Using arbiters effectively (asking for help) - Page 2
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on.sp33d
134 Posts
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UNiMEDiA
United States25 Posts
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ahk-gosu
Korea (South)2099 Posts
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. | ||
MaTRiX[SiN]
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Sweden1282 Posts
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Liquid`Jinro
Sweden33719 Posts
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. | ||
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Liquid`Jinro
Sweden33719 Posts
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). | ||
TS-Rupbar
Sweden1089 Posts
Stove is teh pwn, btw | ||
koehli
Germany350 Posts
On November 05 2004 05:12 FrozenArbiter wrote: 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 | ||
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Liquid`Jinro
Sweden33719 Posts
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 | ||
LastWish
2013 Posts
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Pob
880 Posts
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Tal
United Kingdom1014 Posts
![]() 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 | ||
BigBalls
United States5354 Posts
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 | ||
IdrA
United States11541 Posts
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 | ||
VdP]EpiphaNy
United Kingdom992 Posts
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 | ||
Br0KeN
United States118 Posts
On November 05 2004 10:00 HungZerg wrote: ? 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
Poland17238 Posts
![]() Btw. Hallu carriers are so gay and unfair in PvT, mass carriers are enough imba imo :D | ||
ahk-gosu
Korea (South)2099 Posts
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ahk-gosu
Korea (South)2099 Posts
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XaI)CyRiC
United States4471 Posts
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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