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Medic ''Blind'' Information - Page 3

Forum Index > Brood War Strategy
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Judicator
Profile Blog Joined August 2004
United States7270 Posts
January 24 2005 10:37 GMT
#41
because, lockdown requires an usually out of the way tech, covert ops + 200/200 + ghosts vs. academy + 100/100 + medics, which you will probably use in a zvt match up :\
Get it by your hands...
booooo
Profile Joined March 2004
Singapore372 Posts
January 24 2005 13:07 GMT
#42
sometimes this works. When a protoss tries to break your containment or push, chances are you have sieged tanks behind a field of mines. Generally, the protoss will rush in with zealots followed by a horde of goons. And bring maybe 1-2 observers along. During that window, if u could blind the observers quickly, the protoss player may not be aware of it and take massive losses from the mines.
I love SCVs!
SojT
Profile Joined February 2004
United States789 Posts
January 24 2005 13:11 GMT
#43
blind the mines and they own all
=]
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2005-01-25 20:51:21
January 25 2005 20:50 GMT
#44
On January 23 2005 21:31 Excalibur_Z wrote:
Show nested quote +
On January 23 2005 19:59 wakiki wrote:
Blinding Overlords would be better. If someone Blinded my Observer, I would just suicide it into some Turrets, thus making it the exact same as killing it; you could have just shot it down with a unit and not had to research the spell. On the other hand, if you blind an Overlord, they probably won't want to destroy their supply, and it will make the Overlord worthless for scouting. Of course, you could just kill it too....heh.


If someone blinds your Observer, first you have to even realize that it's blind. Then you have to select it and run it into a turret. Ordinarily, the Turrets are being constructed near the Observers and that gives them plenty of time to escape beyond their range. Blinding Observers is a sure kill (or better) whereas building Turrets near them means they can run away =]


observers run away when attacked and sometimes manage to survive with like 20hp

On January 24 2005 11:02 Alpha wrote:
Show nested quote +
On January 24 2005 04:34 loztdignity wrote:
yea Alpha, it does. Just when it dies it "fires" 2 times making 40 damage =)

i've never noticed that u can actually see it?


there is a replay showing it, where a vulture with 40hp kills a lurker, which destroys the vulture with the ratailate (I cant find it at the moment, I think I have it on other computer)
that 40dmg thing is a MUST to balance the game and was discussed few times I believe


btw. blind wars when being a bad obs are funny
I have returned
neSix
Profile Blog Joined November 2004
United States1772 Posts
January 26 2005 00:49 GMT
#45
On January 24 2005 22:11 SojT wrote:
blind the mines and they own all

r o f l

I don't think you can... it'd be like trying to blind larva - which you can't do.
Sir Alex
Profile Joined March 2004
United States159 Posts
January 26 2005 01:00 GMT
#46
You can blind mines, and it works at making them 'real' mines, ie only detonate on things right on them. It's just really not worth it to get medics and blind and vultures together and use medic energy for a relativly small payoff. 9 out of 10 times, the mines would have hit anyways, or get detected and killed.
SojT
Profile Joined February 2004
United States789 Posts
January 26 2005 03:09 GMT
#47
On January 26 2005 10:00 Sir Alex wrote:
You can blind mines, and it works at making them 'real' mines, ie only detonate on things right on them. It's just really not worth it to get medics and blind and vultures together and use medic energy for a relativly small payoff. 9 out of 10 times, the mines would have hit anyways, or get detected and killed.

if they are trying to kill it just d-matrix the mine :D
=]
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