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Disruption web vs. Stasis?

Forum Index > Brood War Strategy
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0mgVitaminE
Profile Joined February 2009
United States1278 Posts
September 10 2009 04:02 GMT
#1
Hey guys I am but a lowly D ranked noob, and i really can't figure out mid/late game pvt. I play protoss and have a tough time using arbiters/recall/stasis effectively, which is why i usually get run over even if i keep my supply above the terrans. (Doesn't help that i dont time attacks very well either xD).

My question is, why is disruption web never used? I havent used it because ive never seen anyone else do it, but just from specs it seems to be better than stasis. I know arbiters can recall, but i dont want an arbiter vs corsair debate. Is it because sieged tanks can just unsiege out of the web? Even with this i still feel that the time it would take to do that could be used sniping those tanks, or downsizing the rest of the army. Also corsairs can be massed much easier than arbiters, with less tech and building time.

Sorry in advance if this is considered epic noob haha
Hi there. I'm in a cave, how bout you?
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 10 2009 04:07 GMT
#2
because with arbiters, you also have a cloaking field (which pushes the terran to get vessels and/or comstat) and most important of all, recall. corsairs are essentially useless against terran as they hardly ever go air against protoss.
When they see MC Probe, all the ladies disrobe.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
September 10 2009 04:08 GMT
#3
Arbiters do more than just cast stasis, corsairs do absolutely nothing but cast disruption web and in addition researching web costs just as much time as getting the tribunal and stasis
@RealHeyoka | ESL / DreamHack StarCraft Lead
XeliN
Profile Joined June 2009
United Kingdom1755 Posts
September 10 2009 04:08 GMT
#4
this is a little bit epic noob but the simple reasons arbiters are better is fundamentally they cloak your army, coupled with that they have the ability to transport a huge army instantly to a given location, good for many reasons the very least being it forced the opponent to attempt to spend resources//time//effort guarding against this. Stasis pwns disruption web as it completely disables a selected group of units for a much longer time than dweb can, dweb can also potentialy restrict our own units as well and your opponent can simple move his units out from it.

Arbiters pwn corsairs for PvT, altho i think i remember foru or someone blazing out and dealing some dweb pain to an unfortunate terran a while ago...
Adonai bless
dyos
Profile Joined June 2008
United States108 Posts
September 10 2009 04:21 GMT
#5
Yeah. I don't remember the game, but it was one of the pimpest play. Blizzard then shortened dweb after that.
konadora *
Profile Blog Joined February 2009
Singapore66307 Posts
September 10 2009 05:43 GMT
#6
corsairs dwebbing takes more micro
POGGERS
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
September 10 2009 05:46 GMT
#7
Wasn't there such thread already?
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
mrgerry
Profile Joined September 2008
United States1508 Posts
Last Edited: 2009-09-10 05:58:28
September 10 2009 05:58 GMT
#8
http://www.teamliquid.net/forum/viewmessage.php?topic_id=85496
this thread has quite a bit of discussion on the topic you are wondering about
ultramagnetics
Profile Joined March 2009
Poland215 Posts
September 10 2009 06:05 GMT
#9
One of the biggest factors is that it forces terran to spend gas on gols/science vessels-> less tanks.

Also dweb cost 125 gas (much more then most spells). Also terran doesn't use air. Also high templars are needed.

Recall is awesome at getting buy terrans strong defenses and takes advantage of mech's poor mobility. Stasis disables not 1 but many terran units and for a prolonged period that the unit can't escape from.

KwarK
Profile Blog Joined July 2006
United States43060 Posts
September 10 2009 06:21 GMT
#10
An entrenched Terran army can dominate the part of the map it is on. Recall is the way to deal with a Terran who digs in like that. Whereas a terran tornado can be stopped in its track by stasis and an outnumbered Terran dug in army can be dismantled by stasis. Arbiters are the key to PvT on a non carrier map.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States43060 Posts
September 10 2009 06:25 GMT
#11
Oh, and dweb doesn't last long and costs way too much for what it does. It's a bad use of minerals.
ModeratorThe angels have the phone box
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
September 10 2009 13:56 GMT
#12
Do you know how much skill is involved in putting the web in the right place with all the corsairs?
however if you loss always at D rank is not an arbiter problem..More probably you are lacking some concept of the game (ie unit positions)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
lazz
Profile Blog Joined January 2009
Australia3119 Posts
September 10 2009 14:01 GMT
#13
we've talked about this many times before. it's not worth it. fleet beacon + dweb tech + corsairs just for a few webs that the terran can simply move around? arbiters are just better.
BookTwo
Profile Blog Joined May 2009
1985 Posts
September 10 2009 14:03 GMT
#14
unless late game pvt and p goes carriers and t gets a bucket load of turrets at an expo. that might work.
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2009-09-10 14:07:39
September 10 2009 14:03 GMT
#15
On September 10 2009 23:03 BookTwo wrote:
unless late game pvt and p goes carriers and t gets a bucket load of turrets at an expo. that might work.

nah. id rather have an extra carrier or two.

edit: one of the key things you have to consider when thinking of wacky untraditional strategies like corsairs in PvT is opportunity cost. that is, what you could've done with the resources/supply/build time at stargates INSTEAD of getting the corsairs. it's not so much that getting corsairs and webbing a terran tank position is bad, it's just that those resources could be used better elsewhere.
Afasia
Profile Joined August 2009
Finland70 Posts
September 10 2009 14:20 GMT
#16
too expensive, thats it pretty much. The beacon is most expensive building in the game and you already have huge arbiter tech you need to focus your economy on.
I may not have gone where I intended to go, but I think I have ended up where I intended to be.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2009-09-10 14:54:59
September 10 2009 14:54 GMT
#17
Corsairs have a terrible habit of running off and chasing the nearest missile turret to get "murdered" by. I don't know why they do this... they must've been scouts in their previous life before arriving to BW.

Arbiters do this too, but they're easier to control and you typically would need less in numbers to have the same effect as someone attempting to mass d-web his opponent.
"We have unfinished business, I and he."
Nogardeci89
Profile Blog Joined September 2009
United States113 Posts
September 10 2009 17:22 GMT
#18
4 corsairs + upgrades +fleet >~ 900 gas

900 gas = 18 goons
900 gas = 2 arbs + tribunal


if (P)Bisu doesnt do it why should you.
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
Last Edited: 2009-09-10 17:37:32
September 10 2009 17:32 GMT
#19
Disruption Web: Okay, you'll disable a max of three tanks... for what? A matter of a few seconds before he moves out of it?

With Stasis you have the potential to disable a larger group of units (no idea how many is possible) for a MUCH longer period of time. It also takes less energy. I'm pretty sure the difference in the time it takes to research each spell is negligible, especially with the huge advantages stasis has otherwise. (edit: by "research" I guess I mean "tech to")

So basically DWeb is pretty useless against T. Stasis is a much better option.



Chains none
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
Last Edited: 2009-09-10 17:33:16
September 10 2009 17:32 GMT
#20
It's like Queens. It's a huge investment for a very specialized, expensive ability. Corsairs do literally nothing but cast web, which lasts for a short time and has a large energy cost.

Arbiters are better in almost every way, except that they have more prerequisites.
Moderator
Nogardeci89
Profile Blog Joined September 2009
United States113 Posts
September 10 2009 17:42 GMT
#21
Arbiters attack ground too
da_head
Profile Blog Joined November 2008
Canada3350 Posts
September 10 2009 17:57 GMT
#22
lol i don't get why so many people are repeating the same thing. i think the op has gotten the message.
When they see MC Probe, all the ladies disrobe.
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
September 10 2009 18:03 GMT
#23
Ya after reading this i definitely agree that arbiters are the better choice.

@LuDwig- My unit placement is lacking for sure, again i am noob and only play 1 or 2 games a day, even if i do watch alot of pro games.

Another question for anyone that is still reading this. In pvt i usually max while the terran is still turtling on 2-3 bases, occasionally dropping my expansions for harass or whatever. When i first started i would just figure I'm maxed so i mine as well 1a2a3a, only to get slaughtered by sieged tanks. Arbiter recall would work, but when they turtle, turrets all but surround the edges of their base. In situations like that what would be my best option? I dont want my minerals to just stack up from not producing units, but at the same time there is no point in letting a ton of goons die for only a few tanks. Thanks for the help so far.
Hi there. I'm in a cave, how bout you?
aqui
Profile Blog Joined January 2008
Germany1023 Posts
September 10 2009 18:12 GMT
#24
On September 11 2009 03:03 0mgVitaminE wrote:
Ya after reading this i definitely agree that arbiters are the better choice.

@LuDwig- My unit placement is lacking for sure, again i am noob and only play 1 or 2 games a day, even if i do watch alot of pro games.

Another question for anyone that is still reading this. In pvt i usually max while the terran is still turtling on 2-3 bases, occasionally dropping my expansions for harass or whatever. When i first started i would just figure I'm maxed so i mine as well 1a2a3a, only to get slaughtered by sieged tanks. Arbiter recall would work, but when they turtle, turrets all but surround the edges of their base. In situations like that what would be my best option? I dont want my minerals to just stack up from not producing units, but at the same time there is no point in letting a ton of goons die for only a few tanks. Thanks for the help so far.

build loads of gateways and expand, research your upgrades, build more gateways. when the terran moves out or tries to take an expo, flank him, than reproduce as fast as you can. if you want to get offensive, be sure you can reproduce fast enough, use halliunation to get a recalls in his factories.
Bebop Berserker
Profile Joined April 2009
United States246 Posts
Last Edited: 2009-09-10 18:35:47
September 10 2009 18:34 GMT
#25
not too mention the increased health and the fact that a good terran can mine and resiege his tanks that get disruption webbed.

edit: all it takes is 10 minutes to get a building pacement layed out on a map. just use cheats and layout a base. then practice building your building there but in order a few times.
Whatever happens, happens.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
September 10 2009 18:39 GMT
#26
On September 10 2009 13:07 da_head wrote:
because with arbiters, you also have a cloaking field (which pushes the terran to get vessels and/or comstat) and most important of all, recall. corsairs are essentially useless against terran as they hardly ever go air against protoss.

true
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