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[I] Dark Archon key to next metagame shift in PvZ? - Page 20

Forum Index > Brood War Strategy
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Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 24 2009 20:40 GMT
#381
A certain game in the MST last night involved Dark Archons, and they weren't an effective counter to the mutalisks because the player only made 1 and it couldn't cover both his expos and temps -it was sort of a guessing game. Also, it was difficult for him to kill maelstrom'd mutas after losing his sairs. 3-4 dark archons and 3 - 4 sairs are probably what's necessary to stop it reliably.
BanZu
Profile Blog Joined June 2008
United States3329 Posts
October 24 2009 20:56 GMT
#382
On October 25 2009 00:24 Ota Solgryn wrote:
Show nested quote +
On October 25 2009 00:09 errol1001 wrote:
On October 24 2009 21:12 Ota Solgryn wrote:

You think it is easy for zerg to fly around doing muta micro while macroing from three bases? This is something zerg have been doing and practising for many years and therefore have perfected it. So I really think protoss should be able to learn to control ONE unit that has a target spell of 10 range.

And now some of you probably argue, "well zerg can just decide when to attack with muta's but toss have to be aware at all time".
Well, while this might be true, look at ZvT matchup. Here the zerg muta micros nearly all game while macroing often from three bases. So it is certainly possible. Another thing zerg is capable of is being aware of science vessels which can just fly in and snipe defilers etc.

So basically zerg have always had weak units that could be sniped, but has learned to deal with it by having crazy apm, reaction time and awareness.
Why should protoss not be able to do this? Only two arguments:

Either they are just less good (which I really don't think) OR they just have to play 1000 games with e.g. DA's and then they will master them.


I do think it's possible for protoss to use dark archons, and I do think they should... I think this argument is pretty weak though. There's no comparing science vessels irradiating defilers to mutas sniping templar. Science vessels are slower. They can generally be in much less places of the map - you have a much better chance of knowing where they are. That's because if the terran doesn't want to lose them, they have to be near the globs of marines. Mutas can easily be anywhere on the map, because they don't really fear anything or can run from it (they're fast). So mutas will come in from behind, from the sides, etc to snipe templar. having templar behind your army, or really distinctly on any side of your army gets them killed. Having defilers far back, actually helps them a lot, without mentioning that even when a defiler gets irradiated, they have a good amount of time to do their job.

And I don't know about it being hard to templar snipe 'while macroing'. They really don't have to snipe 'while macroing'. They can build from their hatcheries, and then have plenty of time go sniping before they have 3 larva again. Again, you even brought it up yourself: no comparison with having to be ready to do something all the time.


But you just disregard my argument of making muta herassment for the most of a game against a terran, where one slipup will cost you the game. Zergs can do this so toss' should be able to micro one unit, even though they have to be aware all the time.

Comparing microing mutas to microing HTs is a pretty bad comparison.

1. Mutas can fly, HTs cannot
2. Mutas are pretty quick, HTs are not
3. Mutas do not have to worry about bumping into/being blocked by other units, HTs do
4. Mutas take a while to take down, HTs do not
5. Mutas have been "specialized" as a special sniping group, HTs have to stick with a clump of units. Microing mutas is not equivalent to microing HTs, no matter how much you try to argue that point.

Just trying to show that it's stupid to believe that microing HTs is as easy as microing mutas and that Protoss players should be able to do it just as easily. Not saying that it's impossible to do it, just that it's not possible to the extent of muta micro.
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
RaptorX
Profile Blog Joined July 2006
Germany646 Posts
October 24 2009 22:41 GMT
#383
On October 25 2009 05:56 BanZu wrote:
Show nested quote +
On October 25 2009 00:24 Ota Solgryn wrote:
On October 25 2009 00:09 errol1001 wrote:
On October 24 2009 21:12 Ota Solgryn wrote:

You think it is easy for zerg to fly around doing muta micro while macroing from three bases? This is something zerg have been doing and practising for many years and therefore have perfected it. So I really think protoss should be able to learn to control ONE unit that has a target spell of 10 range.

And now some of you probably argue, "well zerg can just decide when to attack with muta's but toss have to be aware at all time".
Well, while this might be true, look at ZvT matchup. Here the zerg muta micros nearly all game while macroing often from three bases. So it is certainly possible. Another thing zerg is capable of is being aware of science vessels which can just fly in and snipe defilers etc.

So basically zerg have always had weak units that could be sniped, but has learned to deal with it by having crazy apm, reaction time and awareness.
Why should protoss not be able to do this? Only two arguments:

Either they are just less good (which I really don't think) OR they just have to play 1000 games with e.g. DA's and then they will master them.


I do think it's possible for protoss to use dark archons, and I do think they should... I think this argument is pretty weak though. There's no comparing science vessels irradiating defilers to mutas sniping templar. Science vessels are slower. They can generally be in much less places of the map - you have a much better chance of knowing where they are. That's because if the terran doesn't want to lose them, they have to be near the globs of marines. Mutas can easily be anywhere on the map, because they don't really fear anything or can run from it (they're fast). So mutas will come in from behind, from the sides, etc to snipe templar. having templar behind your army, or really distinctly on any side of your army gets them killed. Having defilers far back, actually helps them a lot, without mentioning that even when a defiler gets irradiated, they have a good amount of time to do their job.

And I don't know about it being hard to templar snipe 'while macroing'. They really don't have to snipe 'while macroing'. They can build from their hatcheries, and then have plenty of time go sniping before they have 3 larva again. Again, you even brought it up yourself: no comparison with having to be ready to do something all the time.


But you just disregard my argument of making muta herassment for the most of a game against a terran, where one slipup will cost you the game. Zergs can do this so toss' should be able to micro one unit, even though they have to be aware all the time.

Comparing microing mutas to microing HTs is a pretty bad comparison.

1. Mutas can fly, HTs cannot
2. Mutas are pretty quick, HTs are not
3. Mutas do not have to worry about bumping into/being blocked by other units, HTs do
4. Mutas take a while to take down, HTs do not
5. Mutas have been "specialized" as a special sniping group, HTs have to stick with a clump of units. Microing mutas is not equivalent to microing HTs, no matter how much you try to argue that point.

Just trying to show that it's stupid to believe that microing HTs is as easy as microing mutas and that Protoss players should be able to do it just as easily. Not saying that it's impossible to do it, just that it's not possible to the extent of muta micro.



you really didnt understand his point...

people argue that is hard to control the Dark Archor (not the HT) and he answers that if zerg can manage to harass with muta and macro with out so much troubles then a protoss should be able to maelstrom/storm some units without so much trouble, which is logically correct but as players havent use DA then it is difficult until you get used to it.



I won
Suc
Profile Blog Joined January 2009
Australia1569 Posts
Last Edited: 2009-10-24 23:32:34
October 24 2009 23:29 GMT
#384


If only Violet's templars had energy/ an archon was close, but great example of how DAs can be used. If you watch a minute further, you will also see a large group of hydras maelstromed, helping to save his expo.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
October 24 2009 23:34 GMT
#385
I think Toss these days are trying to put DAs in their army. They are trying really hard, you might see good result with them later on in progames.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
October 25 2009 01:09 GMT
#386
what a game! not sure which side of the argument it supports! some for and some against perhaps... this reminds me of the zero>queens thing... i think violet has been lurking here..

actually, that might even be true.. http://www.teamliquid.net/forum/viewmessage.php?topic_id=96705
baubo
Profile Joined September 2008
China3370 Posts
October 25 2009 02:52 GMT
#387
On October 25 2009 05:40 Nevuk wrote:
A certain game in the MST last night involved Dark Archons, and they weren't an effective counter to the mutalisks because the player only made 1 and it couldn't cover both his expos and temps -it was sort of a guessing game. Also, it was difficult for him to kill maelstrom'd mutas after losing his sairs. 3-4 dark archons and 3 - 4 sairs are probably what's necessary to stop it reliably.


To be fair, the timing of the DAs in that game was before temps. So he didn't have storm when the mutas came. Then again, it seemed like Storm was REALLY late. So maybe he forgot to upgrade it.

But the zerg player definitely still took advantage of the fact that mutas can simply dodge the DA and attack elsewhere instead. There's still definitely the mobility difference. But personally, I thought the DA definitely worked pretty well.
Meh
TT1
Profile Blog Joined December 2008
Canada10012 Posts
October 25 2009 03:36 GMT
#388
i tried going da vs mondragon in a cw... lets just say it didnt go too well
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
lac29
Profile Blog Joined December 2008
United States1485 Posts
October 25 2009 04:25 GMT
#389
Hiding HT in shuttles would be kinda cool, then unload for storms when mutas are mael'd.
RaptorX
Profile Blog Joined July 2006
Germany646 Posts
October 25 2009 06:49 GMT
#390
On October 25 2009 13:25 lac29 wrote:
Hiding HT in shuttles would be kinda cool, then unload for storms when mutas are mael'd.

or get sniped by scourge as everybody is telling you guys it will go... a shuttle without corsairs is dead to scourge and if you have 2-4 Hts in there is a huge loss in a PvZ...

I won
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 25 2009 07:53 GMT
#391
On October 25 2009 12:36 iamtt1 wrote:
i tried going da vs mondragon in a cw... lets just say it didnt go too well

It would help us more if you at least told us the reason why you lost.
If you have a good reason to disagree with the above, please tell me. Thank you.
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
October 25 2009 08:56 GMT
#392
On October 25 2009 07:41 RaptorX wrote:
Show nested quote +
On October 25 2009 05:56 BanZu wrote:
On October 25 2009 00:24 Ota Solgryn wrote:
On October 25 2009 00:09 errol1001 wrote:
On October 24 2009 21:12 Ota Solgryn wrote:

You think it is easy for zerg to fly around doing muta micro while macroing from three bases? This is something zerg have been doing and practising for many years and therefore have perfected it. So I really think protoss should be able to learn to control ONE unit that has a target spell of 10 range.

And now some of you probably argue, "well zerg can just decide when to attack with muta's but toss have to be aware at all time".
Well, while this might be true, look at ZvT matchup. Here the zerg muta micros nearly all game while macroing often from three bases. So it is certainly possible. Another thing zerg is capable of is being aware of science vessels which can just fly in and snipe defilers etc.

So basically zerg have always had weak units that could be sniped, but has learned to deal with it by having crazy apm, reaction time and awareness.
Why should protoss not be able to do this? Only two arguments:

Either they are just less good (which I really don't think) OR they just have to play 1000 games with e.g. DA's and then they will master them.


I do think it's possible for protoss to use dark archons, and I do think they should... I think this argument is pretty weak though. There's no comparing science vessels irradiating defilers to mutas sniping templar. Science vessels are slower. They can generally be in much less places of the map - you have a much better chance of knowing where they are. That's because if the terran doesn't want to lose them, they have to be near the globs of marines. Mutas can easily be anywhere on the map, because they don't really fear anything or can run from it (they're fast). So mutas will come in from behind, from the sides, etc to snipe templar. having templar behind your army, or really distinctly on any side of your army gets them killed. Having defilers far back, actually helps them a lot, without mentioning that even when a defiler gets irradiated, they have a good amount of time to do their job.

And I don't know about it being hard to templar snipe 'while macroing'. They really don't have to snipe 'while macroing'. They can build from their hatcheries, and then have plenty of time go sniping before they have 3 larva again. Again, you even brought it up yourself: no comparison with having to be ready to do something all the time.


But you just disregard my argument of making muta herassment for the most of a game against a terran, where one slipup will cost you the game. Zergs can do this so toss' should be able to micro one unit, even though they have to be aware all the time.

Comparing microing mutas to microing HTs is a pretty bad comparison.

1. Mutas can fly, HTs cannot
2. Mutas are pretty quick, HTs are not
3. Mutas do not have to worry about bumping into/being blocked by other units, HTs do
4. Mutas take a while to take down, HTs do not
5. Mutas have been "specialized" as a special sniping group, HTs have to stick with a clump of units. Microing mutas is not equivalent to microing HTs, no matter how much you try to argue that point.

Just trying to show that it's stupid to believe that microing HTs is as easy as microing mutas and that Protoss players should be able to do it just as easily. Not saying that it's impossible to do it, just that it's not possible to the extent of muta micro.



you really didnt understand his point...

people argue that is hard to control the Dark Archor (not the HT) and he answers that if zerg can manage to harass with muta and macro with out so much troubles then a protoss should be able to maelstrom/storm some units without so much trouble, which is logically correct but as players havent use DA then it is difficult until you get used to it.




ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
TT1
Profile Blog Joined December 2008
Canada10012 Posts
October 25 2009 16:07 GMT
#393
On October 25 2009 16:53 spinesheath wrote:
Show nested quote +
On October 25 2009 12:36 iamtt1 wrote:
i tried going da vs mondragon in a cw... lets just say it didnt go too well

It would help us more if you at least told us the reason why you lost.


didnt get 100 energy in time on my da to maelstorm so i was stuck with 1 arch and my cannons.. which were totally useless against the mut micro harass
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
errol1001
Profile Joined April 2008
454 Posts
October 25 2009 17:30 GMT
#394
On October 25 2009 00:24 Ota Solgryn wrote:

But you just disregard my argument of making muta herassment for the most of a game against a terran, where one slipup will cost you the game. Zergs can do this so toss' should be able to micro one unit, even though they have to be aware all the time.


Again, zergs may harass terrans with mutas for a large part of the game, but they don't generally 'slip-up' when they are paying attention.. they slip-up because they're paying attention to something else.. your whole 'even though they have to be aware all the time' is a really big if. Like saying 1 marine counters a lurker even though they have to dodge spines.
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2009-10-26 04:19:08
October 26 2009 04:14 GMT
#395
On October 26 2009 01:07 iamtt1 wrote:
Show nested quote +
On October 25 2009 16:53 spinesheath wrote:
On October 25 2009 12:36 iamtt1 wrote:
i tried going da vs mondragon in a cw... lets just say it didnt go too well

It would help us more if you at least told us the reason why you lost.


didnt get 100 energy in time on my da to maelstorm so i was stuck with 1 arch and my cannons.. which were totally useless against the mut micro harass


You are not doing it right, or thinking about it right. The dark archon is not to stop muta harrass at either of your bases, main or expo. Let alone it does not affect your amount of cannons, resources used on templar, or anything else.

You still keep up corsair production as needed to stop mutas, and still keep a templar back with a few cannons at your base vs a mutabackstab.

Building the DA did not kill you in your game from how you described it, and if you did, then you're missing the point of why you're building it. The maelstrom is NOT for stopping harrass on your bases. You simply died as you would have had you not built the DA either way vs mondragon.

Let alone, it's a practiced timing, not something you get after a few games. Terrans did not learn vessel usage in tvp after a few games, it took a bit to start using them, same for defilers pre-savior.

it takes practice, did everyone see the maelstrom kal did in that pvz somoene linked in this thread? He maelstromed his own damn zealots in front of lurkers LOL.

That's because of horrible decision making on his part to warrant 100 energy there to stop 1 lurker from burrowing. Just as artosis has described, as well as others about korean progamers, they do act like fucking robots a lot of the time, it's usually others that innovate stuff, or the original group of progamer minds like oov, boxer, and such that think something up.

korean progamers are NOT good when it comes to things outside the box or unusual game scenarios, let alone when something new is introduced adapting on the fly. that horrible kal maelstrom was an example of a wasted maelstrom and a bad decision of when to use it because he hasn't used the unit enough.
Sup
fc
Profile Joined September 2009
19 Posts
October 27 2009 11:32 GMT
#396
As far as i get the discussion between Infernal and spinesheath, there is only one question that need to be answered to decide which counter u want to play, more sairs, or DA.

Its the question if u intended to go Bisu style anyway, means building 2 dts for harrass or not. If u are going to build the dts anyway, the DA costs u 100/100 which is even less then 1 sair. Means u can have 1 DA with mael, 1 extra probe and 4 corsairs at the same costs of the 5 Corsairs Infernal suggested. In that case the DA build is far superior since u can leave ur 4 sairs in ur base to defend muta harrass while the DA protects ur HTs from sniping. And 4 sairs + 3 cans @ each nex should be enough to defend any kind of muta harrass. If not, i doubt that 5 sairs would do.

If u didnt go for dts however, the thing looks different. In that case the cost for the DA would be 350/300 which is nearly the cost of 3 corsairs. This means u will have the DA and 2 Corsairs compared to 5 Corsairs in Infernals solution. 2 Corsairs wouldnt help much against muta harrass means u will have to stay @ home with ur army or to invest in extra cannons. In both cases a disadvantage compared to the 5 sair solution.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 27 2009 12:38 GMT
#397
On October 27 2009 20:32 fc wrote:
As far as i get the discussion between Infernal and spinesheath, there is only one question that need to be answered to decide which counter u want to play, more sairs, or DA.

Its the question if u intended to go Bisu style anyway, means building 2 dts for harrass or not. If u are going to build the dts anyway, the DA costs u 100/100 which is even less then 1 sair. Means u can have 1 DA with mael, 1 extra probe and 4 corsairs at the same costs of the 5 Corsairs Infernal suggested. In that case the DA build is far superior since u can leave ur 4 sairs in ur base to defend muta harrass while the DA protects ur HTs from sniping. And 4 sairs + 3 cans @ each nex should be enough to defend any kind of muta harrass. If not, i doubt that 5 sairs would do.

If u didnt go for dts however, the thing looks different. In that case the cost for the DA would be 350/300 which is nearly the cost of 3 corsairs. This means u will have the DA and 2 Corsairs compared to 5 Corsairs in Infernals solution. 2 Corsairs wouldnt help much against muta harrass means u will have to stay @ home with ur army or to invest in extra cannons. In both cases a disadvantage compared to the 5 sair solution.


I wouldn't necessarily call it a disadvantage compared to corsairs. Sure the DA is more expensive if you don't get early DTs anyways, but to compensate for it, your army is stronger than it would be if you had made many corsairs (since a DA adds at least a bit to your army strength in any case, sairs only against mutas).
I can't say it is better, either, but I don't think we can clearly say which is superior yet. I've seen some muta backstabs even with 5 corsairs around lately, and often progamers can only control either their army or their corsairs (either the corsairs idle somewhere or get slaughtered by a group of hydras while the toss controls his army. A DA would at least be in the same location than your army, which obviously makes it easier to keep it under control.
If you have a good reason to disagree with the above, please tell me. Thank you.
fc
Profile Joined September 2009
19 Posts
Last Edited: 2009-10-27 14:57:45
October 27 2009 14:57 GMT
#398
But whats the point of having a stronger army if u are forced to stay at home because of the muta threat. I think thats the point of Infernals argumentation. With just 2 sairs u cant defend ur base against mutas. Means u have to spend extra ressources to do that. And in this case i think the sair build has got a decent advantage because of the better mobility. Though the DA is ofc still playable. Build some extra cans and roll over the zergs 3rd and it has done more then just pay off. And with the money in, more or less, useless mutas and the DA in ur army the zerg will hardly be able to stop u.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 27 2009 15:32 GMT
#399
At first you secure your 3rd base. You should be able to defend anything from that position, even without 5 corsairs.
From there on, you will either take a defensive position that protects all your bases - you can do that because you can match the zerg's army because you haven't lost your HTs. Or you will go on the offensive, which is one of the best defences. Since we assume that your army is about as strong as the zerg army if the zerg didn't spend money on mutas (if it isn't you better would be in a defensive position), we can assume that it is significantly stronger that a zerg army with 12-15 less hydralisks (roughly the cost of 9-11 mutas). Thus you should be able to do at least as much damage to the zerg as his backstab does to you.

If the game progesses you can always add corsairs to defend against mutas.


Also don't forget: If you make 5 corsairs and the zerg sees this, he can simply add scourge. 5 corsairs + 1-2 cannons still have a hard time dealing with 9-11 mutas + 4-6 scourge. 5 corsairs don't suddenly make you invulnerable. 5 corsairs + storms + goons or archs might make HT sniping ineffective, but 5 corsairs on their own are barely as strong.
If you have a good reason to disagree with the above, please tell me. Thank you.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 27 2009 17:22 GMT
#400
On October 28 2009 00:32 spinesheath wrote:
At first you secure your 3rd base. You should be able to defend anything from that position, even without 5 corsairs.
From there on, you will either take a defensive position that protects all your bases - you can do that because you can match the zerg's army because you haven't lost your HTs. Or you will go on the offensive, which is one of the best defences. Since we assume that your army is about as strong as the zerg army if the zerg didn't spend money on mutas (if it isn't you better would be in a defensive position), we can assume that it is significantly stronger that a zerg army with 12-15 less hydralisks (roughly the cost of 9-11 mutas). Thus you should be able to do at least as much damage to the zerg as his backstab does to you.

If the game progesses you can always add corsairs to defend against mutas.


Also don't forget: If you make 5 corsairs and the zerg sees this, he can simply add scourge. 5 corsairs + 1-2 cannons still have a hard time dealing with 9-11 mutas + 4-6 scourge. 5 corsairs don't suddenly make you invulnerable. 5 corsairs + storms + goons or archs might make HT sniping ineffective, but 5 corsairs on their own are barely as strong.


Actually 5 corsairs are pretty damn invulnerable to scourge assuming the sairs have +1 and are shooting them immediately.
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