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[I] Using the scout. - Page 4

Forum Index > Brood War Strategy
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Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-11-10 02:19:07
November 10 2009 02:18 GMT
#61
The scout isn't used because it costs too much, and in order to become really effective, you need to spend additional time and resources to upgrade them. Too much cost for what they're worth. Is it theoretically possible to make good use of the Scout? Yes. For most games though, Protoss players wouldn't even notice if the "Build Scout" button on all of their Stargates was defective. The unit sucks, and is right beside the Infested Terran in terms of usefulness (or lack thereof).
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
November 10 2009 02:32 GMT
#62
On November 08 2009 20:59 538 wrote:
Show nested quote +
On November 08 2009 16:47 Sinensis wrote:
On November 08 2009 16:31 cosiant wrote:
Well the scouts did help Bisu out once (baring humiliation) and someone else, Kal?


Can someone please link this VOD or tell me who he does this against/what map?

Bisu versus Hwasin on Python
Kal vs ForGG on Colosseum, actually in both of their Arena MSL games on Colosseum2 had scouts, but only the first is good (see my recent article on Kal )

ask G5 about scouts in general
Scouts are good in PvZ for throwing the Z off balance, but G5 also uses them in the lategame, with
speed and stacking, you can micro them like vultures against scourge. Fun


This game too: http://www.teamliquid.net/tlpd/games/7451_Flash_vs_Stork/vod

Great comeback with the use of a scout.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
monolith94
Profile Joined September 2009
United States47 Posts
November 10 2009 03:15 GMT
#63
How cheap would the scout have to be for it to be considered a viable part of a toss build? 200/100? Lower?
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2009-11-10 04:21:22
November 10 2009 04:18 GMT
#64
On November 10 2009 12:15 monolith94 wrote:
How cheap would the scout have to be for it to be considered a viable part of a toss build? 200/100? Lower?

I find the cost of speed (500/400) and the build time on scouts (twice as long as corsairs, you need more gas-intensive stargates) more debilitating than the actual resource cost, but 200/100 would probably make them competitive, if you were getting a stargate anyway.

The trouble I find with scouts in PvZ is:
1) If you build scout before corsair, your flier reaches the Zerg base much later, often negating the harassment advantage. (Exception - the Zerg hid his overlords, or only built a spore to protect them.)
2) Scouts die to scourge before scout speed. It might cost the Zerg more gas than the Protoss, since you'll kill some of the incoming scourge, but the mineral difference is ridiculous.
3) Speed scouts require a lot of micro to be effective air-to-air, unlike a corsair blob.

So they're a dubious proposition early (might be effective REALLY early), and a lot of work to use later, when you should probably be busy controlling other units. Particularly since you can afford 1.5-2x as many corsairs as scouts...
My strategy is to fork people.
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 10 2009 05:05 GMT
#65
--- Nuked ---
Impervious
Profile Blog Joined March 2009
Canada4200 Posts
November 10 2009 17:27 GMT
#66
On November 10 2009 12:15 monolith94 wrote:
How cheap would the scout have to be for it to be considered a viable part of a toss build? 200/100? Lower?


What about something a little different - already having the upgraded speed and sight range?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
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