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Using arbiters effectively (asking for help) - Page 2

Forum Index > Brood War Strategy
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on.sp33d
Profile Joined October 2004
134 Posts
November 04 2004 12:46 GMT
#21
Heh heh heh. Arbitars are fun. Templars with hallucination can do wonders as well - most people simply can't use them effectively (ends up wasting it).
Good friends stab you in the front.
UNiMEDiA
Profile Joined October 2004
United States25 Posts
November 04 2004 12:55 GMT
#22
agreed.
All Conditioned Things Are Transient...?? o_O?
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 04 2004 13:27 GMT
#23
arbs work nicely with carriers.

arbs work fucken wonders with reavers. ive almost never excluded reavers from a recall. find an open spot in a terran base but it doesnt really matter cause turrets dont really do shit to arbs. huge life and shield.

make sure you make them ahead of time. i think they are the slowest units to create in the entire game.

i think stasis is only good if you have max energy with energy upgrade and you have 100 energy after you used up 150 for recall.

you can even recall your units on top of seiged tanks. this is like a huge zeal bomb drop. works wonders.

stasis works on air units nicely but not so much on ground. i manage to catch only like 3 or 4 tanks in the stasis. but if they have carriers or bcs or mutas or devourers, atleast 10 of them get trapped.
Micro.Macro.Scouting.Harassment.
MaTRiX[SiN]
Profile Joined September 2003
Sweden1282 Posts
November 04 2004 14:50 GMT
#24
eh? recall reavers why?
aka StormtoSS
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 04 2004 20:12 GMT
#25
On November 04 2004 16:32 UNiMEDiA wrote:
Right, Im saying, temps are a better alt to arbiters. IM assuming, and correct me if im wrong, cuz i know many ppl who like to go mass arbs on bgh cuz its fun (esspecially with mass vessel); anyways... im assuming he wants to win the game, not just build arbiters for the sake of it. So, my argument is, temps provide a more practical, and more decisive alternative.

Arbiters are useful, i just find strats involving them fragile.

Arbiters are more effective than pretty much anything when playing vs a tornado style player.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 04 2004 20:14 GMT
#26
On November 04 2004 22:27 ahk-gosu wrote:
arbs work nicely with carriers.

arbs work fucken wonders with reavers. ive almost never excluded reavers from a recall. find an open spot in a terran base but it doesnt really matter cause turrets dont really do shit to arbs. huge life and shield.

make sure you make them ahead of time. i think they are the slowest units to create in the entire game.

i think stasis is only good if you have max energy with energy upgrade and you have 100 energy after you used up 150 for recall.

you can even recall your units on top of seiged tanks. this is like a huge zeal bomb drop. works wonders.

stasis works on air units nicely but not so much on ground. i manage to catch only like 3 or 4 tanks in the stasis. but if they have carriers or bcs or mutas or devourers, atleast 10 of them get trapped.

Wrong.
Stasis fucking rapes tornado.

Recall is good vs slow push.

Recalling units over tanks might also mean they all die before they get a shot off (mines, other tanks).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
TS-Rupbar
Profile Blog Joined June 2004
Sweden1089 Posts
November 04 2004 20:52 GMT
#27
I often use arbiters... in like 1/3 of my pvt games. I usually research recall first because it's nice to take out islands with and harass his expos and factories in main, but if I have the gas to make some more arbs, I research stasis asap.

Stove is teh pwn, btw
koehli
Profile Joined January 2004
Germany350 Posts
November 04 2004 20:58 GMT
#28
On November 05 2004 05:12 FrozenArbiter wrote:
Show nested quote +
On November 04 2004 16:32 UNiMEDiA wrote:
Right, Im saying, temps are a better alt to arbiters. IM assuming, and correct me if im wrong, cuz i know many ppl who like to go mass arbs on bgh cuz its fun (esspecially with mass vessel); anyways... im assuming he wants to win the game, not just build arbiters for the sake of it. So, my argument is, temps provide a more practical, and more decisive alternative.

Arbiters are useful, i just find strats involving them fragile.

Arbiters are more effective than pretty much anything when playing vs a tornado style player.


FA is right, Unimedia wrong. Hallucinations in my experience are only good to drop heavily turreted islands or to fake a large carrier army. Other than that I doubt that hallucinating morphing archons will help you all that much, as it tends to produce immovable objects ;-) Also coordinating a ground army push break is hard enough without all those clumsy archon hallus coming in your way. As Protoss your goal is to flank in an area with as little encumbrance as possible. While hallus do soak damage, they tend to thin out your active fighting force and desynchronize your army, which sucks -.-

In general: Arbiters > storm >>>>>>>> hallucination in pvt
You go to war with the Army you have, not the Army you might want or wish to have at a later time.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 04 2004 22:14 GMT
#29
Well hallucination can be nice vs slow pushes I think.

Hallu zealots that is ;O

Not hallu archon (they take double damage, they dont clear mines and they are slower than zealots.

Unsure if hallu zealots get any damage modifiers from size ;o
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
LastWish
Profile Blog Joined September 2004
2013 Posts
November 04 2004 22:18 GMT
#30
a solid arbiter force of like 5, with good micro, owns any match. Just keep them behind so you don't lose them to terran turrets and goliaths, cloak is good but statis is the way to go. In PvZ protect them with goons/corsair from scrouge, arbs+corsair are the best in PvZ. Recall is most powerful with revear+goon+ht force, it rapes anything in seconds. But usually u don't have that kind of armies so recalling zealot+goons is fine. Halucinations sux, halucinated units take double damage so they like disappear inmediatelly. Halucinating Carriers,Arbiters and Shuttles(scrouge baits, turret/goliath targets) is probably only worth it. Storms sux vs terran unless used Shuttle+ht or cliff + ht.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Pob
Profile Joined February 2004
880 Posts
November 04 2004 23:12 GMT
#31
in pvt i find statis more useful than recall personally , hallucination sucks - whoever says its good for clearing push is on drugs ; the hall zeals die before they even reach anything in my experience , might as well storm
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
November 04 2004 23:26 GMT
#32
Thank you for the replies. Some very interesting stuff, and getting replays of them being used for other MU's is great to see Bigballs, would it be possible for you to link me to a game you play vs terran (preferably on temple or something close to it), which you would consider to be a ''typical'' arbiter based build. This would help me a lot, as I think I really need to get the feel of when to go arbiters; I'm pretty damn sure it's a very different time to when you go carriers.

On the subject of hallucinating stuff, I have had success in breaking contains with hallucinated zeals, but it seems much less effective once the game goes on a bit, and so I don't think it's a viable strat to aim for, but just a nice reaction to certain situations (like being contained).

I'm going to download and watch those replays now.

Cheers
It is what you read when you don't have to that determines what you will be when you can't help it.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 04 2004 23:37 GMT
#33
I tend to go arbiters about 15 minutes into the game.

Here is a replay on temple that is mildly typical:

http://www.teamliquid.net/replay/download.php?replay=530

I dont base my strategy off of arbiters. I use them when ground wont do better, i.e. stasis/recall is necessary cause his force is too big for all ground to work as effectively
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
IdrA
Profile Blog Joined July 2004
United States11541 Posts
November 05 2004 01:00 GMT
#34
On November 05 2004 05:58 koehli wrote:
Other than that I doubt that hallucinating morphing archons will help you all that much, as it tends to produce immovable objects ;-)


? hallucinating morphing archons gets u 2 fully morphed archons. granted hallucinating archons isnt great idea.... but
http://www.splitreason.com/product/1152 release the gracken tshirt now available
VdP]EpiphaNy
Profile Joined March 2004
United Kingdom992 Posts
November 05 2004 01:13 GMT
#35
On November 04 2004 14:11 Tal wrote:
On a completely unrelated topic (except it's BW), does anyone have any good strategy guides (e.g links to huatamaki style pages) for learning zerg vs protoss? I hate pvp a lot, but am struggling to get good as zerg.


satanik wrote a good one you should read, the original place it was posted is gone (www.gosuinsider.com i believe, whatever happened to that?) but fear not for google is your friend! http://www.entropyzero.org/Zerg.html enjoy
Reach - I love protoss because its tough and straight. Its a race for the men
Br0KeN
Profile Joined November 2004
United States118 Posts
November 05 2004 02:23 GMT
#36
On November 05 2004 10:00 HungZerg wrote:
Show nested quote +
On November 05 2004 05:58 koehli wrote:
Other than that I doubt that hallucinating morphing archons will help you all that much, as it tends to produce immovable objects ;-)


? hallucinating morphing archons gets u 2 fully morphed archons. granted hallucinating archons isnt great idea.... but


that can be quite scary sometimes, seeing 12+ archons
Manit0u
Profile Blog Joined August 2004
Poland17339 Posts
November 05 2004 02:35 GMT
#37
Hallu zeals can do wonders in PvT games. I once saw in some vod when they run before toss main army and launched mines which destroyed entire terran army (maybe 2 tanks and 1 gol left). Pretty amazing

Btw. Hallu carriers are so gay and unfair in PvT, mass carriers are enough imba imo :D
Time is precious. Waste it wisely.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 05 2004 04:45 GMT
#38
actually i think that if you know the protoss is getting hallucination tech vs terran you should always get emp shockwave. it kills whole groups of hallucinations and irradiate works on templars nicely. also if you shockwave the real archons they get 10 health anyways. and killing all that shit load of shields on the carriers can keep them reeling.
Micro.Macro.Scouting.Harassment.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 05 2004 04:45 GMT
#39
o forgot to add that terran units vs standard protoss have no energy other than wraiths. so emp shockwave is very metal friendly.
Micro.Macro.Scouting.Harassment.
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
November 05 2004 05:49 GMT
#40
On November 04 2004 18:11 BigBalls wrote:
you play terran?


Random player. I just happen to have a friend I play against a lot who loves to go Arbiter in PvTs against me, although it's getting easier to deal with now that I can almost feel him going for them.
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