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Ultralisk or Archon - Page 4

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 All
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
Last Edited: 2008-10-23 13:00:14
October 23 2008 12:58 GMT
#61
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.
Hi.
weiliem
Profile Joined January 2008
2071 Posts
October 23 2008 13:23 GMT
#62
almost everyone mentioned defliers with swarms, but what about queens with ensare? anyone?
Oppa feeding style
stk01001
Profile Joined September 2007
United States786 Posts
October 23 2008 22:18 GMT
#63
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..
a.k.a reLapSe ---
yoofor
Profile Joined December 2007
United States143 Posts
October 23 2008 23:16 GMT
#64
archon alone vs hydra/ultra is shit
ultra alone vs archon/reaver is shit as well
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
October 23 2008 23:51 GMT
#65
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)
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
October 24 2008 01:58 GMT
#66
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
Manowarrior
Profile Joined May 2007
United States159 Posts
October 24 2008 02:47 GMT
#67
Ultron?
Raithed
Profile Blog Joined May 2007
China7078 Posts
October 24 2008 02:51 GMT
#68
achons > all. free said so.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
October 24 2008 02:58 GMT
#69
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.
Official Entusman #21
fanatacist
Profile Blog Joined August 2007
10319 Posts
October 24 2008 03:14 GMT
#70
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.
Peace~
Calixtus
Profile Joined January 2019
Singapore4 Posts
January 16 2019 12:06 GMT
#71
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
kogeT
Profile Joined September 2013
Poland2038 Posts
January 16 2019 12:20 GMT
#72
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.
https://www.twitch.tv/kogetbw
Q~Bert
Profile Joined June 2006
United States663 Posts
January 16 2019 14:32 GMT
#73
You bumped a 10 year old post to essentially rant that Zerg is the weaker race.
aka: Yaj
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
January 16 2019 14:46 GMT
#74
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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2019-01-16 14:50:45
January 16 2019 14:47 GMT
#75
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?
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
January 16 2019 15:32 GMT
#76
LOL @ the proposed biased balance changes, I'm not sure if he is a Zerg player or not really.
AKA: TelecoM[WHITE] Protoss fighting
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