is better.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
October 02 2025 00:20 GMT
#143
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.

Why would I play sctoo when I can play BW?
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-10-02 00:45:34
October 02 2025 00:38 GMT
#144
On October 02 2025 09:20 puppykiller wrote:
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.


You know, you could be mistaking it for another match. Larva kept the 4 main ones on the coastline for most of the game. Having the islands would have made zero difference which is ironically the fundamental point in a recent shine vs light game. You cannot rut out the zerg by taking the islands. It does not work that way. Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did since corsairs can't attack the ground like wraiths in the same rush period.
PS: TvT battlereports were very precious. There were one inwhich for the longest part of the game the mech player seemed ahead, but the player who did the leta rush before it got calles that won in the end. I really wish I could comb through battlereports again in their epic form with graphics.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
October 02 2025 01:06 GMT
#145
On October 02 2025 09:38 mtcn77 wrote:
Show nested quote +
On October 02 2025 09:20 puppykiller wrote:
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.


You know, you could be mistaking it for another match. Larva kept the 4 main ones on the coastline for most of the game. Having the islands would have made zero difference which is ironically the fundamental point in a recent shine vs light game. You cannot rut out the zerg by taking the islands. It does not work that way. Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did since corsairs can't attack the ground like wraiths in the same rush period.
PS: TvT battlereports were very precious. There were one inwhich for the longest part of the game the mech player seemed ahead, but the player who did the leta rush before it got calles that won in the end. I really wish I could comb through battlereports again in their epic form with graphics.



+ Show Spoiler +

Are you talking about the recent Larva vs Bisu game from the ASL? If so Bisu and Larva had even bases on the land sections of the map. By the early late game, Bisu (as the protoss player) was in a position to win a long game of attrition as long as he didn't let Larva get the islands. He screwed up and let Larva get the islands. However, I think that despite this mistake, dweb and air upgrades would have given him an opportunity to make much better attacks that could either secure him islands of his own or kill Larva's island expansions, thus making it an even base game again and putting him in a winning position.

Why would I play sctoo when I can play BW?
mtcn77
Profile Joined September 2013
Turkey639 Posts
October 02 2025 01:16 GMT
#146
On October 02 2025 10:06 puppykiller wrote:
Show nested quote +
On October 02 2025 09:38 mtcn77 wrote:
On October 02 2025 09:20 puppykiller wrote:
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.


You know, you could be mistaking it for another match. Larva kept the 4 main ones on the coastline for most of the game. Having the islands would have made zero difference which is ironically the fundamental point in a recent shine vs light game. You cannot rut out the zerg by taking the islands. It does not work that way. Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did since corsairs can't attack the ground like wraiths in the same rush period.
PS: TvT battlereports were very precious. There were one inwhich for the longest part of the game the mech player seemed ahead, but the player who did the leta rush before it got calles that won in the end. I really wish I could comb through battlereports again in their epic form with graphics.



+ Show Spoiler +

Are you talking about the recent Larva vs Bisu game from the ASL? If so Bisu and Larva had even bases on the land sections of the map. By the early late game, Bisu (as the protoss player) was in a position to win a long game of attrition as long as he didn't let Larva get the islands. He screwed up and let Larva get the islands. However, I think that despite this mistake, dweb and air upgrades would have given him an opportunity to make much better attacks that could either secure him islands of his own or kill Larva's island expansions, thus making it an even base game again and putting him in a winning position.


I kind of answered that in my reply with shine vs light commentary.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
October 02 2025 06:07 GMT
#147
On October 02 2025 10:16 mtcn77 wrote:
Show nested quote +
On October 02 2025 10:06 puppykiller wrote:
On October 02 2025 09:38 mtcn77 wrote:
On October 02 2025 09:20 puppykiller wrote:
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.


You know, you could be mistaking it for another match. Larva kept the 4 main ones on the coastline for most of the game. Having the islands would have made zero difference which is ironically the fundamental point in a recent shine vs light game. You cannot rut out the zerg by taking the islands. It does not work that way. Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did since corsairs can't attack the ground like wraiths in the same rush period.
PS: TvT battlereports were very precious. There were one inwhich for the longest part of the game the mech player seemed ahead, but the player who did the leta rush before it got calles that won in the end. I really wish I could comb through battlereports again in their epic form with graphics.



+ Show Spoiler +

Are you talking about the recent Larva vs Bisu game from the ASL? If so Bisu and Larva had even bases on the land sections of the map. By the early late game, Bisu (as the protoss player) was in a position to win a long game of attrition as long as he didn't let Larva get the islands. He screwed up and let Larva get the islands. However, I think that despite this mistake, dweb and air upgrades would have given him an opportunity to make much better attacks that could either secure him islands of his own or kill Larva's island expansions, thus making it an even base game again and putting him in a winning position.


I kind of answered that in my reply with shine vs light commentary.


Well...

Correct me if I'm missing something.

Claim1:
"You cannot rut out the zerg by taking the islands."
"Having the islands would have made zero difference"

Justification:
"It does not work that way"




Claim2:
"Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did"

Justification: (refering to an argument I am not making about how this strategy isnt good in the early game)
which bisu did since corsairs can't attack the ground like wraiths in the same rush period


If you want to address my argument I think the best way would be to reference pro games in which Dweb is actually used (especially if you can find one played on a map that is similar to the match in question). Also I really think it's a bad idea to reference a TvZ match as part of your explanation of why Bisu lost. TvZ has a very different dynamics in the late game than PvZ because terrans and protoss interact with hive tech zerg very differently.
Why would I play sctoo when I can play BW?
mtcn77
Profile Joined September 2013
Turkey639 Posts
October 02 2025 06:28 GMT
#148
On October 02 2025 15:07 puppykiller wrote:
Show nested quote +
On October 02 2025 10:16 mtcn77 wrote:
On October 02 2025 10:06 puppykiller wrote:
On October 02 2025 09:38 mtcn77 wrote:
On October 02 2025 09:20 puppykiller wrote:
Since we are on the topic of Larva versus Bisu, I think Bisu could really have had a much higher chance of winning his match had he just built a fleetbeacon to upgrade his corsairs. The zerg air carpace upgrades made the sairs pretty bad at killing scourge and overlords and dweb would have allowed him to blanket the enemy units on the small islands to support his drops.


It wouldn't have guaranteed a win but I think it would have opened up a lot of tactical options for him late game like:

Drop 4 reavers, dweb the area zerg can target the reavers from, snipe the hatchery, run away.

Or: Dweb the island with your control group of corsairs, kill/ chase away the overlords. Drop 8 DT and kill the hatchery, nydus and/or drones.


You know, you could be mistaking it for another match. Larva kept the 4 main ones on the coastline for most of the game. Having the islands would have made zero difference which is ironically the fundamental point in a recent shine vs light game. You cannot rut out the zerg by taking the islands. It does not work that way. Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did since corsairs can't attack the ground like wraiths in the same rush period.
PS: TvT battlereports were very precious. There were one inwhich for the longest part of the game the mech player seemed ahead, but the player who did the leta rush before it got calles that won in the end. I really wish I could comb through battlereports again in their epic form with graphics.



+ Show Spoiler +

Are you talking about the recent Larva vs Bisu game from the ASL? If so Bisu and Larva had even bases on the land sections of the map. By the early late game, Bisu (as the protoss player) was in a position to win a long game of attrition as long as he didn't let Larva get the islands. He screwed up and let Larva get the islands. However, I think that despite this mistake, dweb and air upgrades would have given him an opportunity to make much better attacks that could either secure him islands of his own or kill Larva's island expansions, thus making it an even base game again and putting him in a winning position.


I kind of answered that in my reply with shine vs light commentary.


Well...

Correct me if I'm missing something.

Claim1:
"You cannot rut out the zerg by taking the islands."
"Having the islands would have made zero difference"

Justification:
"It does not work that way"




Claim2:
"Either you play a leta rush, bisu fundamentally did the most of it for a protoss, or fail which bisu did"

Justification: (refering to an argument I am not making about how this strategy isnt good in the early game)
which bisu did since corsairs can't attack the ground like wraiths in the same rush period


If you want to address my argument I think the best way would be to reference pro games in which Dweb is actually used (especially if you can find one played on a map that is similar to the match in question). Also I really think it's a bad idea to reference a TvZ match as part of your explanation of why Bisu lost. TvZ has a very different dynamics in the late game than PvZ because terrans and protoss interact with hive tech zerg very differently.

You are trying to solve the problem from protoss perspective, however I'm answering from zerg perspective. You cannot just black and white distinguish between the two comments. However, I can say you aren't very accurate.
I didn't say taking islands justification is it does not work that way. I said, look at shine vs light game, it does not work that way.
The best way to answer your comment isn't finding a Dweb game, that is what you are aiming, it is to bring to your attention some other game which I'm doing triple, one shine vs light game 1 on artosiscasts, one leta rush jyj did in asl 15 vs hero on 76 and one tvt on battlereports I lost track of.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
October 02 2025 13:16 GMT
#149
Ok good to know that I missunderstood what you were trying to say.

However, I would still (and I imagine almost anyone who plays or has played a lot of starcraft would still) say that TvZ games (let alone TvT...) are not helpful for analysis of this PvZ game between Bisu and Larva.

The late game 'win conditions' for ZvP are different than for ZvT. A map without much manuverabillity that is easy to defiler push through the center of is really busted for zerg late game versus terran so zergs don't have to worry as much about islands and a war of attrition. You can be behind on bases as a zerg and cast swarm in the terran's natural and steal a win, you cant do that versus protoss. Terrans main defence against that is maintaining map control with agression (which is hard to do on that map due to the limited avenues of attack) and delaying the zerg army with small groups of units while casting irradiates. The scary zerg units die to irradiates, mines, and roving terran armies long before they ever make it near the terran bases if the terran is playing well.

It's very different from PvZ where players can (if they like this play style) attempt to maintain even bases to zerg, camp those bases with cost effective spell casters and reactively try to kill zerg armies and drops at their bases by utilyzing preperation and anticipation skills. Have you ever watched Snow play a PvZ? If I'm remembering correctly Snow had a win versus Effort that showcases this play style in the ASL as well. This is not super advanced Starcraft theory, it's conventional wisdom for most people who have played either of these matchups at even a mid-tier level. It's ok to dispute each of these matchup's conventional wisdom about how they should be played if you want to, but you need to at the very least show examples of the matchups themselves (in this case ZvP and certainly not ZvT let alone TvT...).
Why would I play sctoo when I can play BW?
mtcn77
Profile Joined September 2013
Turkey639 Posts
Last Edited: 2025-10-02 13:54:55
October 02 2025 13:40 GMT
#150
On October 02 2025 22:16 puppykiller wrote:
Ok good to know that I missunderstood what you were trying to say.

However, I would still (and I imagine almost anyone who plays or has played a lot of starcraft would still) say that TvZ games (let alone TvT...) are not helpful for analysis of this PvZ game between Bisu and Larva.

The late game 'win conditions' for ZvP are different than for ZvT. A map without much manuverabillity that is easy to defiler push through the center of is really busted for zerg late game versus terran so zergs don't have to worry as much about islands and a war of attrition. You can be behind on bases as a zerg and cast swarm in the terran's natural and steal a win, you cant do that versus protoss. Terrans main defence against that is maintaining map control with agression (which is hard to do on that map due to the limited avenues of attack) and delaying the zerg army with small groups of units while casting irradiates. The scary zerg units die to irradiates, mines, and roving terran armies long before they ever make it near the terran bases if the terran is playing well.

It's very different from PvZ where players can (if they like this play style) attempt to maintain even bases to zerg, camp those bases with cost effective spell casters and reactively try to kill zerg armies and drops at their bases by utilyzing preperation and anticipation skills. Have you ever watched Snow play a PvZ? If I'm remembering correctly Snow had a win versus Effort that showcases this play style in the ASL as well. This is not super advanced Starcraft theory, it's conventional wisdom for most people who have played either of these matchups at even a mid-tier level. It's ok to dispute each of these matchup's conventional wisdom about how they should be played if you want to, but you need to at the very least show examples of the matchups themselves (in this case ZvP and certainly not ZvT let alone TvT...).

I just show you loss conditions for zerg and you can make your opinion about it. Also, when you say defiler, the whole game Larva almost won without them, got to check if he made any. That is what I mean. You have to ruse the opponent, but sometimes rush times are all that matters. This is why wraiths are in a pvz discussion because they are faster than what protoss has and it is the reference to which you have to come up with, in order to beat zerg in a similar fashion. This is real time strategy after all, everything works, even defilers after a 94.6s delay from a queen however your mileage may vary.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
October 02 2025 14:15 GMT
#151
I can't really see how any... ANY of those points have anything to do with what I wrote...
Why would I play sctoo when I can play BW?
mtcn77
Profile Joined September 2013
Turkey639 Posts
October 03 2025 06:00 GMT
#152
On October 02 2025 23:15 puppykiller wrote:
I can't really see how any... ANY of those points have anything to do with what I wrote...

It is RTS, I'm just being agreeable. You can see how many posters have commented I have no two ways about what I say, I only speak for zerg and only look for ways to win for zerg. If you don't connect two with two, of course you won't understand me.
PS: this is Starcraft. All we say is just for 1:0. You can do whatever you like on your own, but winning is competitive.
Turrican
TMNT
Profile Joined January 2021
3098 Posts
Last Edited: 2025-10-03 14:28:49
October 03 2025 14:27 GMT
#153
On October 02 2025 23:15 puppykiller wrote:
I can't really see how any... ANY of those points have anything to do with what I wrote...

He may not have the intention but he's basically a troll on this forum. Presenting crazy ideas and such, while claiming progamers don't know how to play and should think "out of the box" like him. On top of that he writes cryptic sentences, sometimes grammatically incorrect, which are very hard to understand. You read but you don't know what the hell he's refferring to or can't see the relevance between his first and second sentences let alone the relevance to your posts, etc. I believe mods let this guy ran rampant on the forum to drive traffic lol.

Sometimes I read his posts as a kind of entertainment, like trying to solve a puzzle. Basically here (I think) he's trying to say:

- Bisu taking the islands won't solve the problem, referring to a Shine vs Light game in which they took 4 ground bases + 2 islands each, but Light still lost. He's wrong though, Terran's island defence power is nowhere near Protoss. Light died to mass Hydra drops on Goliath Tanks on his islands. Imagine doing that kind of drops against Protoss lol.

- Protoss should take note from the "Leta rush" (I believe he refers to a 2 Port Wraith rush or something similar). But he doesn't specify how, and then he basically admits that it's not adaptable for Protoss because Sairs... don't hit ground lol. But take note still he just wants you to.

- I have no idea what he's trying to say with the TvT game lol.

As for your question, yes. Getting dweb would be useful. Tastosis are quite spot on in their cast. Bisu either has to tech to Fleet Beacon (dweb + carriers) or take the islands sooner to win the attrition war. In fact, Bisu already succesfully used corsairs dweb reaver into carriers strat on this map against Zerg already, but for some reason he just tried to brute force his way in this game vs Larva.
mtcn77
Profile Joined September 2013
Turkey639 Posts
October 03 2025 19:08 GMT
#154
On October 03 2025 23:27 TMNT wrote:
Show nested quote +
On October 02 2025 23:15 puppykiller wrote:
I can't really see how any... ANY of those points have anything to do with what I wrote...

He may not have the intention but he's basically a troll on this forum. Presenting crazy ideas and such, while claiming progamers don't know how to play and should think "out of the box" like him. On top of that he writes cryptic sentences, sometimes grammatically incorrect, which are very hard to understand. You read but you don't know what the hell he's refferring to or can't see the relevance between his first and second sentences let alone the relevance to your posts, etc. I believe mods let this guy ran rampant on the forum to drive traffic lol.

Sometimes I read his posts as a kind of entertainment, like trying to solve a puzzle. Basically here (I think) he's trying to say:

- Bisu taking the islands won't solve the problem, referring to a Shine vs Light game in which they took 4 ground bases + 2 islands each, but Light still lost. He's wrong though, Terran's island defence power is nowhere near Protoss. Light died to mass Hydra drops on Goliath Tanks on his islands. Imagine doing that kind of drops against Protoss lol.

- Protoss should take note from the "Leta rush" (I believe he refers to a 2 Port Wraith rush or something similar). But he doesn't specify how, and then he basically admits that it's not adaptable for Protoss because Sairs... don't hit ground lol. But take note still he just wants you to.

- I have no idea what he's trying to say with the TvT game lol.

As for your question, yes. Getting dweb would be useful. Tastosis are quite spot on in their cast. Bisu either has to tech to Fleet Beacon (dweb + carriers) or take the islands sooner to win the attrition war. In fact, Bisu already succesfully used corsairs dweb reaver into carriers strat on this map against Zerg already, but for some reason he just tried to brute force his way in this game vs Larva.

Light lost because he didn't have air advantage and lost all his dropships while he tried to bruteforce an 11' o'clock landing.
Also, I don't get you trying to rewrite my sentences. You are the main proponent of wrong guesses and continually downplay winning strategies.
Turrican
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
Last Edited: 2025-10-04 13:13:19
October 04 2025 13:12 GMT
#155
On October 03 2025 23:27 TMNT wrote:
Show nested quote +
On October 02 2025 23:15 puppykiller wrote:
I can't really see how any... ANY of those points have anything to do with what I wrote...

He may not have the intention but he's basically a troll on this forum. Presenting crazy ideas and such, while claiming progamers don't know how to play and should think "out of the box" like him. On top of that he writes cryptic sentences, sometimes grammatically incorrect, which are very hard to understand. You read but you don't know what the hell he's refferring to or can't see the relevance between his first and second sentences let alone the relevance to your posts, etc. I believe mods let this guy ran rampant on the forum to drive traffic lol.

Sometimes I read his posts as a kind of entertainment, like trying to solve a puzzle. Basically here (I think) he's trying to say:

- Bisu taking the islands won't solve the problem, referring to a Shine vs Light game in which they took 4 ground bases + 2 islands each, but Light still lost. He's wrong though, Terran's island defence power is nowhere near Protoss. Light died to mass Hydra drops on Goliath Tanks on his islands. Imagine doing that kind of drops against Protoss lol.

- Protoss should take note from the "Leta rush" (I believe he refers to a 2 Port Wraith rush or something similar). But he doesn't specify how, and then he basically admits that it's not adaptable for Protoss because Sairs... don't hit ground lol. But take note still he just wants you to.

- I have no idea what he's trying to say with the TvT game lol.

As for your question, yes. Getting dweb would be useful. Tastosis are quite spot on in their cast. Bisu either has to tech to Fleet Beacon (dweb + carriers) or take the islands sooner to win the attrition war. In fact, Bisu already succesfully used corsairs dweb reaver into carriers strat on this map against Zerg already, but for some reason he just tried to brute force his way in this game vs Larva.


Thanks for the translation. I actually didn't watch an English cast for those games so I guess I didn't realize how cold my take was.
Why would I play sctoo when I can play BW?
Normal
Please log in or register to reply.
Live Events Refresh
Patches Events
23:00
5.4k Patch Clash #9
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft515
elazer 128
StarCraft: Brood War
Shuttle 717
NaDa 40
Dota 2
monkeys_forever305
League of Legends
JimRising 22
Heroes of the Storm
Khaldor124
Other Games
summit1g12258
shahzam798
Maynarde104
Mew2King89
ViBE43
fpsfer 1
Organizations
Other Games
gamesdonequick1246
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 103
• davetesta30
• Mapu4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 17
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5370
Other Games
• imaqtpie2013
Upcoming Events
Replay Cast
7h 14m
Wardi Open
10h 14m
StarCraft2.fi
14h 14m
Monday Night Weeklies
15h 14m
Replay Cast
22h 14m
WardiTV 2025
1d 10h
StarCraft2.fi
1d 14h
PiGosaur Monday
1d 23h
StarCraft2.fi
2 days
Tenacious Turtle Tussle
2 days
[ Show More ]
The PondCast
3 days
WardiTV 2025
3 days
StarCraft2.fi
3 days
WardiTV 2025
4 days
StarCraft2.fi
5 days
RSL Revival
5 days
IPSL
5 days
Sziky vs JDConan
RSL Revival
6 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
6 days
IPSL
6 days
Tarson vs DragOn
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.