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[I] Dark Archon key to next metagame shift in PvZ? - Page 6

Forum Index > Brood War Strategy
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pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
October 12 2009 22:33 GMT
#101
i think the viability of darchons in pvz is very dependent on a lot of things but map and player skill amongst other things so this makes the viability of it very specific to each individual.

progames included.

yes it could work, but then again it could fuck up terribly.

and no there will not be a shift in metagame because if everyone did it then zergs would stop trying to ht snipe with mutastacks.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 12 2009 22:56 GMT
#102
On October 13 2009 07:14 Gnarly wrote:
The whole APM discussion is touchy. There is a reason why the pros are the pros. They should always be trying to surpass themselves. I think not using DA, or queens, just because of the APM usage is stupid and very unprofessional. Pros should be able to learn to deal with it, right? Maybe they have actually already tried, really, really tried, and this is why they say they can't, or they just simply don't know how to incorporate DA micro into their micro/macro system, and refuse to try, thus saying it's too hard. I can't put any weight on this, just simply because how the hell am I, or even you, supposed to know?

Blah.



Maybe a case of peole not wanting to adapt?
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
October 13 2009 00:14 GMT
#103
I've tried a build with DAs and I must say that its incredibly hard to adapt with.

Sad to say, its really hard to use a DA considering that the muta snipe force arrives from early-mid game transition stage and at that point, macro, upgrades and microing your army to hydras that attack already takes up so much attention.

Sad to say, your DA must be where the mutas are which means that they have to be near the high templars. But since the mutas arrive right when you push out, your army is slightly mispositioned and you may not be able to get a maelstorm off at all.

Probably Bisu could pull it off but not me.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Another_Pro
Profile Joined July 2009
United States66 Posts
October 13 2009 02:04 GMT
#104
seriously.... hotkey the DA somewhere from 3-5 and just press 5e and click the mutas. BAM, in less than a second with only 3 actions I've maelstormed the mutas, even with my limited 110-120 APM. I really don't see what the big deal is, maelstorm doesn't miss and they can't just fly out of it.

As long as you can find a timing to build the DA nobody, not even noobs, should have a problem actually using the spell.
JohannesH
Profile Joined September 2009
Finland1364 Posts
October 13 2009 03:37 GMT
#105
On October 13 2009 07:33 pyrogenetix wrote:
and no there will not be a shift in metagame because if everyone did it then zergs would stop trying to ht snipe with mutastacks.

1 less option for zergs then. But if everyone stopped sniping hts with muta then nobody would get DA for that anymore... Then muta ht sniping would be safe again :O So I dont think its that simple.
If you have to ask, you don't know.
flag
Profile Blog Joined July 2007
United States228 Posts
October 13 2009 03:52 GMT
#106
On October 13 2009 07:33 pyrogenetix wrote:
and no there will not be a shift in metagame because if everyone did it then zergs would stop trying to ht snipe with mutastacks.


correct me if i am wrong, but isn't not doing something (which is in the current metagame), by its very definition a shift in the metagame?

there is alot of debate here, but it is all pointless, yes maelstrom will counter the muta ht snipes, yes it will require some additional resource/micro. no amount criticizing on this thread will decide if it is worth it. just go play and try it if you think it has potential, time will tell. metagame shift doesn't happen by debate, it happens by what people do. then again thanks to the OP for bringing this idea to everyones attention.

btw i hate the word metagame over used buzzword just meaning best set of strategies (alright i guess it shortens that a little)
rredtooth
Profile Blog Joined December 2008
5461 Posts
October 13 2009 04:07 GMT
#107
this showed up in the dreiven highlight video. nothing new and won't cause a metagame shift. it's like queens - theoretically they are ideal in certain situations but it's just one more thing to worry about that takes away from other parts of your game.
[formerly sponsored by the artist formerly known as Gene]
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
Last Edited: 2009-10-13 05:06:40
October 13 2009 05:06 GMT
#108
On October 13 2009 07:56 Ian Ian Ian wrote:
Show nested quote +
On October 13 2009 07:14 Gnarly wrote:
The whole APM discussion is touchy. There is a reason why the pros are the pros. They should always be trying to surpass themselves. I think not using DA, or queens, just because of the APM usage is stupid and very unprofessional. Pros should be able to learn to deal with it, right? Maybe they have actually already tried, really, really tried, and this is why they say they can't, or they just simply don't know how to incorporate DA micro into their micro/macro system, and refuse to try, thus saying it's too hard. I can't put any weight on this, just simply because how the hell am I, or even you, supposed to know?

Blah.



Maybe a case of peole not wanting to adapt?


A wise man once said "If you think you have infinite focus and play accordingly, you will lose".

I'd imagine that the game would be played very much differently if players could see the game frame by frame and make all the decisions he wants to for each frame. That is not the case, however, so we shouldn't play like we can do it all.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
GGYouMake
Profile Joined July 2009
United States69 Posts
October 13 2009 05:28 GMT
#109
Good Read...but i play Z ;P
Im about to drop the hammer, and dispense some indiscriminate justice! - Siege Tank
Mirror0423
Profile Blog Joined October 2009
United States175 Posts
October 13 2009 06:44 GMT
#110
If you were SURE that the zerg was gonna go with mutals, then i feel like getting DA might be worth more than storm. The problem that i can see is, when zerg is getting den/spire, and you aren't sure yet, which units zerg is going to be going for, hydras, or mutals, which upgrade are you going to be getting, and what units. If you start upgrading/making DA after you see mutals, there's no way you'll be able to get them in time. If you assume they're going mutals, and zerg ends up getting hydras, you're pretty much F-ed. I think that's why people choose storm. Storm, though not as useful against mutals, is at least more useful against both of zerg's tech than DA is.
Admitted, if you know for sure that zerg is going to rely heavily on mutals, then going for DA wouldn't be such a bad idea at all.
bellweather
Profile Blog Joined April 2009
United States404 Posts
October 13 2009 07:34 GMT
#111
On October 13 2009 15:44 TossNub wrote:
If you were SURE that the zerg was gonna go with mutals, then i feel like getting DA might be worth more than storm. The problem that i can see is, when zerg is getting den/spire, and you aren't sure yet, which units zerg is going to be going for, hydras, or mutals, which upgrade are you going to be getting, and what units. If you start upgrading/making DA after you see mutals, there's no way you'll be able to get them in time. If you assume they're going mutals, and zerg ends up getting hydras, you're pretty much F-ed. I think that's why people choose storm. Storm, though not as useful against mutals, is at least more useful against both of zerg's tech than DA is.
Admitted, if you know for sure that zerg is going to rely heavily on mutals, then going for DA wouldn't be such a bad idea at all.


You're discounting maelstrom's effectiveness against hydras. Granted it'd be so much better taking out 9 stacked mutas, but it's not impossibly useless. Also if you have a corsair flying around you can count larvae, although I'm not exactly sure how you'd want the DA timing compared to the current storm timing.
A mathematician is a blind man in a dark room looking for a black cat which isnt' there. -Charles Darwin
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
October 13 2009 07:47 GMT
#112
On October 13 2009 09:14 JMave wrote:
I've tried a build with DAs and I must say that its incredibly hard to adapt with.

Sad to say, its really hard to use a DA considering that the muta snipe force arrives from early-mid game transition stage and at that point, macro, upgrades and microing your army to hydras that attack already takes up so much attention.

Sad to say, your DA must be where the mutas are which means that they have to be near the high templars. But since the mutas arrive right when you push out, your army is slightly mispositioned and you may not be able to get a maelstorm off at all.

Probably Bisu could pull it off but not me.


Yeah but the zergs has learned to micro the mutas around, dodge storm with hyds and macro, so why shouldnt protoss be able to.
Its all in your head.
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
October 13 2009 08:36 GMT
#113
On October 13 2009 12:52 flag wrote:
Show nested quote +
On October 13 2009 07:33 pyrogenetix wrote:
and no there will not be a shift in metagame because if everyone did it then zergs would stop trying to ht snipe with mutastacks.


correct me if i am wrong, but isn't not doing something (which is in the current metagame), by its very definition a shift in the metagame?



You are indeed correct sir! You catch him on a misunderstanding like I catch him on his extreme lack of art production!

Even if they dont go mutas it has some use against mass hydras, so if you can only mael like 5-6 however many a clump would be it's a sure storm hit, which is some compensation.

While mael definitely isnt as good as a storm, it's much better being able to deny a muta change>ht pick off switch for the whole game than losing like all your hts at the start, or some point in the game.

And DA do actually scale late game with feedback on defilers, and maelings on ultras is extremely useful.

If you KNOW he cant go mutas because you're going DA you'd practically never have to make defensive cannons in your min lines early to stop a muta threat, which is very very nice too.

Seems totally viable and very interesting at least.
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 13 2009 09:16 GMT
#114
Btw, I don't believe that it's the maelstorm itself guys that people are saying is APM intensive. It's managing the DA as a whole... the progamers didn't say that it was ensnare for the queen that was hard to use, rather having to manage a whole extra unit with it's own speed and placement positioning, etc. Same goes with DA. It's very similar to the arbiter in PvT where you see the pros sending their entire army forward and the arbiter keeps going until it encouters turrets and dies to turrets. The DA I watch ALWAYS has that happen as well, and it's sniped VERY easily by hydras. Easier than archons are, and they die quite fast to hydras...
SturmAddict
Profile Joined October 2009
Malaysia176 Posts
October 13 2009 09:55 GMT
#115
...i dont think thats the same thing though. most death-by-turret arbiters is caused by them trying to pull a recall in a well-turreted expansion, rather then 1a2a3a4a...oops, an arbiter walked into turrets.

And the only reason archons are easy to snipe, is because most players group them with zealots so that they can get to the lings asap when they come.

but i dont see any reason for DA' to be grouped with lots and archons in the front line...
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 13 2009 10:38 GMT
#116
Most avoidable Arbiter deaths I see don't happen during an attack, but a bit afterwards, when the toss goes back to macro. Imo this will change over time. It could be prevented easily, anyways: Hotkey all your Arbs in one group and once you return to your base after a battle, select that group and right klick anywhere in your base. That would mostly be another macro task, nothing more. Tosses are used to macroing right before and right after the main part of a battle has been fought out. Adding 2 actions to the routine takes a lot of time and practice, but at some point you will do it unconciously.

I don't see how DAs are sniped easier than Archons. DAs have no attack, so they RUN if they are hit. Archons ATTACK the hydras. And if the two units are following the same order (move, attack move, patrol, hold) they are sniped equally well.
If you have a good reason to disagree with the above, please tell me. Thank you.
Mirror0423
Profile Blog Joined October 2009
United States175 Posts
October 13 2009 14:20 GMT
#117
On October 13 2009 16:34 InsideTheBox wrote:
Show nested quote +
On October 13 2009 15:44 TossNub wrote:
If you were SURE that the zerg was gonna go with mutals, then i feel like getting DA might be worth more than storm. The problem that i can see is, when zerg is getting den/spire, and you aren't sure yet, which units zerg is going to be going for, hydras, or mutals, which upgrade are you going to be getting, and what units. If you start upgrading/making DA after you see mutals, there's no way you'll be able to get them in time. If you assume they're going mutals, and zerg ends up getting hydras, you're pretty much F-ed. I think that's why people choose storm. Storm, though not as useful against mutals, is at least more useful against both of zerg's tech than DA is.
Admitted, if you know for sure that zerg is going to rely heavily on mutals, then going for DA wouldn't be such a bad idea at all.


You're discounting maelstrom's effectiveness against hydras. Granted it'd be so much better taking out 9 stacked mutas, but it's not impossibly useless. Also if you have a corsair flying around you can count larvae, although I'm not exactly sure how you'd want the DA timing compared to the current storm timing.



A single maelstrom V a single storm might be comparable, but with energy costs, and since DA needs 2 DTs, with storms a toss can get 2, if lucky up to 3 storms by the time a hydra army comes in, but with DA i can't really see more than 1 maelstrom being ready in time.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 13 2009 14:56 GMT
#118
so i've been scrollin through this thread

and its amazing how many people think its maelSTORM
when its actually maelSTROM

gogo gadget spelling!
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Mirror0423
Profile Blog Joined October 2009
United States175 Posts
October 13 2009 15:04 GMT
#119
Kinda off topic o_O i wrote it all and read it and realized this has nothing to do with DA lol

As for the APM matter, i've always been confused as to why people joke around like "1a2a3a toss" it's not that toss doesn't need micro, but it takes longer for toss to macro. for example (by the way 1a2a3a is late game, so i'm setting up scenarios in late game)

If a zerg players wants to mass up 12 units (with no lings) they require 4 "unit building actions". to match that a toss player is required to do i would say around 6 to 8 "unit building actions" depending on the unit composition and upgrades. in the beginning it doesn't seem like that big of a deal but late game, when zerg is pouring out from 9 to 12 "unit building actions" toss is required to spend a lot more time macroing their units. not to mention the fact that zerg can just save up their larvas and produce, while toss has to keep their gates constantly pumping.

Against terran it's a little different, which is why i think toss does have some advantage against terran. If a terran player produces from 8 facts, toss is required to produce from 10 gates or so (due to terran units being more effective... especially late game with upgrades). which only requires very small time spent on "unit producing actions" than the terran player.

So a zerg player with 200 apm could spend a considerably longer time microing his units while a toss player with 200 apm is busy keep their unit count up to par. Against terran you do see more micro, such as zelot bombing or running your zelots, making sure your goons aren't hiting the building that's floating around for meat shield. etc etc. So yeah, toss does micro less than zerg/terran players, but it's because we want to keep out with zerg/terran's macro.

That's just my 2 cents o_O. Don't bash me too much.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 13 2009 15:07 GMT
#120
Go 1a2a3a with different speed units and see how it works out. Bisu got famous partially for great observer control. Noone lurker contains Bisu anymore.
You want 20 good men, but you need a bad pussy.
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