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Cannot be analyzed because: Cost efficiency - zerg and protoss mine at different races and typically zerg will be up on the protoss in bases
Killing Power - in a 50v50 battle archons would win however if the protoss had 50 archons chances are the game is long over. (No probes much?) Not to mention the fact that archons are not quite as mobile as ultraling/hydras but 120 hydras vs. 30 archons and 6 high templars would probably go to the protoss if the storms were really well placed and the hydras didn't dodge that well, however once the storms are gone the hydras will simply shred the archons.
This brings me back to a thread I just saw about usefulness of queens. If you were to broodling the temps and parasite a few archons it would cause him to either reveal his force to you or sacrifice killing power.
It's hard to do this in theory crafting however because it would depend on terrain and the map and there are just too many factors.
Not to mention sunkens rape archons so chances are if you had some (12+) sunkens in your base they wouldn't be able to break in.
Edit: If the gas allowed I think hydra/ultraling would work wonders.
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almost everyone mentioned defliers with swarms, but what about queens with ensare? anyone?
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On October 23 2008 21:03 Weryeery wrote: Watch JD vs free and laugh!
yea game 3 is a great example of archon vs ultra... was an awesome game..
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archon alone vs hydra/ultra is shit ultra alone vs archon/reaver is shit as well
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United States17042 Posts
On October 23 2008 21:58 d(O.o)a wrote: Cannot be analyzed because: Cost efficiency - zerg and protoss mine at different races and typically zerg will be up on the protoss in bases
Killing Power - in a 50v50 battle archons would win however if the protoss had 50 archons chances are the game is long over. (No probes much?) Not to mention the fact that archons are not quite as mobile as ultraling/hydras but 120 hydras vs. 30 archons and 6 high templars would probably go to the protoss if the storms were really well placed and the hydras didn't dodge that well, however once the storms are gone the hydras will simply shred the archons.
This brings me back to a thread I just saw about usefulness of queens. If you were to broodling the temps and parasite a few archons it would cause him to either reveal his force to you or sacrifice killing power.
It's hard to do this in theory crafting however because it would depend on terrain and the map and there are just too many factors.
Not to mention sunkens rape archons so chances are if you had some (12+) sunkens in your base they wouldn't be able to break in.
Edit: If the gas allowed I think hydra/ultraling would work wonders.
Hydra/Ultra is the best, becuase it allows the hydra to shoot from afar, and the ultra to tank without them getting in eachothers way. the problem is to get 12 ultra and 48 hydra is something like 48*25 for the hydra, and 12*200 for the ultra (or in other words, 3600 gas)
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On October 23 2008 21:03 Weryeery wrote: Watch JD vs free and laugh!
yeah I was gonna say this, but free also had reavers
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achons > all. free said so.
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infinity21
Canada6683 Posts
I'm fairly sure I've read a study on this. Ultra > archon 1:1 but in mass ultra < archon so it's fairly balanced.
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I did an experiment once.
A full up archon and full up ultra kill each other at the same time.
As soon as you get into more than 1 of each, archons win.
Archons > Ultra.
I also calculated the costs of all the ups necessary and the cost of archon vs ultra to see if it made sense in terms of balance. I think archons do cost more.
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If I buy over Blizzard, I will implement several changes. First, Infested Terran Splash Damage Range is increased to that of Reaver's Scarab. Second, Sunken Colonies be returned to 400 HP and 1 Armour. Third, Ultralisks gain base 3 Armour. I have my reasons for this, if anyone wishes to know, just reply here.
Infested Terrans also do full damage while under the Dark Swarm, instead of just Splash Damage.
One more thing: Zealots be returned to 80 HP and 80 Shields. And the Scourge should be slightly faster in speed, while the Sunken Colony's attack should be unaffected by Dark Swarm.
Perhaps have the Attack Upgrade of the Ultralisks be +4? Also, when a Scourge hits, the Unit automatically dies, instead of having a delay in the death animation. The Devourers have an Attack Range of 7, and the Scout has a Ground Attack value of 10, while gaining Detector for a Range of 6, after Researching Apial Sensors, at a cost of 200 Minerals and 200 Vespene Gas. Finally, the Overlord's Evolution, Antennae, costs 100 Minerals and 100 Vespene Gas.
How about Spawn Broodlings costing 125 Energy? Also increase the Area of Effect of the EMP Shockwave?
User was warned for this post
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On January 16 2019 21:06 Calixtus wrote: If I buy over Blizzard, I will implement several changes. First, Infested Terran Splash Damage Range is increased to that of Reaver's Scarab. Second, Sunken Colonies be returned to 400 HP and 1 Armour. Third, Ultralisks gain base 3 Armour. I have my reasons for this, if anyone wishes to know, just reply here.
Infested Terrans also do full damage while under the Dark Swarm, instead of just Splash Damage.
One more thing: Zealots be returned to 80 HP and 80 Shields. And the Scourge should be slightly faster in speed, while the Sunken Colony's attack should be unaffected by Dark Swarm.
Perhaps have the Attack Upgrade of the Ultralisks be +4? Also, when a Scourge hits, the Unit automatically dies, instead of having a delay in the death animation. The Devourers have an Attack Range of 7, and the Scout has a Ground Attack value of 10, while gaining Detector for a Range of 6, after Researching Apial Sensors, at a cost of 200 Minerals and 200 Vespene Gas. Finally, the Overlord's Evolution, Antennae, costs 100 Minerals and 100 Vespene Gas.
How about Spawn Broodlings costing 125 Energy? Also increase the Area of Effect of the EMP Shockwave?
If you give infested terran 10000 dmg and radius of nuke, they would still not be played, lol.
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You bumped a 10 year old post to essentially rant that Zerg is the weaker race.
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On January 16 2019 21:06 Calixtus wrote: If I buy over Blizzard, I will implement several changes. First, Infested Terran Splash Damage Range is increased to that of Reaver's Scarab. Second, Sunken Colonies be returned to 400 HP and 1 Armour. Third, Ultralisks gain base 3 Armour. I have my reasons for this, if anyone wishes to know, just reply here.
Infested Terrans also do full damage while under the Dark Swarm, instead of just Splash Damage.
One more thing: Zealots be returned to 80 HP and 80 Shields. And the Scourge should be slightly faster in speed, while the Sunken Colony's attack should be unaffected by Dark Swarm.
Perhaps have the Attack Upgrade of the Ultralisks be +4? Also, when a Scourge hits, the Unit automatically dies, instead of having a delay in the death animation. The Devourers have an Attack Range of 7, and the Scout has a Ground Attack value of 10, while gaining Detector for a Range of 6, after Researching Apial Sensors, at a cost of 200 Minerals and 200 Vespene Gas. Finally, the Overlord's Evolution, Antennae, costs 100 Minerals and 100 Vespene Gas.
How about Spawn Broodlings costing 125 Energy? Also increase the Area of Effect of the EMP Shockwave?
User was warned for this post
What are these scrubby Zerg buffs? Zerg is already very strong, and is even favoured against Protoss on most maps.
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And don't buff EMP. Don't buff Terran in any way what so ever. Making the EMP smaller would in fact be preferrable to making it bigger.
Do you even lift, bro? Are you even S, bro?
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LOL @ the proposed biased balance changes, I'm not sure if he is a Zerg player or not really.
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