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protoss range - Page 2

Forum Index > Brood War Strategy
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Chris307
Profile Joined June 2004
3095 Posts
October 08 2004 03:57 GMT
#21
I can't believe there are players who still don't know all this.
PUSH DICE CUP BACK AND I SHOOT CRAP
Pseudo_Utopia
Profile Blog Joined December 2002
Canada827 Posts
October 08 2004 05:20 GMT
#22
Nah whenever a morphing sunken has 101 or less hp it will morph into a 1 hp sunken... which kinda sux ._.
You can exploit this when you zeal rush: lower morphing sunks to 101 then just let them finish while you hit lings/hatch.
Retired SchiSm[LighT]
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
October 08 2004 11:24 GMT
#23
nah the thing i said about cannoning a cliff with sunkens on the bottom is that you can make more than 1 cannon on the cliff because it is not hindered by creep. so usually when a protoss get cannons up on your cliff the sunkens cant really do anything about it cause they miss too much.
Micro.Macro.Scouting.Harassment.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
October 08 2004 12:48 GMT
#24
On October 08 2004 14:20 Pseudo_Utopia wrote:
Nah whenever a morphing sunken has 101 or less hp it will morph into a 1 hp sunken... which kinda sux ._.
You can exploit this when you zeal rush: lower morphing sunks to 101 then just let them finish while you hit lings/hatch.


Didn't know this -_-. Did they do it intentionally, or it just happened?
When you want something, all the universe conspires in helping you to achieve it.
amat
Profile Joined October 2002
United States1788 Posts
October 08 2004 15:39 GMT
#25
Creep colonies are 400hp. Originally sunkens were 400hp, but patch 1.08 reduced them to 300. So now when a sunken morphs it loses 100hp when it completes.

Blizz kept creeps at 400 because spores have 400hp.

The trade off for lowering the hp on sunks was the addition of 1 armor point.
Proud Mensrea No-Prize Winner. Click the Banner Ads. I would keep a lamer list, but I love you all.
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
October 08 2004 16:10 GMT
#26
anyone who thinks cannons build faster than sunks is completely wrong
20 for creep
20 for sunken

50 for cannon
30 pylon
so if you have creep already its less than half the time
Pob
Profile Joined February 2004
880 Posts
October 08 2004 16:48 GMT
#27
add drone build time...
Kakarotto
Profile Joined June 2004
180 Posts
October 08 2004 17:53 GMT
#28
cannon is the best tower defense is starcraft ...the only that attack air/ground so u dont need to spore/sunk and the only that does full damage to both types of attack...
and goons>>cannons...becuz u have them on map u can micro and u can do alot of damage
stupid topic to spam i guess...cannon is a cannon and dragoon is an unit..both doing great job...
tough those "cows" are kinda stupid sometimes ;d
The evolution its an accident...and the human is one of them xDDD
Locked
Profile Joined September 2004
United States4182 Posts
October 08 2004 20:27 GMT
#29
On October 09 2004 00:39 amat wrote:

The trade off for lowering the hp on sunks was the addition of 1 armor point.



too bad i believe they don't get the armor until AFTER they finish morphing hehe, otherwise if under attack people could just morph colonies hmm and gain +1 armor instant
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
fearus
Profile Blog Joined December 2003
China2164 Posts
October 08 2004 21:31 GMT
#30
canons detect too.
bisu fanboy
LordOfDabu
Profile Blog Joined December 2003
United States394 Posts
October 09 2004 00:04 GMT
#31
Sunkens actually have +2 armor.
Think fast. Click faster.
LastWish
Profile Blog Joined September 2004
2013 Posts
October 09 2004 02:44 GMT
#32
i think that basically all building have armor of 1, and only sunkens have 2(patched in 1.0x when sunken Hp was lowered by 100, and increased armor by 1).
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
October 09 2004 03:20 GMT
#33
why would you count the time it takes to make a drone? If you spot toss coming to hit you, you can take drones off mining, morph creep colonies, then morph them into sunkens, and have them in time to defend your base. It's fucking stupid, because zerg can do whatever they want early game, and if they fucked up, they can bail themselves out with 5 sunkens or whatever. Cannons take a year and a half to warp in, if toss could warp in cannons in the time it takes zerg to moprh sunkens, the pvz game would be a lot more playable. You wouldn't see tosses getting owned by gay lair tech rushes or cheesy hidden 3 hatch lings nearly as often, which would allow toss to take a few more risks, which would really help make pvz more interesting and less of a beat down.
True learning is not the memorization of knowledge; it is the internalization of patterns.
paper
Profile Blog Joined September 2004
13196 Posts
October 09 2004 03:45 GMT
#34
On October 09 2004 12:20 Hautamaki wrote:
why would you count the time it takes to make a drone? If you spot toss coming to hit you, you can take drones off mining, morph creep colonies, then morph them into sunkens, and have them in time to defend your base. It's fucking stupid, because zerg can do whatever they want early game, and if they fucked up, they can bail themselves out with 5 sunkens or whatever. Cannons take a year and a half to warp in, if toss could warp in cannons in the time it takes zerg to moprh sunkens, the pvz game would be a lot more playable. You wouldn't see tosses getting owned by gay lair tech rushes or cheesy hidden 3 hatch lings nearly as often, which would allow toss to take a few more risks, which would really help make pvz more interesting and less of a beat down.


what about cannon rush cheese :O
Hates Fun🤔
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
October 09 2004 03:49 GMT
#35
who dies to that, honestly. Cannon rush is barely currently a factor in SC. Putting cannon build time down to 30 or something might make it a bit more of one, but would that honestly be so terrible?
True learning is not the memorization of knowledge; it is the internalization of patterns.
baal
Profile Joined March 2003
10541 Posts
October 09 2004 04:43 GMT
#36
On October 09 2004 12:49 Hautamaki wrote:
who dies to that, honestly. Cannon rush is barely currently a factor in SC. Putting cannon build time down to 30 or something might make it a bit more of one, but would that honestly be so terrible?


Watch Dany vs Strafe game
Im back, in pog form!
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
October 09 2004 05:10 GMT
#37
anything that happens on these wcg maps is null and void, they're bullshit =p
True learning is not the memorization of knowledge; it is the internalization of patterns.
LastWish
Profile Blog Joined September 2004
2013 Posts
October 09 2004 10:17 GMT
#38
well cannon build time decrease is bullshit, i guess it was already patched in 1.0x...
Cannons are almost unbeatable by zerg early in the game, later u don't care because u build more cannons in advance so by the time zerg arrives they are already built.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
October 09 2004 11:33 GMT
#39
cannons are almost unbeatable by zerg? I beg to differ, I think cannons get abused a lot more often than sunkens. If a single base lurker rushing zerg (like 12-3 positions) wants to force your ramp and all you have is zealots (which is normal for this circumstance) you need at least 2 and probably 3 cannons at your ramp to hold. Of course, if he gets up your ramp, you need like 6 cannons to cover your whole main at that point. And a zerg mutalisk hit usually requires at least 4 cannons, or the backup of archon/templar to hold. I can't tell how many times my cannons died 2 seconds from warping in. Cannons just don't have any hitpoints, I'd hardly call them overpowered vs zerg. However, if you were able to wait an extra 10 seconds before having to start warping them in and still have them come in time, that's an extra 10 seconds of cushion to scout zerg, and an extra ten seconds you can expand sooner or tech faster or whatever. Nothing huge, nothing that would break the game, just something that would slightly reduce zergs mathematical superiority.
True learning is not the memorization of knowledge; it is the internalization of patterns.
baal
Profile Joined March 2003
10541 Posts
October 09 2004 12:25 GMT
#40
Cannons are useful if they are backed up by units or placed over a ramp, they dont last a second against lings or hydars or mutas.
Im back, in pog form!
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