[I] PvP Full game build - Page 2
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jalstar
United States8198 Posts
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genericname92
United States148 Posts
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Nevuk
United States16280 Posts
On October 16 2009 14:54 Gnarly wrote: You are retarded. You must be. Am I wasting templar energy? I could be killing units, but could completely fuck up the storms. I may not even get to. With hallucination, I don't need to bring in the HTs as they will have done their job for now. I know for a fact that I get to use the spell as they won't see any battle. It can also greatly increase the size of your army and could COMPLETELY negate an attack, over having to attack and possibly losing. The goal of hallucination is not to win, but allow me to make the other player make more decisions, and to allow me to fully use the race which is more fun, over needing to win every single game. Also, if you read in what I wrote, I talk of cannons, needing them, and how I will be adding gates in my transition to ALLOW for a late robo. You just completely said what I said. Get out. And to Nevuk: I think better players would be able to effectively aggressively and defensively hallucination. Inexperienced players would probably try to storm the hallucinations units, probably checking first, wasting valuable micro time, ignoring the fact that his reinforcement/ retreat path has been cut off, not transferring probes and forgetting pylons and tech and whatnot. Why does this suck? Even if a player knew what to do, it's still not something that's easy because you can't detect it. You can only see what you actually see, and you can easily see HT, where they are going to storm, and able to dance before the storm. It's not worth effort. Really. The first time they see the blue smoke they will realize why your army seems so much larger, and it is really hard to keep your hallucinations separate in the army formation unless you charge in blindly with them a la Bisu v Iris game 5, where it made sense to clear mines. Also, it isn't like there is any consideration at all about storming - you see enemy units, you storm the clumps/spots that will do the most damage. So if they storm your army and there are 16 hallucinated zealots, say 9 of them touch the storm and die. Having 6 meatshields that take something like triple damage isn't worth the 800 energy it takes for it. The reason hallucinate is terrible is because storm is so much better for less energy - you could get 10 storms instead of the hallucinated army. Your specific idea is to draw them out with a hallucinated army. That's fine, but how early are we talking? 3 base, right? By this point most P are going to be able to do the damage required to kill a single hallucination with pure goon fire, as they take double damage (i believe) and ignore size definitely. Using a few zealots or actually like 2 or 3 dark templars works considerably better for this purpose, as to kill either you do have to move your army out of position. The idea about the dark archon does have merit, though it may be too micro intensive to be justifiable, especially since it takes 50 energy and you can't sweep in and kill more than 4 templars at a time. | ||
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]343[
United States10328 Posts
@OP: try. it. out. such theorycrafting is nice and all, but pretty much completely impractical. (also try it out against a solid D not a D-) | ||
Nevuk
United States16280 Posts
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da_head
Canada3350 Posts
pst, 100>75 energy btw ![]() o and i'll also be happy to face you. ![]() | ||
Gnarly
United States151 Posts
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koreasilver
9109 Posts
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frogmelter
United States971 Posts
Yes, all spells dispels them I don't understand why people are being so mean Yes, I too don't think this idea will work, but you guys are being a bit harsh I don't think it will work because you are delaying storm for halluciation... that could be crippling in a fight Not to mention... observers... They can scout the halluciations happening... It's lights out if that happens TBH I just don't think you can take the economic and military hit by doing this... They will just run you over IMHO | ||
Red Alert
United States119 Posts
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frogmelter
United States971 Posts
http://starcraft.wikia.com/wiki/Hallucination They do take double damage Sorry for any confusion I might have caused | ||
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TheYango
United States47024 Posts
On October 16 2009 15:38 Gnarly wrote: If they see blue smoke, they know there's hallucinated units in there, yes. But they don't know which ones. They can find out by killing them, and that's what I want. Them not killing the real units so that my real units can kill them. This also makes it easier to focus fires since concentrating on the shots of my goons with that many and then moving the right units would take too much and screw him over in the long run, as opposed to just falling back, or being a boss. Not everyone gets to be a boss, though. He doesn't need to know which ones are fake. If he storms your hallucinations, he just traded a 100 energy spell for a 75 energy spell, his advantage. If he storms your real units--well, I shouldn't need to tell you why that's bad for you. On October 16 2009 15:38 Gnarly wrote: I would also not allow for my units to be clumped. That's just asking for a storm. So the effectiveness of his storms would be reduced. That's the thing. Having a bunch of hallucinations around makes it hard for you to just say "I would also not allow for my units to be clumped. You have to keep your hallucinations distinguishable from your real units, while at the same time keeping them unclumped and dispersed? It's implying that you have free reign to make the choice of where and when to engage, when, in practice, that's not always the case. Not to mention how much of a control nightmare that is. Keeping your dragoons unclumped, while having your fake dragoons dispersed among your real ones AND being able to focus-fire without either your dragoons separating into real and fake, and without them being clumped takes far more control than just aiming storms--if you have to do that much more work to make hallucinations better than storm, you may as well storm, and then go macro or micro your dragoons. | ||
flothefreak
Germany77 Posts
plus, hallus take double damage of everything | ||
ceaRshaf
Romania4926 Posts
What about a "probe-recall-rush-into-FE" strategy?Probes are never used in attack and i thought it would be cool to give them some action I have a build that might work to do it, but haven't tested it yet. Let's talk for ages if it could be done. Or maybe i ll just play a couple of games and try it and see for myself what a daydreamer i am. Not trying to be offensive but realistical. | ||
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Liquid`Zephyr
United States996 Posts
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Gnarly
United States151 Posts
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rredtooth
5459 Posts
On October 16 2009 13:04 Gnarly wrote: lawlsI consider myself quite the tactician, I like to play chess quite a bit. | ||
Knickknack
United States1187 Posts
zcorezgoon citadel+forge archive+cannon at nat 5:00 you have 3g/2z/1cannon. expo, and more cannons if necessary 4hts total then goons with range and speedlots robo and hallucinate move out when hts have 200energy ~10min. 4htx4 = 16halluninated goons. morph archons. attack! then have fun beating people that are worse than you anyway. :D Its not a terrible build if they play right into your hands, ie they just macro up as well and are not as good as you at it. | ||
SiegeTanksandBlueGoo
China685 Posts
On October 16 2009 14:54 Gnarly wrote: You are retarded. You must be. Am I wasting templar energy? I could be killing units, but could completely fuck up the storms. I may not even get to. With hallucination, I don't need to bring in the HTs as they will have done their job for now. I know for a fact that I get to use the spell as they won't see any battle. It can also greatly increase the size of your army and could COMPLETELY negate an attack, over having to attack and possibly losing. The goal of hallucination is not to win, but allow me to make the other player make more decisions, and to allow me to fully use the race which is more fun, over needing to win every single game. Also, if you read in what I wrote, I talk of cannons, needing them, and how I will be adding gates in my transition to ALLOW for a late robo. You just completely said what I said. Get out. And to Nevuk: I think better players would be able to effectively aggressively and defensively hallucination. Inexperienced players would probably try to storm the hallucinations units, probably checking first, wasting valuable micro time, ignoring the fact that his reinforcement/ retreat path has been cut off, not transferring probes and forgetting pylons and tech and whatnot. Why does this suck? Even if a player knew what to do, it's still not something that's easy because you can't detect it. You can only see what you actually see, and you can easily see HT, where they are going to storm, and able to dance before the storm. ![]() Seriously though, spells cancel out hallucination. Stop daydreaming. | ||
SiegeTanksandBlueGoo
China685 Posts
On October 17 2009 02:28 Gnarly wrote: What if my opponent does not scout that I am going hallucination? He scouts that I go DT opening, that doesn't even matter because soon enough he will know. Then I could be going for storm, a reaver switch, or archons, or something else. If he goes obs and storm, that's a long time before you attack, after being hit by a DT opening as well. The point of the DTs are to delay his mid-game transition, so that I can do mine easier. What if he went reavers instead of storm? I don't have storms to worry about, but I have a late reaver push to deal with. Since I know it's coming, from spotter pylons and proper scouting, I can set up my defense to make it not worth attacking me, or to even harass me. If he went 4gate goon or something, well, that's self defeat. If he doesn't feel safe to attack, as DT can contest for map control versus one observer. Just the thought of the DTs sneaking in after he pushes out could cause him to focus on them, wasting time to attack me. But if he just goes straight for me, without proper defense, he is screwed. As for the micro involved with clump avoiding, all you have to do with move your real units with the fake ones a few times in different directions. The amount of clicks could be a simple six clicks, just to get them together. Then to focus fire, I would probably have 8 goons per group, since it takes, I believe, sixteen shots without +1 to kill a goon, and with what seems like a goon heavy army, I could snipe a few goons and he could snipe a few fake ones. I've played a lot of UMS, and my micro is pretty precise, as long as I know how to do it. You guys keep saying how there WILL be storms that WILL be doing MASSIVE damage NO MATTER WHAT, and that he WILL scout and WILL know exactly what to do. Quit with your ancient thinking, and talk from real experience, as I'm confident none of you have any experience with legit hallu-play. So what if he storms my fake units, what if he only gets one, which is the cost of 50 energy, compared to 75 energy? What if he gets three goons, which is 375 minerals and 150 gas. And the chance that he will have HTs ready to storm after being hit by a DT opening in time for to destroy me is unlikely, in my opinion. As for replays, I am going to be doing a lot of games today, and I will get a few replays in here. But the reason I started the thread before any actual play, was to get a BETTER idea of what ordering my mid-game could be in. To see if anyone knew what they were talking about. To Zephyr: It could be more viable to go with a fake zealot army instead of goons, just simply due to the gas issue. And the fake archons could provide some nice fodder, and could make an inexperienced player draw his reavers back, which would make his attack mush less effective. That's nice. To ceaRshaf: Who made you boss? Even a couple of games would still do no justice, it would take a lot of thinking, and a lot of playing in order to truly see if it's viable. Be realistic. Let's play chess then, any time controls, anywhere. | ||
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