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Using arbiters effectively (asking for help)

Forum Index > Brood War Strategy
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Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
November 04 2004 05:11 GMT
#1
Quite a few of what seem to be the best toss users on teamliquid, seem to basically use arbiters as a large part of their game plan. Whenever I've tried doing this, i've tended to get the timing HORRIBLY wrong, or lose them to goliaths or just die to a slow push.

If someone could take the time to give me the basics of effective arbiter use, it would be appreciated, as I quite like the idea of a different style of play vs terran.

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.
It is what you read when you don't have to that determines what you will be when you can't help it.
Capulet
Profile Blog Joined October 2004
Canada686 Posts
November 04 2004 05:50 GMT
#2
I have never seen ppl use arbiters as a part of their initial strat. It takes too long to build them.

The only time that I've ever needed/used them was in a PvZ stalemate game. I had half the map and he had 1/3 of the map. I was maxed, he was maxed and he also had like 100000 sunks. I recalled some of my army into his main base and he retreated all his men to save it (dumbass). Then I placed 3 zeals at the ramp, statis field it and then I placed 2 dts behind my frozen zeals (You'd be surprised about how many zerg users who don't keep a lord at their ramp). With his entire army trapped in his base, I was free to destroy the everything else.
"I'm just killing the spiders to save the butterflies... Wanting to save both is a contradiction. What would you rather do? Keep deliberating? The butterfly will be eaten in the meantime."
ieatkids5
Profile Blog Joined September 2004
United States4628 Posts
November 04 2004 05:59 GMT
#3
arbs are sometimes used in late game pvt for cloaking goons, temps and zelaots, stasis, and recall.
Stasising clusters of tanks can really help break a push
Recalling into their main base where all the factories all can also screw a terran up because they will have to build their 15 factories back with machine shops. It will cost them an immense amount of time and resources.
on.sp33d
Profile Joined October 2004
134 Posts
November 04 2004 06:15 GMT
#4
Arbitars are usually used late in the game, and only when the protoss player decides it would be wise to. The "build" or strategy would matter too, but if it can give a significant advantage, by all means, use it.

Now for the answering. Against Terran, play as either you usually do, or use the best method that'll work for you. Once you get at least three expansions, two containing gas, it should be safe and stable to work up the tech tree and begin making Arbitars. Just be sure to watch out for the turrent/metal pushes and the goliaths lying around... it can be difficult to sneak up against a Terran, although stasis can always be fun.
Good friends stab you in the front.
Refrain[FriZ]
Profile Joined June 2003
Canada4337 Posts
November 04 2004 06:23 GMT
#5
I will refrain (LOL PUN) from adding any more input and will sit idly here with my arms crossed awaiting BigBalls' big (LAWL DOUBLE PUN) post in this thread; read it, and never lose another PvT.
rpf289
Profile Joined October 2004
United States3524 Posts
November 04 2004 06:40 GMT
#6
recall on a fast push, recall on his facts after he sets up if he slow pushes

other than PvT i dont think ive seen a pro use an arb.. =\
fEAthEr
Profile Joined July 2004
Canada482 Posts
November 04 2004 06:51 GMT
#7
i use arbs whenever they go for a fancy hit and run routine, so you stasis them and horde in around the units that hs been doing in and wait for them to thaw
pheered.user
Profile Joined March 2003
United States2603 Posts
November 04 2004 06:52 GMT
#8
rekrul is a pro, ive seen him use them in all 3 matchups :O
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
Arbiter[frolix]
Profile Joined January 2004
United Kingdom2674 Posts
November 04 2004 06:56 GMT
#9
Arbiters rule.
We are vigilant.
SpuniasauR
Profile Joined September 2003
Australia1500 Posts
November 04 2004 07:11 GMT
#10
well you know that recall is excellent for those hard to reach places. stasis helps with troop clusters, remember to time roughly a minute and storm/goon surround the units in the stasis. but dont forget the cloaking. pvt it will force a terran to keep his scans empty and (if he hasnt already) put up a science fac and tech upwards.
A firebat to your Zergling.
UNiMEDiA
Profile Joined October 2004
United States25 Posts
November 04 2004 07:23 GMT
#11
I think that using hallucination is better than arbiters. I agree that arbiters can be useful, however the tech tree, and build time to get to them makes them less useful then 8 Temps with hallucinate.

8 temps with 200 energy each should be used in this way. Take two of the templars, use them both to hallucinate zeals. this will give you 8 hallucinated Zeals. Morph those two templars.

With the remaining 6 temps, ( or however many u have) target the morping archone for hallucination. This will give you 24 Hallucinated archons. Morph the rest of your temps into archons. Its best to use the hallucinated units on move command, and run them straight through the push u r trying to break. In this way, not only will your hallucinated zeals pick up some of the spider mines, those 24 archons will force the tanks to shoot among themselves, leaving your real army to hit the front without any losses before they actually start plugging away at the tanks.

Ive had great success with this strat in breaking through a heavily entrenched terran in the middle. Of course, this is not a strat to head for when playing pvt. But, if you find that you are at a stalemate in the center of land maps, and you have plenty of gas, This strat almost always ensures a breakthrough. Of course, if ur building this many temps, im assuming that you cannnot break his siege, and you have been maxed before. This is a late game way to break a dominated center by terran, DONT "go" for this.
All Conditioned Things Are Transient...?? o_O?
OhThatDang
Profile Joined August 2004
United States4685 Posts
November 04 2004 07:27 GMT
#12
On November 04 2004 16:23 UNiMEDiA wrote:
I think that using hallucination is better than arbiters. I agree that arbiters can be useful, however the tech tree, and build time to get to them makes them less useful then 8 Temps with hallucinate.

8 temps with 200 energy each should be used in this way. Take two of the templars, use them both to hallucinate zeals. this will give you 8 hallucinated Zeals. Morph those two templars.

With the remaining 6 temps, ( or however many u have) target the morping archone for hallucination. This will give you 24 Hallucinated archons. Morph the rest of your temps into archons. Its best to use the hallucinated units on move command, and run them straight through the push u r trying to break. In this way, not only will your hallucinated zeals pick up some of the spider mines, those 24 archons will force the tanks to shoot among themselves, leaving your real army to hit the front without any losses before they actually start plugging away at the tanks.

Ive had great success with this strat in breaking through a heavily entrenched terran in the middle. Of course, this is not a strat to head for when playing pvt. But, if you find that you are at a stalemate in the center of land maps, and you have plenty of gas, This strat almost always ensures a breakthrough. Of course, if ur building this many temps, im assuming that you cannnot break his siege, and you have been maxed before. This is a late game way to break a dominated center by terran, DONT "go" for this.


but...POD master sir he wants to know when to use arbs and how to use them effectively

anyways i use them mid game sometimes :p just to torture them a bit so they cant keep pushing and pushing they will tend to stay back and wait for another recall
troi oi thang map nai!!!
UNiMEDiA
Profile Joined October 2004
United States25 Posts
November 04 2004 07:32 GMT
#13
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.
All Conditioned Things Are Transient...?? o_O?
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 04 2004 08:02 GMT
#14
I go arbs in every matchup, but less in pvz than the others.

in pvz: stasising ultra rules. check this rep of me v midian:

http://www.teamliquid.net/replay/download.php?replay=533

However, i believe arbs are ESSENTIAL in pvp, and a great option in pvt.


In pvp: stasis is ABSOLUTELY AMAZING. I have about 3-4 reps against rek where arbiters basically make the difference in the game. I'll be glad to share those if you like. Otherwise, check out this rep of a game i just played:

http://www.wgtour.com/info.php?datab=broodwar&id=21658

check out the game against terranssabu where i win on bifrost.


Against t: Stasis is great, recall is great. Basically against fast pushers, use stasis, against turtle, slow pushers, use recall. I often use both. Carriers are just as good, but i just prefer arbs.

Ill explain more later, but I'm buzzing hardcore off dip right now and im incoherent, lol.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
Capulet
Profile Blog Joined October 2004
Canada686 Posts
Last Edited: 2004-11-04 08:33:36
November 04 2004 08:33 GMT
#15
Yeah... what BigBalls said. Intead of dropping 4 zeals on the tanks of a turtling terran, you can substitute it with stasis.
"I'm just killing the spiders to save the butterflies... Wanting to save both is a contradiction. What would you rather do? Keep deliberating? The butterfly will be eaten in the meantime."
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
November 04 2004 08:59 GMT
#16
It seems that when I'm on the receiving end of Arbs as a T, the cloaking helps a lot b/c zlots and goons are able to cover valuable distance w/o getting shot by tank fire. It takes away the advantage of siege range, and also allows for HTs to get close enough to psi storm w/o getting hit by tanks either.

This may be b/c I'm not one of the APM-gifted, but I also hate having to repeatedly scan and find new comsats to scan over and over. It's another thing you have to micro in the midst of all the crap you usually have to do while playing a TvP.

Oh and if they manage to lower your troop count to the point where they can hold off your main army with only part of their's, recall will definitely whoop your ass.
Moderator
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 04 2004 09:11 GMT
#17
you play terran?
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
NeverTheEndlessWiz
Profile Joined November 2003
Singapore827 Posts
November 04 2004 11:07 GMT
#18
On November 04 2004 15:56 Arbiter[frolix] wrote:
Arbiters rule.


no
till FA replies and posts to this thread i'm not gonna agree =P
imo more ppl will say HT is better coz the power of storm brings better benefits than arbiters plus you need templar archives anyway to get arbiters
(tell me if i'm wrong coz i don't play toss and don't know the tech tree)
Retired Brood War player / WCG SG Top 8 for 2002, 2003, 2004, retired, then made minor comeback to Top 8 at 2008. 2009 = bleh xD
IA-Taiyoushin
Profile Joined October 2004
United States33 Posts
November 04 2004 11:32 GMT
#19
<3 arbs
mrmin123 *
Profile Blog Joined January 2004
Korea (South)2971 Posts
November 04 2004 11:58 GMT
#20
i just bust out some arbiters when im owning a terran opponent up (usually the people i regularly play with... we have our own level of suckiness ), and just, well, fuck around.
Translator태양은 묘지위에 붉게 떠오르고 / 한낮에 찌는 더위는 나의 시련 일찌라!
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.
Moderator
IdrA
Profile Blog Joined July 2004
United States11541 Posts
November 05 2004 05:57 GMT
#41
On November 05 2004 13:45 ahk-gosu wrote:
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.


not worth the gas. emp is relatively slow, if he sees vessel moving up and knowns u intend to emp he can "dodge" it. it also has a fairly small area of effect, doesnt justify losing 2+ tanks for it.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
[city] clan
Profile Joined November 2004
France39 Posts
November 05 2004 07:49 GMT
#42
--- Nuked ---
Did you know that at the University of Michigan getting a perfect score on your SATs is worth 5 entrance points, but being a minority is worth 20? So being a minority is more important than being smart. Four times as important...
Guybrush
Profile Blog Joined December 2002
Spain4744 Posts
November 05 2004 15:27 GMT
#43
how come reach never uses arbiter? i thought he was the greatest pvt? In fact ive only seen nal_ra use it sometimes, and garimto using it vs boxer in sky2k1.
Live2Win is awesome. Happy new year scarabi!
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
November 05 2004 15:41 GMT
#44
lemme break it down for you

the thing with carriers is you need superb timing with them, if you make them too early or too late you get fucked.. I choose to go arbiters because I can work them into my force without the timing aspect. Going carriers is an art, going arbiters is like adding a booster to your ground forces.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
November 05 2004 15:46 GMT
#45
actually emp area is pretty big its just about the size of a storm or a plague.
and i only suggested that you get the scis if you know hes abusing those hallucinations.
i think its worth a few tanks if hes using like 20 halluc zlots to take out all your mines and 1/3 of your tanks :/.

yea that is odd tho. not many pro gamers use arbs. hmm interesting. the thing is that they cost a lot of gas not only for the arb but for the technology. it also builds really slow. if the terran counters the arbs nicely then the whole gas and tech is wasted.

this is the same with ghosts and queens. if the other player knows how to counter it it screws your tech but if you use it correctly it can own. i guess they dont wanna take that risk.

like nada going infantry and ghosts vs a metal terran lol

or

boxer with his 11 minute emp nextus nuke rush.

or

nal ra and his halluce arb on an island map.

all very risky.
Micro.Macro.Scouting.Harassment.
ChroNoCrosS
Profile Joined August 2004
Sweden13 Posts
November 05 2004 19:46 GMT
#46
-.-
Where boxer strikes once, I stike twice!
IdrA
Profile Blog Joined July 2004
United States11541 Posts
November 05 2004 21:19 GMT
#47
if toss sees you using emp he wont have 20 hallucinated zeals standing around waiting to be emped. this means it'd take 2-3 emps to take out even a decent portion of them, so unless u wait for 200 nrgy to build up thats 3 vessels. and 3 vessels really isnt worth 6 tanks unless u have shitloads of gas for some reason.
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