Units You Never Bother Making? - Page 7
| Forum Index > Brood War Strategy |
|
Xiphos
Canada7507 Posts
| ||
|
noname_
465 Posts
Personally I think scouts should have their speed upgrade from the beginning (without researching it), then I think scouts would be pretty good (for instance against zerg), they have got good micro properties. Valkyiries frame bug should really be fixed, I lost several air battles, just because valks didn`t shoot at all. | ||
|
[[Starlight]]
United States1578 Posts
I mean geez, if you get even one and lose the Queen in the attempt, you'd still come out ahead (gas > minerals). But I almost never seem to see this even still. Is it just a case of, "Well, I'm playing on Fastest, and I'm up to mah eyeballs in macro, so unless a spell is a game-changer, I just don't gots the time, kemosabe." ? | ||
|
greenelve
Germany1392 Posts
...also doesnt it requires an upgrade to be researched first? :/ | ||
|
traceurling
United States1240 Posts
| ||
|
rauk
United States2228 Posts
whereas 11 mutas are relatively easy to get because you don't need to build a queens nest and research broodling, you have the spire for scourge anyways, are instantly useful after spawning, and after you kill some HT with your mutas you can use them for harass or fighting | ||
|
BigFan
TLADT24920 Posts
On December 28 2013 01:19 [[Starlight]] wrote: I'm coming back to BW after being away for several years. Just curious as to the 'state of the game' in 2013 (almost 2014). For myself, IIRC, the units I never seemed to find myself making were: 1. Queens 2. Dark Archons 3. Infested Terrans 4. Valks 5. Ghosts (don't know why, they can be pretty good) 6. Arbiters (okay yes, I should start using these more) 7. Scouts (do make these occasionally, just not often/not in big numbers) Have things changed much since then, and some of these units are actually very popular now? If so, how are they usually employed? Queens are good against terran mech since you can broodling tanks but I'm not sure how much it's done since I would say the timing to get them out and building energy is quite long and such. Still, an interesting unit. Dark Archons have their use in maelstorm and mind control. I'm not sure how much mind control is used but you'll see a PvZ game now and then with maelstorm but not a lot though. I think feedback is pretty useful as well but haven't seen much use in the games I've watched. If anyone has a game with feedback, please link Valks are used but only with certain builds. I think they were recently used in an SSL match if I'm not mistaken or I could be thinking of an older game. Personally, I think it's great against mutas, specifically if you can't deal with them with the whole turrets etc... I see valks as the corsair equivalent for terran in some ways. A marine+medic+valk combo is pretty strong if you have the macro to keep making units and micro for the splits against lurkers and such. Infested terrans have their use in that zerO vs Kal game but I dunno about other games like it. Arbiters are pretty much standard in late game PvT. It's rare to see a late game without them lol. Ghosts are rare to see except maybe late late game TvT to try and nuke for position? Haven't seen games of this though. Scouts are one of the least used units, probably due to speed and cost. If they had speed then they would be great to use but not being able to outrun the scourage for ex is problematic imo. I play mainly terran but offrace as protoss since it's more relaxing and almost never zerg. I would say your list is pretty much the same as mine although my arbiter use is pretty low since I seem to forget that protoss has another tech path after getting stargate XD On January 17 2014 07:24 rauk wrote: they're hard to use and hard to get and require time to build energy and are useless after a single spell whereas 11 mutas are relatively easy to get because you don't need to build a queens nest and research broodling, you have the spire for scourge anyways, are instantly useful after spawning, and after you kill some HT with your mutas you can use them for harass or fighting while I agree with this, I think if the protoss is a good player, they'll babysit their hts so that they aren't easy to snipe and what they are about to be sniped, storm the location where the mutas are likely to retreat towards to at least hit some of them. Obviously it's difficult to do, just saying ![]() | ||
|
rauk
United States2228 Posts
On January 18 2014 08:40 BigFan wrote: Queens are good against terran mech since you can broodling tanks but I'm not sure how much it's done since I would say the timing to get them out and building energy is quite long and such. Still, an interesting unit. Dark Archons have their use in maelstorm and mind control. I'm not sure how much mind control is used but you'll see a PvZ game now and then with maelstorm but not a lot though. I think feedback is pretty useful as well but haven't seen much use in the games I've watched. If anyone has a game with feedback, please link Valks are used but only with certain builds. I think they were recently used in an SSL match if I'm not mistaken or I could be thinking of an older game. Personally, I think it's great against mutas, specifically if you can't deal with them with the whole turrets etc... I see valks as the corsair equivalent for terran in some ways. A marine+medic+valk combo is pretty strong if you have the macro to keep making units and micro for the splits against lurkers and such. Infested terrans have their use in that zerO vs Kal game but I dunno about other games like it. Arbiters are pretty much standard in late game PvT. It's rare to see a late game without them lol. Ghosts are rare to see except maybe late late game TvT to try and nuke for position? Haven't seen games of this though. Scouts are one of the least used units, probably due to speed and cost. If they had speed then they would be great to use but not being able to outrun the scourage for ex is problematic imo. I play mainly terran but offrace as protoss since it's more relaxing and almost never zerg. I would say your list is pretty much the same as mine although my arbiter use is pretty low since I seem to forget that protoss has another tech path after getting stargate XD while I agree with this, I think if the protoss is a good player, they'll babysit their hts so that they aren't easy to snipe and what they are about to be sniped, storm the location where the mutas are likely to retreat towards to at least hit some of them. Obviously it's difficult to do, just saying ![]() if the protoss is a good player he'll chase your queens with +1 sairs. making a bunch of +1 sairs against 10 queens is an amazing investment but is only okay vs a couple of mutas that come out after a ton of hydras are already made. losing one or mutas isn't a big deal, losing 1 or 2 queens is huge vs C level and a little better protosses i found that sniping HT with even just mutas is excessive/unnecessary, just 1a2a3a and spread your hydras vs storm and that's really all you need to win. basically just make stuff and amove works at C and below, no need to get fancy | ||
|
Liquid`Drone
Norway28735 Posts
the problem with broodling against protoss is that, unlike terran who always has some tanks towards the edge of his army or whatever that you can target, protoss usually has his templars behind /together with a goon army. and if you cast broodling, and your queen dies before the broodling spawns, what actually happens is that that the broodling ends up not landing. (I think it's the only spell in bw to function like this!) If you try to broodling a templar protected by 12 goons, you'll very frequently find your queens dying without having successfully broodlinged anything. In addition there's the whole save up 150 energy thing. Ensnare is awesome though, should be used all the time, but you dont need it which is why you don't see it more. | ||
|
rauk
United States2228 Posts
id never have the balls to build queens vs mass sair | ||
|
fencer
122 Posts
On January 18 2014 09:32 Liquid`Drone wrote: Ensnare is awesome though, should be used all the time, but you dont need it which is why you don't see it more. Well, at the highest level the one thing terrans always seem to be very proficient at is dodging lurkers/only engaging them in very favorable conditions. There's no real reason why a good terran shouldn't be able to decide exactly when he wants to fight lurkers, as stimmed (unensnared) marines are so very mobile. Not saying ensnare should be used more but I think it's jumping the gun a little bit to say that zergs are doing just fine vs terrans in the current middlegame meta. | ||
|
Harem
United States11393 Posts
On January 18 2014 09:37 rauk wrote: TIL id never have the balls to build queens vs mass sair you should ideally be going flyer cara muta scourge too and with 4gas taken extremely quickly, it's definitely very viable once you get hands accustomed to the micro required and dark archons are what you should be scared of due to feedback range | ||
|
[[Starlight]]
United States1578 Posts
On January 18 2014 09:16 rauk wrote: losing one or two mutas isn't a big deal, losing 1 or 2 queens is huge Hate to ask, but... why? Queens are no more expensive than mutas. I mean, yeah, it'd suck/be extremely annoying if you lost a Queen that was @150+ mana before it got to do anything, but cost-wise, losing a 100/100 unit doesn't seem like a back-breaker, even in midgame. vs C level and a little better protosses i found that sniping HT with even just mutas is excessive/unnecessary, just 1a2a3a and spread your hydras vs storm and that's really all you need to win. basically just make stuff and amove works at C and below, no need to get fancy If it's that easy, the win percentages for Z in ZvP should be really high. Are they? I don't know if they are, this is why I ask. ![]() | ||
|
rauk
United States2228 Posts
On January 18 2014 11:37 [[Starlight]] wrote: Hate to ask, but... why? Queens are no more expensive than mutas. I mean, yeah, it'd suck/be extremely annoying if you lost a Queen that was @150+ mana before it got to do anything, but cost-wise, losing a 100/100 unit doesn't seem like a back-breaker, even in midgame. If it's that easy, the win percentages for Z in ZvP should be really high. Are they? I don't know if they are, this is why I ask. ![]() yes, zvp is imba in favor of z by like 5%ish in the proscene and is considerably easier than that if you're not a pro. on the other hand, D+ on iccup is still very good by most non TLers' standards (C is like... top 200 iccup right now? but when i reached C it was more like top 500ish on iccup) queen requires time to build up energy to use broodling, which means it takes a lot of time for one queen to kill one HT from the moment it spawns. so if you lose one queen, then you completely lose the ability kill one HT. if you have 11 mutas and you lose one or two, you can still one-shot HT and you can micro to kill as many HT as you want as long as you have more than 7ish mutas | ||
|
Gamegene
United States8308 Posts
| ||
|
ninazerg
United States7291 Posts
| ||
|
skzlime
Hungary462 Posts
On January 18 2014 09:32 Liquid`Drone wrote: erm countering queens with sairs is pretty silly. queens are actually a really good counter for corsairs, both because parasite lets you know where the army is and because ensnare allows you to escape it and trap them. the problem with broodling against protoss is that, unlike terran who always has some tanks towards the edge of his army or whatever that you can target, protoss usually has his templars behind /together with a goon army. and if you cast broodling, and your queen dies before the broodling spawns, what actually happens is that that the broodling ends up not landing. (I think it's the only spell in bw to function like this!) If you try to broodling a templar protected by 12 goons, you'll very frequently find your queens dying without having successfully broodlinged anything. In addition there's the whole save up 150 energy thing. Ensnare is awesome though, should be used all the time, but you dont need it which is why you don't see it more. are you sure? no way that can be true. if i played protoss i would make dark archons in every matchup. they are the best units after tanks and vultures and marines and medics and science vessels and ghosts and battlecruisers imo! | ||
|
Liquid`Drone
Norway28735 Posts
| ||
|
Mutaller
United States1051 Posts
| ||
|
JohnChoi
1773 Posts
On January 18 2014 08:40 BigFan wrote: Dark Archons have their use in maelstorm and mind control. I'm not sure how much mind control is used but you'll see a PvZ game now and then with maelstorm but not a lot though. I think feedback is pretty useful as well but haven't seen much use in the games I've watched. If anyone has a game with feedback, please link The recent Zeus starleague final match Britney vs Pusan Britney uses feedback on Pusan's high templars. + Show Spoiler + Britney wins that game From what I've seen lately, any time protoss starts out with a DT build they tend to go dark archon. Feedback only costs like 50 energy I think and at full you can use it 5 times at extremely long range. Shuttle uses dark archon occasionally in PvZ too when he starts out with a sair dt build but it's more for maelstrom of course. | ||
| ||