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?
On korean proffesional levels: arbiters are essential on competetive levels, valks and queens found some use on pro level to conter specific tactics, DA's are usefull but rarely seen, ghosts are unnecessary and scouts are as useless as ever.
Arbiters are essential in mid/late game as supporting unit if you are trying to go for ground vs ground. statis is useful before battle/buying time/cutting off ramps etc recalls are also useful esp. in base trading situation (protoss generally has more bases)
DA can be used to feedback defielrs (u dont need any research for that so quite handy in pvz) Maelstorm also quite good in late game vs zerg MC basically for stealing carriers
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 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?
...what?
You could just, you know, click on the tournament threads and find some VODs/replays of recent games played. Lots of people are using Queens and Valkyries, just not every game. However, you will be very hard-pressed to find a PvT with no Arbiters.
If you don't use arbiters you must be pretty bad...
Queens are pretty good in ZvT imho DA is pretty good in PvZ Ghosts are occasionally used in TvP lategame vs carriers Valks are pretty good in certain situations in TvZ and TvT And lastly the only legit use of scouts I've seen was ForGG vs Kal(?) on Colloseum where Kal went nex first into a really fast 2 base carriers vs a 3 fact (?) so he killed a couple of tqnks + forced turrets, goliaths, he ended breaking out and winning the game. In that specific game not making scouts would probably be the wrong move.
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 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?
...what?
You could just, you know, click on the tournament threads and find some VODs/replays of recent games played. Lots of people are using Queens and Valkyries, just not every game. However, you will be very hard-pressed to find a PvT with no Arbiters.
Valkyries, queens, and dark archons are all built to counter mutalisk, mildly commonly. And queens are sometimes used in ZvT to broodling tanks in late game ZvTMech.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
I don't think so. If I remember correctly, just before SC2 came out, Zerg's mutalisk micro had gotten to a point in PvZ where it was really hard for Protoss to hang out into their high templar if they ever lost air control. And after getting high templar after templar sniped, the zerg's would just maul the Protoss with a massive army because Protoss didn't have AoE. There seemed to be quite a few shifts in metagame including DA usage with maelstroms to trap (or Bisu's super fast early zlot variant) and then kespa switched and we didn't see too much. But it seems to me that the DA use would be traced back to that time period more so.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
Ammm no... Not at all, it doesn't work that way... By that logic scout/tank is nearly unbeatable in bgh so the protoss should be rushing for MC while massing scouts in PvT to possess a SCV and make a bunch of tanks...
If something is bad it's bad. Another game using a cheap unimaginative version of the samr spell won't make it more popular.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
Ammm no... Not at all, it doesn't work that way... By that logic scout/tank is nearly unbeatable in bgh so the protoss should be rushing for MC while massing scouts in PvT to possess a SCV and make a bunch of tanks...
If something is bad it's bad. Another game using a cheap unimaginative version of the samr spell won't make it more popular.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
Ammm no... Not at all, it doesn't work that way... By that logic scout/tank is nearly unbeatable in bgh so the protoss should be rushing for MC while massing scouts in PvT to possess a SCV and make a bunch of tanks...
If something is bad it's bad. Another game using a cheap unimaginative version of the samr spell won't make it more popular.
that'd be awesome in bgh
And it is if you think about it... As long as you avoid stasis and play it smart when it comes to splah. Siege tanks should keep everything away while scout rape air. Even mass goliath doesn't beat mass scout because scouts do more dmg per area in mass + there are siege tanks.
Still doesn't mean it's smart rushing scout/tank in 1v1 or 2v2
On December 28 2013 04:29 thezanursic wrote: If you don't use arbiters you must be pretty bad...
Yup. Because the entire litmus test of whether a player is good or not is whether they use Arbiters.
That alone decides if you're gosu or not.
Queens are pretty good in ZvT imho DA is pretty good in PvZ Ghosts are occasionally used in TvP lategame vs carriers Valks are pretty good in certain situations in TvZ and TvT And lastly the only legit use of scouts I've seen was ForGG vs Kal(?) on Colloseum where Kal went nex first into a really fast 2 base carriers vs a 3 fact (?) so he killed a couple of tqnks + forced turrets, goliaths, he ended breaking out and winning the game. In that specific game not making scouts would probably be the wrong move.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
Ammm no... Not at all, it doesn't work that way... By that logic scout/tank is nearly unbeatable in bgh so the protoss should be rushing for MC while massing scouts in PvT to possess a SCV and make a bunch of tanks...
If something is bad it's bad. Another game using a cheap unimaginative version of the samr spell won't make it more popular.
that'd be awesome in bgh
Done that. Didn't work. Might have been because both my allies unallied me at the same time, and annihilated most of my army before I could unally them though.
On December 28 2013 04:29 thezanursic wrote: If you don't use arbiters you must be pretty bad...
Yup. Because the entire litmus test of whether a player is good or not is whether they use Arbiters.
That alone decides if you're gosu or not.
I don't think that it necessarly means that you're "bad", but I don't think that there's been a single legitimately competative protoss player in the last 10 years who hasn't made arbiters in mid/lategame at least occassionaly.
Using storms is really hard to do once the terran reaches max and using storms also means more diminishing effects for other aspects of your play - You can stasis before you engage whereas storming means either ineffectually leaving your HTs to trail your army at a snail's pace or babysitting a shuttle and in turn your army management suffering because of it (Of course if you are a good play it's ideal to use both arbiters (in slightly lower numbers to compensate for the raw army supply lost) and storm)
And opening a slightly shorter midgame focused paragraph, I'd just like to say that excluding arbiter based builds most definitely makes you a more predictable player and more importantly a less flexible player. All midgame PvT games tend to diverge to either a deathball with arbiters and occassionally storm or carriers with goon HT support, and for a good reason, it works.
I don't think that it necessarly means that you're "bad", but I don't think that there's been a single legitimately competative protoss player in the last 10 years who hasn't made arbiters in mid/lategame at least occassionaly.
Using storms is really hard to do once the terran reaches max and using storms also means more diminishing effects for other aspects of your play - You can stasis before you engage whereas storming means either ineffectually leaving your HTs to trail your army at a snail's pace or babysitting a shuttle and in turn your army management suffering because of it (Of course if you are a good play it's ideal to use both arbiters (in slightly lower numbers to compensate for the raw army supply lost) and storm)
And opening a slightly shorter midgame focused paragraph, I'd just like to say that excluding arbiter based builds most definitely makes you a more predictable player and more importantly a less flexible player. All midgame PvT games tend to diverge to either a deathball with arbiters and occassionally storm or carriers with goon HT support, and for a good reason, it works.
On December 28 2013 15:14 thezanursic wrote: TLDR: Arbiters are a good skill to have
I'm not disagreeing there. I posted the list of units I did and asked the question I did in order to have my past practices challenged and critiqued. I did so with an open mind, and am now curious to start using arbiters more.
What I was pushing back against was the simplistic notion that not using arbiters automatically makes you a 'bad' player. Seeing that you sort of disowned your earlier remark there, seems like we're in agreement.
Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
Been away from BW for a long time, but IIRC, if you had more than 4 or so valks in an engagement, not all of their missiles would work because of some inherent limit or bug in the game.
Perhaps that's part of why valks never became that popular a unit? Dunno.
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 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?
1. Queens were used sometimes, maybe not consistently but I remeber some ensnare + plague tactics by Jaedong himself. Also in mech ZvT the meta evolved in a way that mass queen+broodling was very possible. 2. Not used much. Possibly most useful in PvP to feedback templars, but the meta never evolved to that level. Also if someone would play mass air ZvP then we would most likely see some DA. 3. Not useful in ZvT, but there was this map with neutral CC which made IT used against toss... and it was imba. 4. Useful in mech openings vs zerg. Also useful lategame TvT to counter mass wraith play. 5. Not useful much, because very hard to micro(without smartcasting) and in TvP gas is very precious. 6. Used a lot, almost in every PvT game. Use in other matchups is somewhat questionable. 7. Not very useful, too costly, easy to counter, hard to get speed upgrade. Since dragoons and corsairs hard counter scouts and same goes for turrets/goliaths the only matchup you can use them in higher numbers is PvZ. But the risk is that zerg will outmacro you hard.. which happends almost always.
Except nobody uses D-web but I do. It's my ace in the hole. They adapt to my fleet beacon with anti carrier turrets and goliaths when they see it but they see me rollin in with a million dragoons and corsairs. can't stop it D+ strategy.
Or they try to kill me before I get going. I think I die then
I also had a B- player mass ghosts vs me. I was thoroughly traumatized
On December 28 2013 19:08 Kenpachi wrote: Nobody uses D-web but I do. It's my ace in the hole. They adapt to my fleet beacon with anti carrier turrets and goliaths when they see it but they see me rollin in with a million dragoons and corsairs. can't stop it D+ strategy.
Or they try to kill me before I get going. I think I die then
I always thought D-web should've been 150 mana (so that even with the energy upgrade, you can't get two webs per corsair).
REALLY good spell/special ability, almost too good.
On December 28 2013 08:39 Carefree wrote: Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
I don't think so. If I remember correctly, just before SC2 came out, Zerg's mutalisk micro had gotten to a point in PvZ where it was really hard for Protoss to hang out into their high templar if they ever lost air control. And after getting high templar after templar sniped, the zerg's would just maul the Protoss with a massive army because Protoss didn't have AoE. There seemed to be quite a few shifts in metagame including DA usage with maelstroms to trap (or Bisu's super fast early zlot variant) and then kespa switched and we didn't see too much. But it seems to me that the DA use would be traced back to that time period more so.
I think it was the time when Destination was really popular.
On December 28 2013 15:14 thezanursic wrote: TLDR: Arbiters are a good skill to have
I'm not disagreeing there. I posted the list of units I did and asked the question I did in order to have my past practices challenged and critiqued. I did so with an open mind, and am now curious to start using arbiters more.
What I was pushing back against was the simplistic notion that not using arbiters automatically makes you a 'bad' player. Seeing that you sort of disowned your earlier remark there, seems like we're in agreement.
Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
I'm gonna be dead serious here. Unless you are going carriers every game or are LRM)Oya, you need arbiters in PvT. Getting arbiters doesn't mean you are "gosu", it just means you don't suck. Sorry if my assertion that making top-tier units and spell casters is essential for playing at a high level comes off as too 'simplistic'. At no point does thezanursic disown his previous statement, so you're actually not in agreement.
On December 28 2013 15:42 [[Starlight]] wrote: Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
A zerg player that doesn't use defilers is just bad. Same can be said about a protoss and arbiters.
Are devourers so bad now nobody even include them in their lists?
On December 28 2013 15:42 [[Starlight]] wrote: Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
A zerg player that doesn't use defilers is just bad.
So we basically agree that Zergs who don't use defilers can be good? You just make 'em and use 'em and shake 'em and bake 'em and then it can make you an even better player.
On December 28 2013 17:38 [[Starlight]] wrote: Btw, is the valk 'sprite bug' still in effect?
Been away from BW for a long time, but IIRC, if you had more than 4 or so valks in an engagement, not all of their missiles would work because of some inherent limit or bug in the game.
Perhaps that's part of why valks never became that popular a unit? Dunno.
The sprite bug is still in effect but it normally only happens on money maps because they're full of sprites, in a regular 1v1 you can have 12 or more valks and they will all fire in battle.
On another note, anyone remember that map that had a neutral CC in the middle that zerg could infest? Infested terrans are better in ZvP than in ZvT.
On December 28 2013 17:38 [[Starlight]] wrote: Btw, is the valk 'sprite bug' still in effect?
Been away from BW for a long time, but IIRC, if you had more than 4 or so valks in an engagement, not all of their missiles would work because of some inherent limit or bug in the game.
Perhaps that's part of why valks never became that popular a unit? Dunno.
The sprite bug is still in effect but it normally only happens on money maps because they're full of sprites, in a regular 1v1 you can have 12 or more valks and they will all fire in battle.
On another note, anyone remember that map that had a neutral CC in the middle that zerg could infest? Infested terrans are better in ZvP than in ZvT.
On December 29 2013 02:15 hitthat wrote: Devourers are usefull late ZvZ only. And we all know how often we have late ZvZ....
Devourers are used in ZvT as well, when you morph mutas into guardians you can morph one into a devourer to help ward off the first wraith that comes to shoot all the guardians.
On December 28 2013 17:38 [[Starlight]] wrote: Btw, is the valk 'sprite bug' still in effect?
Been away from BW for a long time, but IIRC, if you had more than 4 or so valks in an engagement, not all of their missiles would work because of some inherent limit or bug in the game.
Perhaps that's part of why valks never became that popular a unit? Dunno.
The bug still exists. I love using valkyries in TvZ and from my experience having more than 7-8 valks to attack the same area, doesn't do more dps to that area.
On December 29 2013 09:44 Peeano wrote: The [valk sprite] bug still exists. I love using valkyries in TvZ and from my experience having more than 7-8 valks to attack the same area, doesn't do more dps to that area.
Thank you. So, most folks would agree that 7-8 is about the limit for # of valks you have before you run into the bug?
(And if so, why has Bliz never fully fixed the bug? Is it a matter of "thats the most the game can do on the listed minimum system requirements"?? =\ )
On December 29 2013 01:41 Golondrin wrote: A zerg player that doesn't use defilers is just bad. Same can be said about a protoss and arbiters.
Are devourers so bad now nobody even include them in their lists?
I use defilers. Am I a good zerg player?
For 'toss, to be fair, it was the race I played least, and a lot of those games didn't go to late game for me... I'd either clean the other person's clock in early or mid-game, or get mine cleaned. And my opponents didn't seem to use arbiters much, and when they did, it wasn't terribly effectively.
In retrospect it seems obvious that I played against 'okay' players, not real good ones. Which is why I'm asking you nice folks things.
Far as devourers go, I remember using them. Ppl are saying they only work in ZvZ, but they were helpful to me in ZvP too... typical usage would be, "ZOMG, my air's getting pwned by 'sairs!". And then a combined force of devs, scourge, and mutas would then pwn their 'sairs right back.
Devs saved my scaly zerg behind more than once. Is that atypical?
In competitive 1v1 you won't be able to get hive at the time that you need to deal with corsairs, so usually mass scourge is used to try to keep them under control. If sair numbers get too large for scourge, then you switch to hydra and spore colonies, and forget about getting air control for now.
On December 29 2013 11:46 [[Starlight]] wrote: @Birdie – Yep, exactly, the 'sairs would terrorize my air for awhile before the devs would come out, and then the tables would turn.
And just as you say, once they had a certain critical mass of 'sairs, scourge alone couldn't do much.
Usually by the time you have hive tech, it's much more efficient to use crackling defiler lurker than to try for air control, particularly as Protoss will have templar tech out by then.
Did you ever play on iCCup or the other private servers?
On December 29 2013 13:44 Birdie wrote Usually by the time you have hive tech, it's much more efficient to use crackling defiler lurker than to try for air control, particularly as Protoss will have templar tech out by then.
Yep, for sure. But sometimes you don't have too much choice, like on island maps, or land maps that have island bases on them that you want to take out (Temple).
Did you ever play on iCCup or the other private servers?
Nope. I was out of BW long before iCCup showed up.
I was in a small league for awhile though. It was fun, extremely laid-back I guess by TL standards.
On December 29 2013 13:44 Birdie wrote Usually by the time you have hive tech, it's much more efficient to use crackling defiler lurker than to try for air control, particularly as Protoss will have templar tech out by then.
Yep, for sure. But sometimes you don't have too much choice, like on island maps, or land maps that have island bases on them that you want to take out (Temple).
Did you ever play on iCCup or the other private servers?
Nope. I was out of BW long before iCCup showed up.
I was in a small league for awhile though. It was fun, extremely laid-back I guess by TL standards.
Yeah island maps aren't usually used any more in tournaments. I wasn't really around when they were so I'm not sure why (perhaps one race was imba on island maps?).
On December 28 2013 15:42 [[Starlight]] wrote: Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
A zerg player that doesn't use defilers is just bad.
So we basically agree that Zergs who don't use defilers can be good? You just make 'em and use 'em and shake 'em and bake 'em and then it can make you an even better player.
kwanro would never build a defiler if he didn't have to, bless his heart
On December 29 2013 01:41 Golondrin wrote: A zerg player that doesn't use defilers is just bad. Same can be said about a protoss and arbiters.
Are devourers so bad now nobody even include them in their lists?
I use defilers. Am I a good zerg player?
For 'toss, to be fair, it was the race I played least, and a lot of those games didn't go to late game for me... I'd either clean the other person's clock in early or mid-game, or get mine cleaned. And my opponents didn't seem to use arbiters much, and when they did, it wasn't terribly effectively.
In retrospect it seems obvious that I played against 'okay' players, not real good ones. Which is why I'm asking you nice folks things.
Far as devourers go, I remember using them. Ppl are saying they only work in ZvZ, but they were helpful to me in ZvP too... typical usage would be, "ZOMG, my air's getting pwned by 'sairs!". And then a combined force of devs, scourge, and mutas would then pwn their 'sairs right back.
Devs saved my scaly zerg behind more than once. Is that atypical?
seems more like you played against other players who were "casual" and don't really care about learning the way the game is played, not "okay" players
typically in zvp when toss has a whole control group of +1 sairs you won't even be close to greater spire so if you try to depend on devourers to take back air control you're going to have no overlords for a pretty long time
On December 29 2013 17:25 rauk wrote: kwanro would never build a defiler if he didn't have to, bless his heart
seems more like you played against other players who were "casual" and don't really care about learning the way the game is played, not "okay" players
I dunno rauk... they were in a league, so I don't think I'd call 'em straight casual.
Now, did they sit around watching progamer replays all day long, in hopes of reaching something approaching that level? Nope, I will confess they did not. But they did play lots, and they had a good time doin' it. To me, that's the most important thing.
typically in zvp when toss has a whole control group of +1 sairs you won't even be close to greater spire so if you try to depend on devourers to take back air control you're going to have no overlords for a pretty long time
As Birdie and I were discussing, there are things you do stopgap to try to deal with sairs 'til the devs come out. Your ovies definitely can't roam far from home while the 'toss has air superiority, I think we all get that.
On December 29 2013 17:25 rauk wrote: kwanro would never build a defiler if he didn't have to, bless his heart
seems more like you played against other players who were "casual" and don't really care about learning the way the game is played, not "okay" players
I dunno rauk... they were in a league, so I don't think I'd call 'em straight casual.
Now, did they sit around watching progamer replays all day long, in hopes of reaching something approaching that level? Nope, I will confess they did not. But they did play lots, and they had a good time doin' it. To me, that's the most important thing.
typically in zvp when toss has a whole control group of +1 sairs you won't even be close to greater spire so if you try to depend on devourers to take back air control you're going to have no overlords for a pretty long time
As Birdie and I were discussing, there are things you do stopgap to try to deal with sairs 'til the devs come out. Your ovies definitely can't roam far from home while the 'toss has air superiority, I think we all get that.
you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
On December 29 2013 19:33 rauk wrote: you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
And you can be in a league and be not casual. So?
Far as dev usage making you a 'bad player', I dunno... devs + scourge + mutas sure beat 'sairs for me. Maybe the other guy just didn't have enough sairs?
Your points on ground-attacking a guy going heavy air are well-taken, and I agree that's a good way to go where possible.
But, I couldn't really mass ground-attack his island base with his sairs shooting down the drop attempts, y'know?
On December 29 2013 19:33 rauk wrote: you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
And you can be in a league and be not casual. So?
Far as dev usage making you a 'bad player', I dunno... devs + scourge + mutas sure beat 'sairs for me. Maybe the other guy just didn't have enough sairs?
Your points on ground-attacking a guy going heavy air are well-taken, and I agree that's a good way to go where possible.
But, I couldn't really mass ground-attack his island base with his sairs shooting down the drop attempts, y'know?
using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs. you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
On December 29 2013 20:07 hitthat wrote: That discusion above looks like an eve of a grudge match
if he's never even played iccup/pgt/wgt it would be an extremely boring grudge match lol
On December 29 2013 20:53 rauk wrote: using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs.
you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
Sigh. Okay, I'm starting to understand TL better now. There's a LOT of experienced ppl with, ahem, strong opinions who like to jump right in and express them. I actually dig that.
But, the issue is, insufficient data/not really getting where someone's coming from. So, since you seem to care about this and are experienced, I'll flesh out the picture for you, Rauk. Then I think you'll be able to critique in a more-knowing way, and I'll be happy to accept said critique (unless it's extremely douchey).
So, to my best recollection, an example of what I'm talking about (this was a tourney game in the 'just for fun' league I used to play in):
Me and this other guy had one of our best-of-3 games on Lost Temple. He was Protoss, I was Zerg. I got the top position, and he got the eastern plateau.
I don't remember what happened in early game, but by midgame I had a shit-ton of hydras camped just outside his natural. He would try to break out from time to time with storm plus speedy zels and goons, but he would get beaten back every time. On the ground, he was contained.
He had 3 bases total: His main, his natural, and the island at lower-right. I had 4 or 5 bases (maybe 5 most of the time). At times he'd 'convoy' out via air (shuttles) and try to expand, or would drop on or near one of my smaller and further-away expansions. For awhile I'd beat back his drops with my very-mobile mutas, and would clobber his fledling expansion attempts with same. But then he got 'sairs.
My mutas were going poof then, so it was mostly up to speed hydras plus a lot of scouting to defend my expos and snuff his. My ovies couldn't leave their bases. But I had enough of a resource advantage that I could send hydras all over the map and STILL maintain my hydra contain on his main + natural. He wasn't able to establish a base beyond the 3 mentioned.
His main offense (beside the 'sairs and the failed breakout attempts) was to arbiter recall a bunch of goons into my main from time to time. But, I had several sunkens there, which would last just long enough so that the hydra cavalry from my contain could ride to the rescue and wipe out what was left of his 'goons. I'd lose the sunkens and a few hydras, but it was a fair trade and one I was willing to make considering I had more resources. He was punching himself out.
Nor could he break the contain while I was splitting my forces, because he was splitting forces too. Though in retrospect, the 'hydra cavalry' would've been faster had I made some Nydus Canals, as the observers to the match noted at the end. D'oh!
Though the flip side of that is, he kept on doing the recalls because to him they looked like they were ALMOST working. Had I had Nyduses, he might've gone a different, and better, route. I guess a mistake can work in your favor sometimes (though Nyduses to defend my expos would've been real nice, had I thought of it...)
I also got to scourge a couple of those Arbiters, 'til he got more careful with his air support.
Anyhow, his main was pretty much mined out, and his natural was getting there. It became obvious that his island expo was the main thing keeping him going. I think I tried to drop on it once, but sairs helped mess that up, along with some spore colonies.
I really, really, REALLY hated his sairs by this time. So I got devs.
I had lost every air battle up to this point (if you don't count scourging a couple of his arbiters), so it was really satisfying when my mixed air force beat him in the pivotal air battle. Devs went in first, drawing fire and putting some acid spores on him, scourges hit his flanks from both sides, and then the mutas (spaced out as best I could manage) came in. Acid spores let muta splash/richochets do a LOT of damage.
With his air superiority gone, a doom drop took out the island. GG.
So, there's an example. You're free to tell me I suck from an INFORMED perspective now.
On December 29 2013 19:33 rauk wrote: you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
And you can be in a league and be not casual. So?
Far as dev usage making you a 'bad player', I dunno... devs + scourge + mutas sure beat 'sairs for me. Maybe the other guy just didn't have enough sairs?
Your points on ground-attacking a guy going heavy air are well-taken, and I agree that's a good way to go where possible.
But, I couldn't really mass ground-attack his island base with his sairs shooting down the drop attempts, y'know?
using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs. you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
Starlight, it seems like you're coming back to Brood War and posting on these forums because you want to learn what's changed and possibly get better. That's great. Your last few posts with Rauk, however, have been a sort of argument over whether or not devourers are a good choice in PvZ. But if you're trying to learn, you're not really in a position to argue your own point, right?
In fact, Rauk's right, and he's laid out several very good reasons why devourers are not a good choice in PvZ. In fact, outside of the legendary game, Stork vs GGplay on Andromeda, and a few other PvZs on maps that are really good for Sair+Reaver, I can't remember a single time that I've ever seen devourers. And in that game, GGplay wasn't using devourers to just counter corsairs; he was using them to counter Corsair+Scout+Carrier+Arbiter. Protoss usually gets to a Corsair+Carrier combination from a Corsair+Reaver opening, as Stork did in this game. But at that stage, where P has maybe two control groups of +1 or +2 sairs along with 2 or 3 shuttles with reavers, you'll notice that high level Zergs DO NOT get devourers. They do exactly what Rauk said: speed overlords + mass hydras. They'll also research burrow, and use that to snipe shuttles and reavers. Getting devourers to counter sair+reaver is a good way to lose immediately.
Also, it's very difficult to analyze someone's game from a synopsis. It's always better if you have a replay that you can post. The biggest reason is that if you want us to analyze a game of yours, we'll be looking for your mistakes, so that we can tell you, "Here is where you made a mistake, and this is how you correct it." We do that because you don't know where your own mistakes are. If you knew exactly where you made each mistake, you could correct it and improve yourself without having to ask others for help. However, if you don't know what mistakes you're making, you're clearly not going to mention them when you describe what happened in your game, so we don't know how to help you!" You said yourself, in your synopsis, "I don't remember what happened in the early game!" This is by far the most important part! Just about everything you do wrong in your game will be the result of a mistake you made in your early game, snowballing into the mid- and late-game.
Still, from your game synopsis, I'm going to guess that busting his natural would have been a better choice than containing with hydras. Zerg usually tries to contain Protoss with lurker+ling, with scourges and speed overlords to snipe observers. If you have pure hydras, on the other hand, you should be able to bust through the natural.
Also, people are saying you're not very good because of a few indicators. 1.) You mentioned your friends played in a "league," but unless it's one of the ones that Rauk mentioned (iCCup, PGT, WGT), the league probably wasn't that good. And you haven't said it was one of those leagues, so we're assuming it's not. 2.) You say things like, "He got the eastern plateau." Starcraft lingo usually just uses clock numbers to describe positions, so in this case, on Lost Temple, you're 12 and he's 9. And instead of "plateau," terrain that is at the top of a ramp is called high ground. 3.) You're making very basic threads asking questions that could be answered with the most basic research. If you want to know units that don't get made, just watch some replays and see what units the pros don't make. There will always be exceptions, but you can get a general idea if you watch 20 ZvTs and queens only show up in one game.
I know BW forums here (and everywhere else, too) are not very active. It's been pretty dead ever since people switched over to SC2. The reason they're not active, though, is because we don't have people starting *NEW* discussion. The solution to this problem is not to ask basic questions that people have answered years ago. We have a search function for that.
I think the point of devourers being good vs sairs isn't midgame he's going sairs I'll go devourers, it's oh late game he's going sairs (maybe with carrier) a couple devourers will help
On December 29 2013 19:33 rauk wrote: you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
And you can be in a league and be not casual. So?
Far as dev usage making you a 'bad player', I dunno... devs + scourge + mutas sure beat 'sairs for me. Maybe the other guy just didn't have enough sairs?
Your points on ground-attacking a guy going heavy air are well-taken, and I agree that's a good way to go where possible.
But, I couldn't really mass ground-attack his island base with his sairs shooting down the drop attempts, y'know?
using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs. you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
On December 29 2013 20:07 hitthat wrote: That discusion above looks like an eve of a grudge match
if he's never even played iccup/pgt/wgt it would be an extremely boring grudge match lol
It depends what your playstyle is. If you open 3 hatch muta +1 cara in which case you are often going to transition into guardians anyway, having a few devourers to stop protoss from regaining air-dominance late game isn't such a bad idea.
Thing is we didn't get to see much of muta/scourge ZvP because it developed just at the time Proleague transitioned to SC2. Protosses gave up trying to regain air-dominance and tried to take it on the ground but they would get finished by guardians. I'm pretty sure if the Protoss responded by building more sairs, that the Zerg would probably consider getting just a few devourers to slow him down and allow the transition to guardians.
On December 29 2013 20:53 rauk wrote: using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs.
you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
Sigh. Okay, I'm starting to understand TL better now. There's a LOT of experienced ppl with, ahem, strong opinions who like to jump right in and express them. I actually dig that.
But, the issue is, insufficient data/not really getting where someone's coming from. So, since you seem to care about this and are experienced, I'll flesh out the picture for you, Rauk. Then I think you'll be able to critique in a more-knowing way, and I'll be happy to accept said critique (unless it's extremely douchey).
So, to my best recollection, an example of what I'm talking about (this was a tourney game in the 'just for fun' league I used to play in):
Me and this other guy had one of our best-of-3 games on Lost Temple. He was Protoss, I was Zerg. I got the top position, and he got the eastern plateau.
I don't remember what happened in early game, but by midgame I had a shit-ton of hydras camped just outside his natural. He would try to break out from time to time with storm plus speedy zels and goons, but he would get beaten back every time. On the ground, he was contained.
He had 3 bases total: His main, his natural, and the island at lower-right. I had 4 or 5 bases (maybe 5 most of the time). At times he'd 'convoy' out via air (ovie transports) and try to expand, or would drop on or near one of my smaller and further-away expansions. For awhile I'd beat back his drops with my very-mobile mutas, and would clobber his fledling expansion attempts with same. But then he got 'sairs.
My mutas were going poof then, so it was mostly up to speed hydras plus a lot of scouting to defend my expos and snuff his. My ovies couldn't leave their bases. But I had enough of a resource advantage that I could send hydras all over the map and STILL maintain my hydra contain on his main + natural. He wasn't able to establish a base beyond the 3 mentioned.
His main offense (beside the 'sairs and the failed breakout attempts) was to arbiter recall a bunch of goons into my main from time to time. But, I had several sunkens there, which would last just long enough so that the hydra cavalry from my contain could ride to the rescue and wipe out what was left of his 'goons. I'd lose the sunkens and a few hydras, but it was a fair trade and one I was willing to make considering I had more resources. He was punching himself out.
Nor could he break the contain while I was splitting my forces, because he was splitting forces too. Though in retrospect, the 'hydra cavalry' would've been faster had I made some Nydus Canals, as the observers to the match noted at the end. D'oh!
Though the flip side of that is, he kept on doing the recalls because to him they looked like they were ALMOST working. Had I had Nyduses, he might've gone a different, and better, route. I guess a mistake can work in your favor sometimes (though Nyduses to defend my expos would've been real nice, had I thought of it...)
I also got to scourge a couple of those Arbiters, 'til he got more careful with his air support.
Anyhow, his main was pretty much mined out, and his natural was getting there. It became obvious that his island expo was the main thing keeping him going. I think I tried to drop on it once, but sairs helped mess that up, along with some spore colonies.
I really, really, REALLY hated his sairs by this time. So I got devs.
I had lost every air battle up to this point (if you don't count scourging a couple of his arbiters), so it was really satisfying when my mixed air force beat him in the pivotal air battle. Devs went in first, drawing fire and putting some acid spores on him, scourges hit his flanks from both sides, and then the mutas (spaced out as best I could manage) came in. Acid spores let muta splash/richochets do a LOT of damage.
With his air superiority gone, a doom drop took out the island. GG.
So, there's an example. You're free to tell me I suck from an INFORMED perspective now.
(Sigh, TL. Thy name is drama.)
look at it from our perspective: a newbie who hasn't played in a very long time is trying to tell active players who are relatively higher level that they're wrong. there's no drama here; you're wrong and i'm trying to explain to you why you're wrong
you were claiming that devourers should be a standard response to sairs. the only real time devourers are useful in zvp is late, late game when you've split the map and it's 50+ minutes, not as a solution where you're trying to hold on vs sairs with scourge and hydra until finally you reach hive and morph devourers. in your game making them wasn't terrible i guess, but from the way you described the rest of the game there are a lot of things wrong with what you were doing
first, nydus once you have hive is standard and you should have a nydus from your natural to each expo so you can be very mobile in your defense. second, you contained with hydras instead of lurkers. with a lurker field you can stop him from breaking out with a much lower investment in the forces outside his natural; he has to use reavers + obs and that's easy to snipe with speed overlords and scourge. you also didn't build lurkers and spores along with the sunkens for defense in the late game, because that plus cracklings means protoss has to commit his entire army to break a base. third, you didn't build defilers. if you're trying to break his natural, you need dark swarm. defilers are also great against sairs because you can plague them all and then they're completely useless. fourth, late game and no crackling/ultra? cracklings destroy goons so hard and are much faster than hydras, so if you tried to defend his goon recalls with cracklings instead of hydras you'd be trading maybe 300-400 minerals for 1k+ minerals and gas, which is way more efficient than hydras. plus crackling ultra wipes goon zeal so hard, and it doesn't sound like you had any problems with archons or reavers
On December 29 2013 19:33 rauk wrote: you can be in a league and still be casual
if you're trying to use devourers to stop sairs you're a bad player, end of story
you stop mass sair with overlord speed and mass hydra and you a-move his base because he has a bunch of sairs and no army. or you can turtle with +1 air armor, scourge and spores and then a-move his base with cracklings and ultras
And you can be in a league and be not casual. So?
Far as dev usage making you a 'bad player', I dunno... devs + scourge + mutas sure beat 'sairs for me. Maybe the other guy just didn't have enough sairs?
Your points on ground-attacking a guy going heavy air are well-taken, and I agree that's a good way to go where possible.
But, I couldn't really mass ground-attack his island base with his sairs shooting down the drop attempts, y'know?
using devourers against sairs is bad because it's a situation that will never happen in a standard game. rushing hive tech to defend forge fe stargate +1 sair is a monumentally terrible idea because it sets you incredibly far behind in economy because you've wasted gas on a queens nest, hive, greater spire, and then however many devourers you make just to defend a couple of +1 sairs. you should spend your gas on overlord speed, which is incredibly good anyways, and make hydras which you need for a midgame army anyways, and you've defended sairs without even deviating from a normal hydra oriented zvp. or you can turtle to hive on 4gas but instead save all your gas for things like upgrades, defilers, and ultralisks. getting devourers just requires so much tech and money to defend something that can be defended far more cheaply
maybe hive rush vs sair is a "good" idea specifically on an island map where your starting position has enough gasses to support all your tech, but true island maps (not counting stuff like monty hall) haven't been played in competitive broodwar for at least 9 years, so it's not a situation i care about
also zerg always loses on island maps because you can never get gas expansions anyways
On December 29 2013 20:07 hitthat wrote: That discusion above looks like an eve of a grudge match
if he's never even played iccup/pgt/wgt it would be an extremely boring grudge match lol
It depends what your playstyle is. If you open 3 hatch muta +1 cara in which case you are often going to transition into guardians anyway, having a few devourers to stop protoss from regaining air-dominance late game isn't such a bad idea.
Thing is we didn't get to see much of muta/scourge ZvP because it developed just at the time Proleague transitioned to SC2. Protosses gave up trying to regain air-dominance and tried to take it on the ground but they would get finished by guardians. I'm pretty sure if the Protoss responded by building more sairs, that the Zerg would probably consider getting just a few devourers to slow him down and allow the transition to guardians.
yeah i might get devs to defend my guards in that case. for me 3hat muta zvps are typically pretty allin and i like transitioning to hydra lurker better than rushing hive. if i still have any mutas left over i'd get a casual greater spire and make some guards just because i have money when i reach hive but i don't think i'd make them the main focus of my gameplay so i probably wouldn't get any devourers in that case, more gas wasted on sairs = fewer ht/archon/reaver
On December 30 2013 01:16 traceurling wrote: I think the point of devourers being good vs sairs isn't midgame he's going sairs I'll go devourers, it's oh late game he's going sairs (maybe with carrier) a couple devourers will help
On December 30 2013 01:16 traceurling wrote: I think the point of devourers being good vs sairs isn't midgame he's going sairs I'll go devourers, it's oh late game he's going sairs (maybe with carrier) a couple devourers will help
Yup.
sair carrier almost never happens because it requires protoss to turtle for an incredibly long time and you can break him long before he begins any kind of carrier production with drops or just swarm and amove. if he attempts to go 2 base carrier then he's lost the game anyways
also plague is a much better option in that case because if you plague his interceptors they go back inside the carrier and don't regen hp and carriers don't send out interceptors with low hp so his carriers literally sit there doing nothing. since you research plague to begin with in a standard zvp unless you started off with a mass muta midgame and aimed to go for guardians there's still no real reason to get a greater spire
On December 30 2013 07:03 rauk wrote: look at it from our [?] perspective: a newbie who hasn't played in a very long time is trying to tell active players who are relatively higher level that they're wrong.
Well, when I think 'newbie', I think of a guy who types 'NO RUSH GAME' at the start, and then proceeds to turtle in his main while I or someone else takes the entire map. Or maybe a bunch of guys who manage to lose a 6 humans vs 2 cpu's match (actually saw this in-person at a computer gaming place one time ).
And I'm not trying to tell 'high level active players' that they're wrong... I'm telling one specific player that, IME and in certain situations, devs aren't completely useless. You believe that they are – okay, fine – but the comments of some others in the thread don't seem to completely square with that.
So, it's not that I'm not listening to you, Rauk, because I am. It's that I'm listening to everyone else too, plus what's happened to me in my own games.
you were claiming that devourers should be a standard response to sairs.
No. If you look back through the thread, I didn't really say that. I did say they worked for me when I did use 'em, but that was absent the context(s) in which I used 'em.
So, I later provided a (long) example/sample situation where I used 'em... in late game, to break an opponent's air control so I could doom drop an island expansion. Even you say elsewhere that what I did there 'wasn't terrible' (backhanded compliment, but I'll take it), though I certainly did make a number of mistakes in that game.
from the way you described the rest of the game there are a lot of things wrong with what you were doing
first, nydus once you have hive is standard and you should have a nydus from your natural to each expo so you can be very mobile in your defense
Yup, absolutely, and I already noted that I screwed up there.
second, you contained with hydras instead of lurkers. with a lurker field you can stop him from breaking out with a much lower investment in the forces outside his natural; he has to use reavers + obs and that's easy to snipe with speed overlords and scourge. you also didn't build lurkers and spores along with the sunkens for defense in the late game, because that plus cracklings means protoss has to commit his entire army to break a base. third, you didn't build defilers. if you're trying to break his natural, you need dark swarm. defilers are also great against sairs because you can plague them all and then they're completely useless. fourth, late game and no crackling/ultra? cracklings destroy goons so hard and are much faster than hydras, so if you tried to defend his goon recalls with cracklings instead of hydras you'd be trading maybe 300-400 minerals for 1k+ minerals and gas, which is way more efficient than hydras. plus crackling ultra wipes goon zeal so hard, and it doesn't sound like you had any problems with archons or reavers
See, now this is good stuff, and exactly the kind of thing I wanted to hear. I did go 'hydra happy' in that game, and it's good to hear someone say, "Don't do that, dammit."
So, I do thank you for the good critique, Rauk. I already knew some of my errors from the game (including some, but not all, of the things you mention above), but its good to hear it confirmed and expanded upon. I got away with being inefficient due to my considerable resources advantage, and you certainly can't count on that every game.
And this is one of the nice things about TL... great advice. If one has a thick skin.
sair carrier almost never happens because it requires protoss to turtle for an incredibly long time and you can break him long before he begins any kind of carrier production with drops or just swarm and amove. if he attempts to go 2 base carrier then he's lost the game anyways
I think it was quite popular on Arcadia, Requiem and Andromeda. Any map that is good for corsair reaver is ok to transition into carriers as well. Basically any map where protoss can get a lot of bases and take advantage of islands with an air fleet and 3+ gases. On Arcadia it felt like literally every PvZ sometimes.
Similar to queen usage in ZvT. It's a response to a huge mech army on several bases. Devs are a response to a huge corsair fleet. Valks are a response to huge wraith fleets.
All Brood War units are beautiful But the games Starlight is describing are in no way too bad or too nooby. His league may be a microcosm and everyone in it may be have 80 APM, but it's still good competition between them. I really enjoyed when I played in a microcosm like that. It forces players to try to innovate on their own, and that is part of the joy of SC.
I only play Terran and I only play mech so the units I don't think I've managed to build even once since coming back is medics and firebats. I rarely use ghosts as well but I would like to mix them in at some point in late game TvT but I like BCs too much if it gets to that phase.
On December 30 2013 01:16 traceurling wrote: I think the point of devourers being good vs sairs isn't midgame he's going sairs I'll go devourers, it's oh late game he's going sairs (maybe with carrier) a couple devourers will help
Yup.
sair carrier almost never happens because it requires protoss to turtle for an incredibly long time and you can break him long before he begins any kind of carrier production with drops or just swarm and amove. if he attempts to go 2 base carrier then he's lost the game anyways
also plague is a much better option in that case because if you plague his interceptors they go back inside the carrier and don't regen hp and carriers don't send out interceptors with low hp so his carriers literally sit there doing nothing. since you research plague to begin with in a standard zvp unless you started off with a mass muta midgame and aimed to go for guardians there's still no real reason to get a greater spire
Or it can happen in around 25 minutes as a transition from sair/reaver/disruption web
I personally play on Fish and I see lots (lots) of Arbiters. Queens are only made against me in the case where I make BCs (imagine a BC with Ensnare on it, you know it will never reach the Zerg bases. Infested Terrans are sometimes made to troll me (or once or twice in very long games) . Dark Archons are never made though but a korean friend of mine told me Dark Archon are strong in late game PvZ, I don't know if those are commons though. I personally make use of Valks against Zergs whom have good muta micro (when I can't get SV fast enough and when the Zerg is heavily committing to mutas). I sometimes amke Ghosts in TvT or TvP (late game, when zoning the opponent is crucial). Scouts however seem to me as being a rather useless unit to me.
I guess a somewhat viable but a bit goofy use of the scout would be to make 1 scout earlygame PvZ instead of sairs? Kills overlords much faster and has (very limited) harassing potential against undefended expansions.
I remember old games where people tried that. It's a nice touch on things and the scout is good at overlord hunting. Unfortunately, the deal breaker is that awful speed. Scouts are so slow, they cannot escape scourge as easily as corsairs do, and it also makes them terrible at... scouting.
I'd like to see someone do some patrol micro vs scourge with scouts though, lol. Too bad the speed upgrade isn't inherent.
As for the arbiter thing, it was true a long time ago, people thought arbiters were too high on the tech tree and weren't worth the gas cost. (But wait, aside from templar, PvT armies aren't gas heavy...) Then again, people thought the same about science vessels in tvp and yes even defilers in zvt.Yes, people knew what defilers were before July/Gorush/Savior came along, but it wasn't considered a staple yet in your "standard" game at least not to the extent we race to them today. Expanding to your natural in TvZ was considered game winning as opposed to something you do every game. We may think of these things and laugh it off as terrible nub shit, but even pros were doing it. You weren't arguing with Boxer about when to expand when at the time, the pros already know about 5 million times more than the average player; you sorta just nodded your head in agreement while wondering why his vulture kills 20 zerglings and yours kills about 3. Much more with the likes of Flash and Jaedong who may not be infallible but then it was just like "Okay! It works because it's Flash/Jaedong". It's just not people you can really disagree with.
Those were dark times, built on imperfect theorycraft based on the meta of the time. But it was the best they had, and in that context it may have made sense. I wouldn't fault people for having it ingrained in their paradigm in the game, but you just have to realize the level of play has increased so much and changed a lot so that one's personal opinion just doesn't mean that much anymore. The other thing people don't note is that maps have changed a lot too, and a lot of the old maps don't support modern strategies.
if I look at my previous 30 zerg games, previous 30 protoss games and previous 30 terran games, the battlecruiser and the scout are the two units that have not been built.
In reverse order of those I actually do build, it would be something like 1 ghost 2 carrier 3 DA 4 valkyrie 5 queen 6-7 arbiter/devourer 8 guardian
then everything else is built frequently enough, some only in 1 of the matchups but yea.. To look more into each of the "rarely used units": For scouts I've found like, one legitimate use for them - when zergs counter sair reaver with super fast devourer rush, abandoning corsairs and going mass speed scout instead is pretty hilarious. Everything else is just gimmicky. Ghosts are pretty much only gimmick. Carriers have seen better days but still have a place in lategame. Dark archons are actually incredible in pvz, for maelstrom earlier on and feedback later on, but it's kinda hard to incorporate them. Valkyries are sometimes a necessity during mech. Queens are legitimately good, but I've been barking up that tree since before this website first created. Everything else is built at certain times in certain matchups or all the time.
Okay, let's sit down and have a little talk about efficiency when it comes to unit composition.
Technically (and I mean very technically) there is no wrong way to play StarCraft if you don't care about winning. So let's say you're playing a TvT and your opponent goes wraiths. If you build firebats, they won't be able to attack the wraiths, and are rendered essentially useless. So you have to try something different, and so you make marines, because they're cheap and kill wraiths pretty easily. Then you go to attack your opponent with the marines, but they get obliterated by factory units. So, you have two options to make up for this: either make your own factory units, or go and make starport units. So, let's go with starport units, because battlecruisers kick ass.
Keep in mind though, that our opponent is still going wraiths and then getting factory units after harassing with the wraiths. So you make you own wraiths and a valkyrie and hold off their attack easily. AND, now you can attack them without getting blown apart by tanks. Pretty soon though, they have turrets and goliaths and you have to back off. That's when it comes time to build the battlecruisers. The problem here is that battlecruisers take fucking forever to be built, so your opponent just kills you with goliaths and there are too many of them to fight with wraiths, which do very little air-to-ground damage, and battlecruisers, which will be very few in number.
Therefore, the way the game works dictates that you must start getting factory units at some point to win TvT. There are certain exceptions, but these exceptions have nothing to do with the fundamental aspects of the game, and are facilitated by your opponent's play-style. For example, let's say your opponent goes 14CC, and you go double barracks in the middle of the map. Your opponent is taking a slight risk based on the fact that 9 out of 10 games, his/her opponents will not go double barracks. Otherwise, if your opponent plays less risky, your marines are going to get raped by vultures.
So let's look at PvT:
Terran typically builds factory units and goes with mech play. Factory units are expensive and siege tanks take awhile to make, so Protoss can either get carriers and do damage before there are too many goliaths to deal with, or, take the more effective road and overwhelm the tanks/vultures with a large number of low tier units like dragoons and zealots. Obviously, since StarCraft has a supply limit, it is impossible, as Protoss, to produce a numerically superior army if the Terran waits until he/she has 200/200 supply, and therefore, to win in a fight Protoss needs some spellcasters to deal more damage to the Terran forces. I suppose the Protoss could *try* to add in reavers/archons/dark templar, but all of these units are expensive and will die before they can even get close enough to deal any damage to the Terran forces. So let's look our spellcaster options:
- High Templar - Dark Archon - Corsair - Arbiter
High Templar uses psionic storm, a big AoE attack which always does the maximum amount of damage, so that's good. The unit is relatively slow-moving, so it will need to be carried in a shuttle or just trail behind quicker units.
Dark Archon uses feedback, which does nothing to non-spellcasters, maelstrom, which only affects biological units, and mind control, which you can use only once before having to recharge. Although mind control might be useful in some cases, mind controlling 2-3 units in a big battle probably won't make much of a difference.
Corsairs have disruption web, which disables enemy units under the affected area. Also, they move pretty fast.
Arbiters have recall, which can teleport units into your opponent's base, stasis, which freezes enemy units, and makes your whole army invisible.
So let's just cross out Dark Archons right away. They look cool, and mind control is a cool spell, but they're too expensive to make en masse. For air units, we have corsairs and arbiters. Arbiters have a clear advantage because they do so much more than a Corsair. Stasis lasts longer than disruption web, and unlike disruption web, the Terran units can't move out of the affected area. Additionally, an Arbiter can essentially transport as many units as 10 shuttles into the enemy base and cloaks them, so it makes more sense to use Arbiters over Corsairs.
There is nothing that invalidates using High Templar in PvT. There isn't a "more effective" spellcaster in terms of dealing damage for Protoss, but since High Templar and Arbiters both cost a lot of gas, it would naturally take a large gas economy to be able to build both simultaneously in significant numbers while still making dragoons, and therefore, Protoss will usually start PvT picking one or the other, and then, once they have a larger economy, start adding the other gas-heavy spellcaster into the mix.
Most Protoss players prefer to get Arbiters first because of their mobility.
IT MAKES SENSE, RIGHT!?!?!? OR AM I JUST CRAZY
In ZvP, obviously, all Zergs run into the problem of dealing with Corsairs. Since Corsairs have no air-to-ground attack, and Protoss player cannot win a game with Corsairs. So why even bother making them? Well, anyone who has played PvZ or ZvP knows that Overlords are the Zerg's means of supply, so if the Overlords get shot down, then it supply-caps the Zerg and allows the Protoss to pull ahead in production and economy. The Protoss will then field a large ground army to win the game.
So, as Zerg, you have to be thinking about that ground army that the Protoss is going to build. Building Devourers will definitely ward off the Corsairs, but will do absolutely nothing to the Protoss' ground army. Guardians could be used, but basically everything Protoss makes destroys Guardians, especially High Templar, Archons, and Dragoons. Additionally, all of these Protoss units are cheaper to create and take less time to produce than Guardians, making it very inefficient to combat a Protoss army with Guardians.
This is why Zerg players will not rush for a Greater Spire in ZvP (most of the time, lawl) but will focus primarily on making hydralisks and getting overlord speed, so that the effectiveness of the Corsairs is greatly diminished, and the Zerg also has an army to combat the Protoss ground forces. Sometimes you will also see Zerg players create a lot of Mutalisks and Scourge with +1 air carapace to fight the Protoss. The Zerg will then build Sunken Colonies and Lurkers as static defense, and use the Mutalisks to attack the Protoss base whenever the Protoss army moves out of position to defend. This strategy would not be viable with Guardians because Guardians are much slower than Mutalisks and would not be able to move deep into Protoss territory and do damage and be able to escape in time to prevent themselves from dying.
On December 30 2013 22:51 Chef wrote: I think [sair carrier] was quite popular on Arcadia, Requiem and Andromeda. Any map that is good for corsair reaver is ok to transition into carriers as well. Basically any map where protoss can get a lot of bases and take advantage of islands with an air fleet and 3+ gases. On Arcadia it felt like literally every PvZ sometimes.
Similar to queen usage in ZvT. It's a response to a huge mech army on several bases. Devs are a response to a huge corsair fleet. Valks are a response to huge wraith fleets.
All Brood War units are beautiful But the games Starlight is describing are in no way too bad or too nooby. His league may be a microcosm and everyone in it may be have 80 APM, but it's still good competition between them. I really enjoyed when I played in a microcosm like that. It forces players to try to innovate on their own, and that is part of the joy of SC.
On December 28 2013 15:42 [[Starlight]] wrote: Maybe it's more accurate to say that you can be a good player without arbiters, but if you use 'em and use 'em well, you'll be a better player for it.
A zerg player that doesn't use defilers is just bad.
So we basically agree that Zergs who don't use defilers can be good? You just make 'em and use 'em and shake 'em and bake 'em and then it can make you an even better player.
kwanro would never build a defiler if he didn't have to, bless his heart
*snip*
Kwanro would never build anything other than a spawning pool and lings if he didn't have to! Obligatory link because Kwanro was brought up.
On topic, I'd say ghosts or scouts are probably the least used. Ghosts are incredibly fragile, slow, practically worthless in standard combat, very high on the tech tree (and so their best defense is negated by all of the detection available), require upgrades from the highest possible tech structure to be relatively useful (they have no abilities upon being unlocked), require a slowly constructing add-on to a building that already has a useful add-on (Comsat) to have it's best ability unlocked, and the ability costs a high amount of mins, gas, and supply with a long build time, a very long "cast time," and a warning to the other team for every single time it is used.
They can still be useful, but it is really hard to find a spot to use one in a standard game (where you wouldn't prefer/already have access to an easier and/or cheaper alternative.) They really only get used in very late game TvT or TvP that have gone to capital ship battles.
Scouts have a ridiculously high cost for the unit you get (mins, gas and supply), poor scaling on weapon upgrades, slow movement speed and low sight radius before upgrades, and being mostly outclassed by a cheaper and faster unit at the same tech level (except in a one or two ship battle).
On December 28 2013 17:38 [[Starlight]] wrote: Btw, is the valk 'sprite bug' still in effect?
Been away from BW for a long time, but IIRC, if you had more than 4 or so valks in an engagement, not all of their missiles would work because of some inherent limit or bug in the game.
Perhaps that's part of why valks never became that popular a unit? Dunno.
The sprite bug is still in effect but it normally only happens on money maps because they're full of sprites, in a regular 1v1 you can have 12 or more valks and they will all fire in battle.
On another note, anyone remember that map that had a neutral CC in the middle that zerg could infest? Infested terrans are better in ZvP than in ZvT.
Holy World it was an interesting map....
I once played this pvz which got into a point where I had like 12 reavers or so. I was knocking the front door of the zerg, each reaver full of upgraded scarabs. Then none of them fired :S
It's hard to find a map where u can secure the gas for cattlebruisers in the non-mirrors. However, TvT it's still viable but I'd say cattlebruisers still.
On January 02 2014 14:49 slytown wrote: It's hard to find a map where u can secure the gas for cattlebruisers in the non-mirrors. However, TvT it's still viable but I'd say cattlebruisers still.
In TvZ you will see BCs sometimes when T is going 2 port vessels and is able to keep enough vessels alive into the late game that they can transition into BC. It's less about the map and more about how far ahead you get. They are similar to scouts in that you can make a more efficient army with the build time/cost of a BC.
On December 28 2013 19:08 Kenpachi wrote: D-Web Sairs
Except nobody uses D-web but I do. It's my ace in the hole. They adapt to my fleet beacon with anti carrier turrets and goliaths when they see it but they see me rollin in with a million dragoons and corsairs. can't stop it D+ strategy.
Or they try to kill me before I get going. I think I die then
I also had a B- player mass ghosts vs me. I was thoroughly traumatized
corsair goon is my favorite strategy in bw (as toss at least)
On January 04 2014 18:55 digmouse wrote: Someone doesn't bother make Arbiters? Really?
I know. I have sinned, and will say ten Hail Marys as my act of contrition.
Srsly though, I am going to use Arbiters more going forward. And, I did list 7 units I didn't use/didn't use much, only one of which was controversial/'heretical'.
Guess if I had to re-do my list, I'd replace Arbiters with BCs. I love BCs, but yeah, not that many opportunities to use 'em for me.
On January 04 2014 18:55 digmouse wrote: Someone doesn't bother make Arbiters? Really?
I know. I have sinned, and will say ten Hail Marys as my act of contrition.
Srsly though, I am going to use Arbiters more going forward. And, I did list 7 units I didn't use/didn't use much, only one of which was controversial/'heretical'.
Guess if I had to re-do my list, I'd replace Arbiters with BCs. I love BCs, but yeah, not that many opportunities to use 'em for me.
I've decided to bully you more and let you know that Battlecruisers are applicable to TvT. I hope my incredible, awful level of drama in this post does not discourage you from participating in our angry, but close-knit society.
On January 04 2014 22:25 myminerals wrote: Does anybody know a pro game with infested terrans? Who played it?
There was a map wih a neutral cc in the midle. Can't remember wich game it was but it was a pvz and the protoss got wrecked becaus of the infested terrans. No suprise they removed the map latrer
On January 04 2014 22:25 myminerals wrote: Does anybody know a pro game with infested terrans? Who played it?
There was a map wih a neutral cc in the midle. Can't remember wich game it was but it was a pvz and the protoss got wrecked becaus of the infested terrans. No suprise they removed the map latrer
Birdie, this is some gritty, hardcore, soap-opera level drama. We need to drag [[Starlight]]'s good name through a pile of mud just to let him know who's in charge.
Birdie wrote: I wouldn't call it hazing lol, just we know we're right and you're wrong
About what? I already said I should be using arbiters more. So what's left to grouse over?
(now get to work on that BW build order calculator like you were talking about )
On January 05 2014 15:08 ninazerg wrote: Birdie, this is some gritty, hardcore, soap-opera level drama. We need to drag [[Starlight]]'s good name through a pile of mud just to let him know who's in charge.
On January 05 2014 15:08 ninazerg wrote: Birdie, this is some gritty, hardcore, soap-opera level drama. We need to drag [[Starlight]]'s good name through a pile of mud just to let him know who's in charge.
Thank you for proving my point.
Don't starting making winking faces just yet. You've only gone through phase one of your initiation. There are three phases in your rite of passage into teamliquid. Be ready for anything and everything.
Zerg: Infested Terrans are a no brainer. Queens are sometimes used vs Terran Mech to broodling all their tanks and in late game ZvZ for broodlings and ensnares.
Terran: Ghosts. only used for nukes and if you're boxer, mass lockdown. valks are decent vs an all-air from zerg and almost a must make in TvT mass air battles.
Protoss: Scouts. NEVER. MAKE. A SCOUT. EVER. Dark Archons, but they have their own place in the game. you'll probably never see them in PvT but in PvP, they're decent for feedback on HT or arbiters. PvZ, maelstrom for anti-muta or just late game PvZ for feedback on defilers, maestrom on all zerg units, and even mindcontrol.
On January 05 2014 15:08 ninazerg wrote: Birdie, this is some gritty, hardcore, soap-opera level drama. We need to drag [[Starlight]]'s good name through a pile of mud just to let him know who's in charge.
Thank you for proving my point.
Don't starting making winking faces just yet. You've only gone through phase one of your initiation. There are three phases in your rite of passage into teamliquid. Be ready for anything and everything.
I know. I'm somewhat nervous about the tasers and cattleprods I saw in the anteroom.
On January 08 2014 10:38 fencer wrote: Legitimate use of scouts in a pro game:
Supercool vid, especially the Part 2 one.
But would it have worked if forgg had even a couple of Goliaths riding along initially on that contain?
the rockmanxx wrote: There are no mid game air to ground units in BW Like the void ray or banshee So scout are useless -.-
It's odd... I remember ppl on the Blizzard forums back when SC1 and BW were released complaining about how scouts and wraiths had such a weak ground attack.
Somebody important (designer? producer?) eventually responded that with the mobility advantage, air units that could hit both ground and air HAD to have ground attacks that were that weak. Which sort of makes sense, considering that the player defending against 'the air swarm' has his anti-air ground units split between several bases and his attacking army.
Your antiair ground units may be much more cost-effective than his air in an air vs ground fight, but his air can "hit you where you ain't".
But, that never really explained why mutas have a much better ground attack for cost than scouts/wraiths
BCs and Carriers of course do have a strong ground attack. But they cost so much more, they're not very fast, and don't show up until the defending player 'has a lot of stuff' to fight them with (many spellcasters, etc).
It may be that scouts are more useful than is generally known. But I'd also imagine that they'd get used more if
1) their upgrades (speed, especially) were faster and cheaper 2) the units that scouts are best at clobbering (BCs, devs, carriers) were used more
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?
You should indeed start using these more
As for me: 1.Infested Terrans 2.Scout 3.Queens 4. Ghost 5.DA
I'm still trying to make that M&M+Ghost/Obs strat work vs Protoss (semi-legit in sc2, horribly bad in BW but what did I expect). Although lockdown is pretty good vs Tosses that for some reason go reavers instead of templar. Apart from that, I never ever make ghosts. Too easy to counter, too expensive etc
Zerg: Queens. Could be cool against M&M --> goo the marines, happy Lurkers commence, but don't want to try that tbh (sounds too stupid to work anyways)
Toss: Scouts should have gotten a buff when Blizzard still patched the game but oh well, at least you can still make it as a taunt unit
(explaination of dumb strats above: I'm fucking bad at bw but love theorycrafting ---> bad combination :D)
On January 09 2014 11:17 RageCommodore wrote: I'm still trying to make that M&M+Ghost/Obs strat work vs Protoss (semi-legit in sc2, horribly bad in BW but what did I expect). Although lockdown is pretty good vs Tosses that for some reason go reavers instead of templar. Apart from that, I never ever make ghosts. Too easy to counter, too expensive etc
Zerg: Queens. Could be cool against M&M --> goo the marines, happy Lurkers commence, but don't want to try that tbh (sounds too stupid to work anyways)
Toss: Scouts should have gotten a buff when Blizzard still patched the game but oh well, at least you can still make it as a taunt unit
(explaination of dumb strats above: I'm fucking bad at bw but love theorycrafting ---> bad combination :D)
Actually, did you know that units also attack slower when they are hit with ensnare? Try it with hydralisks and a queen with ensnare sometime. It won't win you the game, because you'll still need to defiler-push or go up to ultralisks to actually make the terran leave the game.
No, I didn't know that That's interesting. Do you know how big the AS slow value is? If it's big enough it might just semicounter stim (I don't belive that though).
On January 09 2014 11:52 RageCommodore wrote: No, I didn't know that That's interesting. Do you know how big the AS slow value is? If it's big enough it might just semicounter stim (I don't belive that though).
ensnare is amazing vs m&m and the only reason it's not constantly used is that zerg is capable of winning without, and it's kinda tricky to implement queens without quite some practice. them still not being a staple zvt unit just shows how there's still room for strategic improvement.
On January 09 2014 12:39 Liquid`Drone wrote: ensnare is amazing vs m&m and the only reason it's not constantly used is that zerg is capable of winning without, and it's kinda tricky to implement queens without quite some practice. them still not being a staple zvt unit just shows how there's still room for strategic improvement.
Yeh, it's a shame that JD stopped doing it since he did it 4 times vs bio in a short period of time but it's hard to blame him when the rise of mech was happening then. :/
The queen is just the type of unit that looks so good on paper that us ICCup chobos can't figure out why the pros don't use them more. Costs less than a lurker, is lair tech unit that requires no additional building compared to standard play and has two incredible spells that in theory counters both bio and tanks. Hell, ensnare is 75 energy.
You can stop a 3tank 1vessel push using queens. It delays your defilers a bit and you have less gas because of the cost of the broodling upgrade and making 3-4 queens, but it's fun to play with. Basically they siege up outside your natural and then all their tanks die, and they can't break sunken lurker with just MnM so you're fairly solid, as long as you continued making queens after the initial 3 to cope with the future tanks he'll have coming. Of course, you only need to go up to like 6-7 queens before your defiler come out and you can break out anyway.
Then if they mech switch you can continue to broodling their tanks, which is great cos you got free tank kills every couple minutes. Dealing with irradiate can get tiresome though, so you have to work pretty hard to keep them alive.
I remember...Killer vs Sea I think, in an SRT or SSL finals, and Killer had a control group of queens. They killed a couple sets of tanks but then Sea managed to irradiate a bunch of them if I recall right, and Killer couldn't really continue to use them as effectively. I think they definitely have potential though.
What I personally want to have a go with is ensnaring bio in the midgame, I think a lurker surround against ensnared MnM is basically guaranteed engagement win, so you can be super efficient and deny the Terran any map control for a long time.
I think all of the units have some place in the game, some units have more, some less, but any unit has it`s uniqe place, when you can use it, when you should use it, and when you should avoid getting it. 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.
A lot of ppl in the thread have been talking about using Queens to broodling/snipe Tanks, but does anyone use them to snipe High Templar?
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." ?
I guess it takes too long for Queens to be made and having enough energy for broodling to snipe HT. Its easier to use Mutas instead. :/ (in zvt you can afford the time, because mech army needs time to be build and time to move over the map...well..even than it is kinda risky to go for queens)
...also doesnt it requires an upgrade to be researched first? :/
Mutas are just easier to use and they're more versatile you can use them to harass or tank or kill in addition to sniping. Queens are a great unit but being a good unit doesn't mean they can be used well in terms of timings and such
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
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
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
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
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.
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.
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
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?
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.
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
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!
I barely make devourers + queens. They are limited on what they can do. But they have use. I have seen Maejang use queens to ensare with lurkers+hydras. Broodlinging tanks is pretty good.
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.
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.
Tested and confirmed. If the queen dies while the projectile is midair, the projectile will hit and produce a green poison cloud, but the target will not die and no broodlings are spawned.
jaehoon MC'd a vessel here (feedback is also very viable but micro required with everything else is pretty rough)
I keep thinking that if the game speed were lower (i.e. not always Fastest), some of the 'most unloved' units, many of whom are spellcasters, would be seen more.
it was never played on normal by like, anyone. But blizzard insisted on "Fast" as their ladder game speed, and consequently there was like a year-ish where competitive standards weren't totally established and some would play fast and some fastest back then.
even in like 2006 when every single player on bnet played on fastest, blizzard refused to change the ladder speed because they believed the game was better on fast.
On January 20 2014 21:36 Liquid`Drone wrote: it was never played on normal by like, anyone. But blizzard insisted on "Fast" as their ladder game speed, and consequently there was like a year-ish where competitive standards weren't totally established and some would play fast and some fastest back then.
even in like 2006 when every single player on bnet played on fastest, blizzard refused to change the ladder speed because they believed the game was better on fast.
I'm not certain I'd that. Maybe the game really was 'better' on Fast/more in-line with Blizzard's design intent at that speed.
But if many ppl don't want to play at that speed, you can't really make 'em. Not forever, anyway.
I remember a lot of younger players 'back in the day' saying stuff like, "I love Starcraft, but man, nothing happens for the first 4 minutes, I'm soooo bored early on." Apparently, working a very specific BO, scouting, stopping THEIR scouting, constructing wall-ins, doing or defending super-early rushes, yeah, none of that registers.
So, you pretty much HAVE to 5-pool 'em after they say that.
I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
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
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
hmm can't say much on the queens due to having only encountered them once before way back I think. ya, sniping isn't needed as much if you can spread out and micro.
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I can't confirm or deny this but fastest isn't that, well, fast lol.
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I can't confirm or deny this but fastest isn't that, well, fast lol.
I didn't say it was fast, I only conveyed what some Blizzard employee had apparently said. And for a 90's RTS it was pretty fast, compare it to the speed of Total Annihilation or Red Alert for example.
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I played a fish fastest game with a #X5 setting. now that was hilariously fast haha
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I can't confirm or deny this but fastest isn't that, well, fast lol.
I didn't say it was fast, I only conveyed what some Blizzard employee had apparently said. And for a 90's RTS it was pretty fast, compare it to the speed of Total Annihilation or Red Alert for example.
well ya, I never said you did. Just commenting on the overall speed of fastest from my perspective ya, TA was slower in comparison. I think same for RA, but don't remember it well lol.
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I can't confirm it, and I was hanging out on the Blizzard Starcraft forum for like a couple of years prior to release and for a couple of years after. I think they were surprised that Fastest became almost the only speed anyone would play (though you could find some games on Fast or Faster too).
I think a lot of ppl just gravitate to whatever is seen as the most EXTREEEEEEME, lol.
Probably if Blizzard had put in a speed called 'Hyper' that was 3x faster than Fastest, a lot of ppl would play it, maybe even insist on it.
Their micro and macro would then suck donkey lint, but they'd play it.
On January 21 2014 06:04 fencer wrote: I read somewhere that Blizzard originally added Fastest as a 'joke' speed just for giggles. Sort of like: "wouldn't it be hilarious if we had a setting where everything moves comically fast and noone can keep up with anything? I bet noone will ever use it anyway".
Can anyone confirm this?
I can't confirm it, and I was hanging out on the Blizzard Starcraft forum for like a couple of years prior to release and for a couple of years after. I think they were surprised that Fastest became almost the only speed anyone would play (though you could find some games on Fast or Faster too).
I think a lot of ppl just gravitate to whatever is seen as the most EXTREEEEEEME, lol.
Probably if Blizzard had put in a speed called 'Hyper' that was 3x faster than Fastest, a lot of ppl would play it, maybe even insist on it.
Their micro and macro would then suck donkey lint, but they'd play it.
Scouts. Dark Archons, but their skills are really really useful, esp the one that is like Statis but you get to hit them, but it only works on organic units.
On January 23 2014 12:08 [[Starlight]] wrote:I can't confirm it, and I was hanging out on the Blizzard Starcraft forum for like a couple of years prior to release and for a couple of years after. I think they were surprised that Fastest became almost the only speed anyone would play (though you could find some games on Fast or Faster too).
I think a lot of ppl just gravitate to whatever is seen as the most EXTREEEEEEME, lol.
Probably if Blizzard had put in a speed called 'Hyper' that was 3x faster than Fastest, a lot of ppl would play it, maybe even insist on it.
Their micro and macro would then suck donkey lint, but they'd play it.
Oh I wish there were replays from like 1998 of 'good' people playing. My only memories from back then is when I typed in "power overwhelming" on b.net and expected it to work. And constant backstabbing in 2v2; if you had the stronger army than your ally when you had almost won, it was more or less standard to unally at the last second and have the win for yourself.
On January 23 2014 22:32 fencer wrote: Oh I wish there were replays from like 1998 of 'good' people playing. My only memories from back then is when I typed in "power overwhelming" on b.net and expected it to work.
And constant backstabbing in 2v2; if you had the stronger army than your ally when you had almost won, it was more or less standard to unally at the last second and have the win for yourself.
Yah, plenty of d!cks on Bnet even from the very start.
For example, I remember playing a 1v2 back in '98 shortly after release, with me as the '1'... don't remember why I agreed to it, I think the two guys said they were absolutely terrible, and 1v2 was the only way they'd play 'cuz of that.
Of course, they were not quite as bad as they said (big surprise, not), but I lasted surprisingly long. I was Zerg, they were both Terran. At one point they tried to storm my main with like 24 or 36 marines, but the ramp made them go single-file, and I had tech'd fast & had literally just hatched 4 guardians they hadn't scouted. Which were well-positioned.
Was amazing to see ALL the marines die one after another and the guards get barely nicked.
But the 2v1 finally took its toll, and I was about to lose. They then both started 'Siskel and Ebert-ing' me like they thought they were gosu pros. "Oh, you were so strong with that guardian thing, but to see you fall apart like this now is just so sad." Incredulous, I typed in, "Hey, it's 2v1, IDIOTS. If you're so great, why can't you play 1v1, LOL?". I left the game.
It's really too bad you can't reach through the screen and smack feebs upside the head.
THen there were the ppl who'd make 'backstabber' websites, where backstabbers would post screenshots of their exploits and share stories of how cool they thought they were. The most-prized screenshots were ones where the backstab-ees were msging, begging not to be backstabbed/the loss was somehow a huge deal to them.
Never got b-stabbed myself, because my main interest was 1v1... but I thought the whole thing a giant douchebag fiesta.
On January 18 2014 13:02 rauk wrote: 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.
rauk wrote: 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
Not to turn it into an imba thread, but what would you say is the root of the ZvP imba?
Is it that mass hydra macro off of early expand trumps zeal/goon/templar or zeal/goon/reaver too easily?
Plus 'toss can't pressure Z strongly enough early on to really contest/stop the Z expand, usually?
Or is it something else IYO other than 'Captain Obvious' -type stuff?
On January 23 2014 12:52 BigFan wrote: I would love a hyper game mode XD
And a dozen cups of coffee to go with it.
I rarely drink coffee(once in a full moon)
On January 23 2014 19:03 SilverSkyLark wrote: Scouts. Dark Archons, but their skills are really really useful, esp the one that is like Statis but you get to hit them, but it only works on organic units.
On January 23 2014 12:08 [[Starlight]] wrote:I can't confirm it, and I was hanging out on the Blizzard Starcraft forum for like a couple of years prior to release and for a couple of years after. I think they were surprised that Fastest became almost the only speed anyone would play (though you could find some games on Fast or Faster too).
I think a lot of ppl just gravitate to whatever is seen as the most EXTREEEEEEME, lol.
Probably if Blizzard had put in a speed called 'Hyper' that was 3x faster than Fastest, a lot of ppl would play it, maybe even insist on it.
Their micro and macro would then suck donkey lint, but they'd play it.
Oh I wish there were replays from like 1998 of 'good' people playing. My only memories from back then is when I typed in "power overwhelming" on b.net and expected it to work. And constant backstabbing in 2v2; if you had the stronger army than your ally when you had almost won, it was more or less standard to unally at the last second and have the win for yourself.
I remember being backstabbed in 3v5c games before. Sometimes the guy would end up allying us after he destroyed our army and about to finish our bases but most times, it wasn't the case. I was emotionally scarred after that It did add an interesting aspect to the game though and I would prefer that the option to unally your opponent in team games to be available(in SCII I mean) .
On January 23 2014 19:03 SilverSkyLark wrote: Scouts. Dark Archons, but their skills are really really useful, esp the one that is like Statis but you get to hit them, but it only works on organic units.
yep, lots of backstabbers on the bnet server, it's happened to me I think 4 or 5 of my 7 losses over there. as for the "late game" argument: Every race's "late game" is different, for zerg it's about 22-28 minutes in, and if you have no hive by that point it's probably because you've either already lost or were forced to relocate half-way across the map(which isn't much better tbh). Protoss, it's more or less any time they please, really. Provided they didn't get squashed in the first 10-15 minutes and have gained map control, anyway. Terran's late game is about 30-35 minutes(if the game lasts that long, and it shouldn't, imho). Anyway, that stuff is more than a bit off topic.
stuff I either don't build or rarely do build(feel free to laugh at some of the noobness):
ZERG! my primary race 1. defilers - they are largely only useful for protecting mass ground units vs air to ground fire(darks warm), or plaguing other zerg units/structures prior to an assault. not many actually play zerg, and any air units are easily sniped by hydras/scourge, so no biggy if one decides they want to skip it.
2. Queens - yes I know I'm an awful zerg player for not doing so. When I do build them, it's usually an after thought or I'm just toying with someone who doesn't know any better then to protect their flank. but a well placed parasite can be crucial, though and I recognize this...I'm just lazy. love spawn broodlings though.. especially vs scvs, tanks, goliaths, and medics. for me the queens nest is largely just an annoying obstacle in my way of getting to hive tech(love my ultras too).
3. infested terran - this is more of a taunt than being remotely effective outside of dropping them on some pour noobs worker stream. I won't even bother infesting a command center unless it's heavily damaged and escaping. Even then it's more about me rubbing salt in the wound. ---------- Protoss:
1. reavers - there simply are more cost effective ways to do damage(DTs/Archons come to mind), nothing better to fend off mass zerg ground units though while staying out of range. best suited for cheap arbiter mass recall drops behind enemy lines. they are just too expensive, and time consuming to build(counting upgrades and scarabs).
2. scouts - why? because for about 150-200 more resources I can build carriers instead. mass 'sairs has anti-air handled for the most part anyway. However, I will(rarely) build ONE, and only that one..for the following reason: hallucinations(very under used spell I might add). yeah, yeah, D-web can shut down the turrets/cannon/spore colony, but it doesn't last long, and costs a bunch of energy to use. but with 6 HTs you can create 12-24 fake scouts, and send them in front of your shuttles, and take all the damage instead. you could do this with the shuttles instead, but honestly that'd just make the other player focus fire on the shuttles instead of the much more annoying scout with their air units. not as useful against terrans however as EMP shockwaves would just immediately dispell the hallucinations.
3. high templar - for any other reason then Archons with the only exception of what I've listed above. I'll miss more often then not with the psionic storms anyway.
4. Dragoons - they are almost as slow moving as they are at firing and tend to bottleneck preventing any reasonable ground troop movement. for the most part though they are just queen fodder. I've used them a few times, but only in recall drops for that reason. IMO, you're much better off making archons(which are immune to broodling spawns, and move much faster) instead.
5. Shuttles - scourge bait - like with terrans, I tend to either forget about them, or I'd prefer using an arbiter in their place. ------------
Terran(my secondary race)
I make pretty much everything in semi-small numbers until I can mass battle-cruisers, wraiths and valks(it's worth noting I don't usually have to even build a BC, because I've usually won before the first one came out). I think the only thing I don't really build(unless I'm on an island map) is dropships(mostly I forget they even exist). Usually, early game I'm just awful but mid to late game I do pretty well. . .I blame my crappy Macro gameplay(my expo timings need serious work). Ghosts, I'll always keep 3 in my base for defense(lockdown) or nuke runs(late game obviously). admittedly I don't make as many medics as are usually necessary(almost always regret not making two more, as I stop at 5/group) . I do heavily favor Vultures and Goliaths though. mix in some M&Ms and you've a hell of an attack force(provided you micro those vultures well anyway). for air defense wraiths and valks; usually 1 wraith for every 3 valk. or 1 wraith per 2 valks. air attack comes in, cloak the wraiths and micro them when possible.
On January 30 2014 14:18 imzesok wrote: I blame my crappy Macro gameplay(my expo timings need serious work). Ghosts, I'll always keep 3 in my base for defense(lockdown) or nuke runs(late game obviously)
you're the first person on here to say they make ghosts lol. I made them in a TvT today for the first time but it was more after I knew I lost and wanted to see how far I can get with nukes.
On January 30 2014 14:18 imzesok wrote: yep, lots of backstabbers on the bnet server, it's happened to me I think 4 or 5 of my 7 losses over there. as for the "late game" argument: Every race's "late game" is different, for zerg it's about 22-28 minutes in, and if you have no hive by that point it's probably because you've either already lost or were forced to relocate half-way across the map(which isn't much better tbh). Protoss, it's more or less any time they please, really. Provided they didn't get squashed in the first 10-15 minutes and have gained map control, anyway. Terran's late game is about 30-35 minutes(if the game lasts that long, and it shouldn't, imho). Anyway, that stuff is more than a bit off topic.
stuff I either don't build or rarely do build(feel free to laugh at some of the noobness):
ZERG! my primary race 1. defilers - they are largely only useful for protecting mass ground units vs air to ground fire(darks warm), or plaguing other zerg units/structures prior to an assault. not many actually play zerg, and any air units are easily sniped by hydras/scourge, so no biggy if one decides they want to skip it.
2. Queens - yes I know I'm an awful zerg player for not doing so. When I do build them, it's usually an after thought or I'm just toying with someone who doesn't know any better then to protect their flank. but a well placed parasite can be crucial, though and I recognize this...I'm just lazy. love spawn broodlings though.. especially vs scvs, tanks, goliaths, and medics. for me the queens nest is largely just an annoying obstacle in my way of getting to hive tech(love my ultras too).
3. infested terran - this is more of a taunt than being remotely effective outside of dropping them on some pour noobs worker stream. I won't even bother infesting a command center unless it's heavily damaged and escaping. Even then it's more about me rubbing salt in the wound. ---------- Protoss:
1. reavers - there simply are more cost effective ways to do damage(DTs/Archons come to mind), nothing better to fend off mass zerg ground units though while staying out of range. best suited for cheap arbiter mass recall drops behind enemy lines. they are just too expensive, and time consuming to build(counting upgrades and scarabs).
2. scouts - why? because for about 150-200 more resources I can build carriers instead. mass 'sairs has anti-air handled for the most part anyway. However, I will(rarely) build ONE, and only that one..for the following reason: hallucinations(very under used spell I might add). yeah, yeah, D-web can shut down the turrets/cannon/spore colony, but it doesn't last long, and costs a bunch of energy to use. but with 6 HTs you can create 12-24 fake scouts, and send them in front of your shuttles, and take all the damage instead. you could do this with the shuttles instead, but honestly that'd just make the other player focus fire on the shuttles instead of the much more annoying scout with their air units. not as useful against terrans however as EMP shockwaves would just immediately dispell the hallucinations.
3. high templar - for any other reason then Archons with the only exception of what I've listed above. I'll miss more often then not with the psionic storms anyway.
4. Dragoons - they are almost as slow moving as they are at firing and tend to bottleneck preventing any reasonable ground troop movement. for the most part though they are just queen fodder. I've used them a few times, but only in recall drops for that reason. IMO, you're much better off making archons(which are immune to broodling spawns, and move much faster) instead.
5. Shuttles - scourge bait - like with terrans, I tend to either forget about them, or I'd prefer using an arbiter in their place. ------------
Terran(my secondary race)
I make pretty much everything in semi-small numbers until I can mass battle-cruisers, wraiths and valks(it's worth noting I don't usually have to even build a BC, because I've usually won before the first one came out). I think the only thing I don't really build(unless I'm on an island map) is dropships(mostly I forget they even exist). Usually, early game I'm just awful but mid to late game I do pretty well. . .I blame my crappy Macro gameplay(my expo timings need serious work). Ghosts, I'll always keep 3 in my base for defense(lockdown) or nuke runs(late game obviously). admittedly I don't make as many medics as are usually necessary(almost always regret not making two more, as I stop at 5/group) . I do heavily favor Vultures and Goliaths though. mix in some M&Ms and you've a hell of an attack force(provided you micro those vultures well anyway). for air defense wraiths and valks; usually 1 wraith for every 3 valk. or 1 wraith per 2 valks. air attack comes in, cloak the wraiths and micro them when possible.
And ppl were getting mad at me just because I didn't make Arbiters much?
A lesson in perspective.
Zesok, be aware that you might possibly get hazed by some ppl here for your post. But that's okay, the cool ppl will help you out, and the uncool ppl will identify themselves by their actions.
Yo imzesok, you should watch some professional Brood War and see how they play You'll be amazed by what units they use! That's assuming you're not trolling of course You could start with this, for example:
On January 30 2014 14:18 imzesok wrote: yep, lots of backstabbers on the bnet server, it's happened to me I think 4 or 5 of my 7 losses over there. as for the "late game" argument: Every race's "late game" is different, for zerg it's about 22-28 minutes in, and if you have no hive by that point it's probably because you've either already lost or were forced to relocate half-way across the map(which isn't much better tbh). Protoss, it's more or less any time they please, really. Provided they didn't get squashed in the first 10-15 minutes and have gained map control, anyway. Terran's late game is about 30-35 minutes(if the game lasts that long, and it shouldn't, imho). Anyway, that stuff is more than a bit off topic.
stuff I either don't build or rarely do build(feel free to laugh at some of the noobness):
ZERG! my primary race 1. defilers - they are largely only useful for protecting mass ground units vs air to ground fire(darks warm), or plaguing other zerg units/structures prior to an assault. not many actually play zerg, and any air units are easily sniped by hydras/scourge, so no biggy if one decides they want to skip it.
2. Queens - yes I know I'm an awful zerg player for not doing so. When I do build them, it's usually an after thought or I'm just toying with someone who doesn't know any better then to protect their flank. but a well placed parasite can be crucial, though and I recognize this...I'm just lazy. love spawn broodlings though.. especially vs scvs, tanks, goliaths, and medics. for me the queens nest is largely just an annoying obstacle in my way of getting to hive tech(love my ultras too).
3. infested terran - this is more of a taunt than being remotely effective outside of dropping them on some pour noobs worker stream. I won't even bother infesting a command center unless it's heavily damaged and escaping. Even then it's more about me rubbing salt in the wound. ---------- Protoss:
1. reavers - there simply are more cost effective ways to do damage(DTs/Archons come to mind), nothing better to fend off mass zerg ground units though while staying out of range. best suited for cheap arbiter mass recall drops behind enemy lines. they are just too expensive, and time consuming to build(counting upgrades and scarabs).
2. scouts - why? because for about 150-200 more resources I can build carriers instead. mass 'sairs has anti-air handled for the most part anyway. However, I will(rarely) build ONE, and only that one..for the following reason: hallucinations(very under used spell I might add). yeah, yeah, D-web can shut down the turrets/cannon/spore colony, but it doesn't last long, and costs a bunch of energy to use. but with 6 HTs you can create 12-24 fake scouts, and send them in front of your shuttles, and take all the damage instead. you could do this with the shuttles instead, but honestly that'd just make the other player focus fire on the shuttles instead of the much more annoying scout with their air units. not as useful against terrans however as EMP shockwaves would just immediately dispell the hallucinations.
3. high templar - for any other reason then Archons with the only exception of what I've listed above. I'll miss more often then not with the psionic storms anyway.
4. Dragoons - they are almost as slow moving as they are at firing and tend to bottleneck preventing any reasonable ground troop movement. for the most part though they are just queen fodder. I've used them a few times, but only in recall drops for that reason. IMO, you're much better off making archons(which are immune to broodling spawns, and move much faster) instead.
5. Shuttles - scourge bait - like with terrans, I tend to either forget about them, or I'd prefer using an arbiter in their place. ------------
Terran(my secondary race)
I make pretty much everything in semi-small numbers until I can mass battle-cruisers, wraiths and valks(it's worth noting I don't usually have to even build a BC, because I've usually won before the first one came out). I think the only thing I don't really build(unless I'm on an island map) is dropships(mostly I forget they even exist). Usually, early game I'm just awful but mid to late game I do pretty well. . .I blame my crappy Macro gameplay(my expo timings need serious work). Ghosts, I'll always keep 3 in my base for defense(lockdown) or nuke runs(late game obviously). admittedly I don't make as many medics as are usually necessary(almost always regret not making two more, as I stop at 5/group) . I do heavily favor Vultures and Goliaths though. mix in some M&Ms and you've a hell of an attack force(provided you micro those vultures well anyway). for air defense wraiths and valks; usually 1 wraith for every 3 valk. or 1 wraith per 2 valks. air attack comes in, cloak the wraiths and micro them when possible.
And ppl were getting mad at me just because I didn't make Arbiters much?
A lesson in perspective.
Zesok, be aware that you might possibly get hazed by some ppl here for your post. But that's okay, the cool ppl will help you out, and the uncool ppl will identify themselves by their actions.
It's great that you're into BW, best RTS ever.
being told that you're not good at a game isn't the same thing as hazing, especially if it's obviously true
@imzesok
there's a lot of resources for noobs like yourself and if you follow standard build orders its surprising how fast you can improve. try liquipedia. pvt build i recommend doing 2 base arbiters since it's pretty simple. pvz is hard no matter what build you choose, so you might as well go +1 sair speedlot. just for reference goons are absolute must build units in pvp and pvt and either HT or reaver are essential in pvz and to a lesser extent pvp. like these units are so essential that you get crushed if you don't have them
On January 30 2014 22:31 rauk wrote: being told that you're not good at a game isn't the same thing as hazing, especially if it's obviously true
@imzesok
there's a lot of resources for noobs like yourself and if you follow standard build orders its surprising how fast you can improve. try liquipedia. pvt build i recommend doing 2 base arbiters since it's pretty simple. pvz is hard no matter what build you choose, so you might as well go +1 sair speedlot. just for reference goons are absolute must build units in pvp and pvt and either HT or reaver are essential in pvz and to a lesser extent pvp. like these units are so essential that you get crushed if you don't have them
Well, Zesok's already acknowledged his newb status in his post, so I'm not sure why he'd have to be told... he knows. And yeah, there's always a few ppl who are into making fun of or insulting others in order to feel big themselves. That'd be hazing. What I'm saying is that's uncool, while helping others is cool.
Thanks for helping him.
to zesok: You say Zerg is your primary race. I suggest that you take another look at Defilers, they can be absolutely HUGE in late game. Dark Swarm is wonderful, especially against Terrans, and Plague can take the starch out of whole armies, while Consume lets you keep on casting in a way other spell-units can't.
And Defilers aren't even expensive either, not for what they do. One of the Zerg's MVP units, really.
And ppl were getting mad at me just because I didn't make Arbiters much?
I love Arbiters, and do make them just about every game I do play as protoss(which is admittedly not often).
Zesok, be aware that you might possibly get hazed by some ppl here for your post.
as a noob, it's expected at least a half-dozen times, regardless of what type of community you join online; sticks and stones, man, sticks and stones, lol
It's great that you're into BW, best RTS ever.
agreed
--------------- @birdie ty for the link- downloading now. as for the trolling part...no, I have a life, lol. I try hard not to feed them as well. I do enjoy watching the pro replays. another of my sins in SC(probably the most grievous of them all): I forget to hotkey my buildings! I'm reminded of this everytime I watch one of these replays, it's so easy to do it while it's building
@rauk I already do look over liquipedia from time to time...have for years. mostly for zerg/terran strategy though always happy to take advice for protoss though, despite me almost never using them. and shame on me(now that I'm awake and have read my own post) for forgetting to build a shield battery in at least half those games! I kick myself every time I don't do it...I usually need it.
@[[Starlight]] yeah, I'm aware Defilers can be a good investment, they just don't have a long life expectancy. it's what? 100 min, 150 gas(guess I'll have to start a game and see)? anyhow, I end up putting off researching consume, because I it's just so easy to make large numbers of them and wait...and as I said above: I'm lazy, lol. but yeah, I have been trying to make them more often lately. It's just a really late game unit, so I typically, just don't get around to it.
I'm actually far more ashamed that I don't research and use the queens ensnare ability, especially since I know full well how effective it is. not to mention how cheap per cast is(75 or 100 i think). I do the +energy, and broodlings, but entirely forget the ensnare when I do make them. --
was right on the ensare, it is 75 energy/cast, off on the defiler cost by 50 minerals and gas(50 mineral, 100 gas). sometimes I forget I have the Prima strategy guides 4 feet away to consult for these things, lol. oh well.
Zesok, be aware that you might possibly get hazed by some ppl here for your post.
as a noob, it's expected at least a half-dozen times, regardless of what type of community you join online; sticks and stones, man, sticks and stones, lol
--------------- @birdie ty for the link- downloading now. as for the trolling part...no, I have a life, lol. I try hard not to feed them as well. I do enjoy watching the pro replays. another of my sins in SC(probably the most grievous of them all): I forget to hotkey my buildings! I'm reminded of this everytime I watch one of these replays, it's so easy to do it while it's building
@rauk I already do look over liquipedia from time to time...have for years. mostly for zerg/terran strategy though always happy to take advice for protoss though, despite me almost never using them. and shame on me(now that I'm awake and have read my own post) for forgetting to build a shield battery in at least half those games! I kick myself every time I don't do it...I usually need it.
@[[Starlight]] yeah, I'm aware Defilers can be a good investment, they just don't have a long life expectancy. it's what? 100 min, 150 gas(guess I'll have to start a game and see)? anyhow, I end up putting off researching consume, because I it's just so easy to make large numbers of them and wait...and as I said above: I'm lazy, lol. but yeah, I have been trying to make them more often lately. It's just a really late game unit, so I typically, just don't get around to it.
I'm actually far more ashamed that I don't research and use the queens ensnare ability, especially since I know full well how effective it is. not to mention how cheap per cast is(75 or 100 i think). I do the +energy, and broodlings, but entirely forget the ensnare when I do make them. --
was right on the ensare, it is 75 energy/cast, off on the defiler cost by 50 minerals and gas(50 mineral, 100 gas). sometimes I forget I have the Prima strategy guides 4 feet away to consult for these things, lol. oh well.
the prima guides are many patches/years out of date.... lol
i don't mention a shield battery at all? they're only built in some pvp or pvt rush/proxy situations that i'm not really clear on but you'd never see them in pvz, you definitely shouldn't be building them in 99% of games
defilers aren't a "late" game unit... they're a timing critical unit that you should be aiming to start building by 12-13 minutes in zvt because they're absolutely necessary to repel the terran push on the zerg natural. you need to start researching consume as soon as your defiler mound finishes so you can push back vs mnm + tank with dark swarm or else you lose your natural. in zvp you don't need them to not lose the game since you can fight toss army head on with lair tech but you need them to break toss expoes because of cannons
are you trolling ? i cant tell, this should all be really obvious if you've been reading liquipedia guides on builds
I personally started longing for the good old days of 98 where I would play games like imzesok.. playing with 2 hatcheries and two expansions with 20 drones total and just trying to be incredibly cost effective with burrowing defilers at random places around the map so I could plague clumps of units.. Stuff like playing 2v2 with my brother, me zerg him terran, using shitloads of time and energy on both plaguing and emping protoss units. Him giving me a free command centre to infest before he even expanded himself - obviously stupid as infested terrans usually don't pay for themselves in the first place.. stuff like timing how long stasis lasted and how long nuke took to launch so we could first stasis units and then nuke them 40 or whatever seconds later (back then we'd be playing on fast) and they'd be unstasised right about the time the nuke landed..
High level 1v1 bw is amazing, but it's also incredibly stressful. Playing at a much slower pace and at a much lower level opened strategical opportunities that are now lost.
Zesok, be aware that you might possibly get hazed by some ppl here for your post.
as a noob, it's expected at least a half-dozen times, regardless of what type of community you join online; sticks and stones, man, sticks and stones, lol
--------------- @birdie ty for the link- downloading now. as for the trolling part...no, I have a life, lol. I try hard not to feed them as well. I do enjoy watching the pro replays. another of my sins in SC(probably the most grievous of them all): I forget to hotkey my buildings! I'm reminded of this everytime I watch one of these replays, it's so easy to do it while it's building
@rauk I already do look over liquipedia from time to time...have for years. mostly for zerg/terran strategy though always happy to take advice for protoss though, despite me almost never using them. and shame on me(now that I'm awake and have read my own post) for forgetting to build a shield battery in at least half those games! I kick myself every time I don't do it...I usually need it.
@[[Starlight]] yeah, I'm aware Defilers can be a good investment, they just don't have a long life expectancy. it's what? 100 min, 150 gas(guess I'll have to start a game and see)? anyhow, I end up putting off researching consume, because I it's just so easy to make large numbers of them and wait...and as I said above: I'm lazy, lol. but yeah, I have been trying to make them more often lately. It's just a really late game unit, so I typically, just don't get around to it.
I'm actually far more ashamed that I don't research and use the queens ensnare ability, especially since I know full well how effective it is. not to mention how cheap per cast is(75 or 100 i think). I do the +energy, and broodlings, but entirely forget the ensnare when I do make them. --
was right on the ensare, it is 75 energy/cast, off on the defiler cost by 50 minerals and gas(50 mineral, 100 gas). sometimes I forget I have the Prima strategy guides 4 feet away to consult for these things, lol. oh well.
just wanted to say that defilers are a must build unit in ZvT imo. If there's any unit aside from ultras that give me trouble in TvZ, it's defilers lol. Having to be constantly active with my vessels to try and irridate them while macroing at home and watching my army is a bit much to do for players of my caliber(D level) so once a defiler is on the field and I'm pushed back to my exp with dark swarm, it's usually gg lol.
On February 01 2014 02:05 Liquid`Drone wrote: I personally started longing for the good old days of 98 where I would play games like imzesok.. playing with 2 hatcheries and two expansions with 20 drones total and just trying to be incredibly cost effective with burrowing defilers at random places around the map so I could plague clumps of units.. Stuff like playing 2v2 with my brother, me zerg him terran, using shitloads of time and energy on both plaguing and emping protoss units. Him giving me a free command centre to infest before he even expanded himself - obviously stupid as infested terrans usually don't pay for themselves in the first place..
stuff like timing how long stasis lasted and how long nuke took to launch so we could first stasis units and then nuke them 40 or whatever seconds later (back then we'd be playing on Fast) and they'd be unstasised right about the time the nuke landed...
High level 1v1 bw is amazing, but it's also incredibly stressful. Playing at a much slower pace and at a much lower level opened strategical opportunities that are now lost.
Great post. And I feel somewhat similarly.
It's the weird, wacky, wonderful offbeat stuff adds so much flavor to Starcraft. Yes, the progamers are amazing, and you can learn tons from watching them (and I'm starting to, occasionally). But, back in the early days of SC, one of the things I really dug was when 'regular Joe' players would try to pull off innovative crap, or would make amazing comebacks that they shouldn't be able to, or in general would 'just try stuff'. And if you're playing vs less than gosu competition, sometimes it works, and it's awesome and very fun when it does.
I remember a guy in TvT who was getting his worker line at an expansion wiped out by my squadron of cloaked wraiths. He had nuke-rushed apparently (a strat that would probably get you killed vs anyone real good, I assume), so as I'm gunning down his SCVs, I hear "Nuclear launch detected!". I run my wraiths away to just off-screen in terror. I wait awhile... and wait... no nuke explosion sound. I come back, and he's got a bunch of turrets just about completing. Total psych job. Very nice. And it worked, 'cuz he nuke-rushed.
Or there was the time I got zealot rushed, in TvP... he went all-in on my main, I didn't see it coming quite in time, and I hadn't expanded yet (had been saving cash for it). He loses most of his troops, but he gets me. All my surviving workers run away, and my CC is on fire before it lifts off (tried to hold out too long). It blows up in midair. I have 423 minerals in the bank. One of my 'exodus' SCVs makes a new CC in a remote spot. I have a very few troops, some workers, and a few 'exodus' floating buildings that touch down in the spot. Somehow, someway, I claw my way all the way back and win, with the coup de grace being a stimmed firebat drop from a d-matrixed dropship into his main's mineral line. Would any of this have had a prayer in an 'oh so serious' match? Doubt it.
Also agree that it was very fun playing on Fast. You had more time to micro and do wacky, cool, fun stuff, and, well, enjoy yourself. While still being rewarded for your macro, if it was any good.
If one is super-duper into the programer scene and playing 'the right way', there's obviously nothing wrong with that, you do have to admire the high-APM Fastest crowd that's trying so hard to emulate the programers and 'be all they can be'. But there's also a part of you that occasionally feels like saying, "Why so serious?".
Just my .02, I know that view may be a rare or unpopular one.
On January 18 2014 13:02 rauk wrote: 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.
rauk wrote: 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
Not to turn it into an imba thread, but what would you say is the root of the ZvP imba?
Is it that mass hydra macro off of early expand trumps zeal/goon/templar or zeal/goon/reaver too easily?
Plus 'toss can't pressure Z strongly enough early on to really contest/stop the Z expand, usually?
Or is it something else IYO other than 'Captain Obvious' -type stuff?
Honestly macro is at such a high level now it seems like protoss cant doa nything, and with easy sim city its impossible to stop zerg from jus massing and raping you
On February 01 2014 02:05 Liquid`Drone wrote: I personally started longing for the good old days of 98 where I would play games like imzesok.. playing with 2 hatcheries and two expansions with 20 drones total and just trying to be incredibly cost effective with burrowing defilers at random places around the map so I could plague clumps of units.. Stuff like playing 2v2 with my brother, me zerg him terran, using shitloads of time and energy on both plaguing and emping protoss units. Him giving me a free command centre to infest before he even expanded himself - obviously stupid as infested terrans usually don't pay for themselves in the first place..
stuff like timing how long stasis lasted and how long nuke took to launch so we could first stasis units and then nuke them 40 or whatever seconds later (back then we'd be playing on Fast) and they'd be unstasised right about the time the nuke landed...
High level 1v1 bw is amazing, but it's also incredibly stressful. Playing at a much slower pace and at a much lower level opened strategical opportunities that are now lost.
Great post. And I feel somewhat similarly.
It's the weird, wacky, wonderful offbeat stuff adds so much flavor to Starcraft. Yes, the progamers are amazing, and you can learn tons from watching them (and I'm starting to, occasionally). But, back in the early days of SC, one of the things I really dug was when 'regular Joe' players would try to pull off innovative crap, or would make amazing comebacks that they shouldn't be able to, or in general would 'just try stuff'. And if you're playing vs less than gosu competition, sometimes it works, and it's awesome and very fun when it does.
I remember a guy in TvT who was getting his worker line at an expansion wiped out by my squadron of cloaked wraiths. He had nuke-rushed apparently (a strat that would probably get you killed vs anyone real good, I assume), so as I'm gunning down his SCVs, I hear "Nuclear launch detected!". I run my wraiths away to just off-screen in terror. I wait awhile... and wait... no nuke explosion sound. I come back, and he's got a bunch of turrets just about completing. Total psych job. Very nice. And it worked, 'cuz he nuke-rushed.
Or there was the time I got zealot rushed, in TvP... he went all-in on my main, I didn't see it coming quite in time, and I hadn't expanded yet (had been saving cash for it). He loses most of his troops, but he gets me. All my surviving workers run away, and my CC is on fire before it lifts off (tried to hold out too long). It blows up in midair. I have 423 minerals in the bank. One of my 'exodus' SCVs makes a new CC in a remote spot. I have a very few troops, some workers, and a few 'exodus' floating buildings that touch down in the spot. Somehow, someway, I claw my way all the way back and win, with the coup de grace being a stimmed firebat drop from a d-matrixed dropship into his main's mineral line. Would any of this have had a prayer in an 'oh so serious' match? Doubt it.
Also agree that it was very fun playing on Fast. You had more time to micro and do wacky, cool, fun stuff, and, well, enjoy yourself. While still being rewarded for your macro, if it was any good.
If one is super-duper into the programer scene and playing 'the right way', there's obviously nothing wrong with that, you do have to admire the high-APM Fastest crowd that's trying so hard to emulate the programers and 'be all they can be'. But there's also a part of you that occasionally feels like saying, "Why so serious?".
Just my .02, I know that view may be a rare or unpopular one.
I like this post lol. Unfortunately, I don't remember much from my 1vs1 days(the few games I've played) but you're right. Part of what makes the game fun is when you are able to do wacky strats and end up having a back and forth game. Winning a close game makes it even better. That nuke idea is genius! lol. I played a TvZ a year back where I wanted to go for 2 port wraith. I ended up one basing but eventually I lost my timing and such so I just kept building wraiths and expanded trying to get back to the MMT composition. I ended up stopping at about a control group of wraiths and went around trying to make them worth their cost(my opponent went mass hydras+lurkers >.> lol). I ended up get dropped twice but both times(or at least the first one), the wraiths ended up saving the day by sniping OLs then just cleaning up his units. Eventually, we both were starving for resources(only a small amount saved up) and had a back and forth micro battle in his main. I ended up just barely edging him out with 2 tanks+vessel lol.
Not sure what it's like to play on Fast or even remember if I tried it but atm I think micro seems fine at fastest. I feel like there's enough time to do what needs to be done so I can only imagine fast would feel painfully slow after playing at fastest.
If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
On February 01 2014 22:11 Liquid`Drone wrote: If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
It would be interesting to see how close to perfectly progamers would play on Fast.
Then again, it might be like looking into the Ark of the Covenant. "Something man was not meant to see" n' all that.
On February 01 2014 22:11 Liquid`Drone wrote: If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
It would be interesting to see how close to perfectly progamers would play on Fast.
Then again, it might be like looking into the Ark of the Covenant. "Something man was not meant to see" n' all that.
I wonder if anyone has ever actually played a game on slowest, I would like to see two progamers do that and then watch the replay on fastest.
slowest is terrible, i personally can't even stand normal game speed. all the macro and micro timings are so out of sync with my muscle memory it makes me cringe. there was a time when i did make myself a UMS and micro'd wraiths individually vs scourge on slowest because i really enjoyed the replay on fastest. unfortunately you can't fake people with it because the replay starts out on slowest too or something.
On February 01 2014 22:11 Liquid`Drone wrote: If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
ya, decision making at the top level is crazy to think about. It's like they have precognition at times XD
On February 01 2014 22:11 Liquid`Drone wrote: If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
It would be interesting to see how close to perfectly progamers would play on Fast.
Then again, it might be like looking into the Ark of the Covenant. "Something man was not meant to see" n' all that.
I wonder if anyone has ever actually played a game on slowest, I would like to see two progamers do that and then watch the replay on fastest.
On February 04 2014 03:35 skzlime wrote: slowest is terrible
+1. I don't know/never knew anyone who had the patience to play on any of the 'Slows' (Slow/Slower/Slowest). I think it was intended for first-timers or ppl who were experimenting/testing things. It's really good for the latter.
Normal isn't all that bad, it's bearable anyway. I'd probably say I like Fast best... good balance between macro and micro, at my level anyway. But history shows that most ppl prefer whatever is the most 'EXTREEEEEEME'.
If there were speeds well beyond Fastest, even if they were so fast that the gameplay went to total sh*t, I bet that the majority of ppl would use 'em even so... the highest-speed setting available, no matter what. It's just human nature, goofy as it is.
I remember playing a multiplayer online golf game that had a time limit on each hole. I'd use up almost the entire clock every hole, in order to set up the best possible shot every time. Most everyone else would play as fast as they could, finish the hole with lots of time to spare, and then b*tch about how the game was too slow.
I'd routinely beat guys like that by ten strokes. I don't think they ever figured out why.
If there were speeds well beyond Fastest, even if they were so fast that the gameplay went to total sh*t, I bet that the majority of ppl would use 'em even so... the highest-speed setting available, no matter what. It's just human nature, goofy as it is.
Actually, in WarCraft II Battle Net Edition, an extreme game speed was added, and not every one plays on it. People generally prefer the fastest or the second fastest speed, or alternate between the two.
I remember when I was a little kid just starting to try to play StarCraft melee (not use map settings), and I preferred to play on the second fastest speed in Brood War, because it was more manageable. :D
On February 08 2014 17:58 vOdToasT wrote: Actually, in WarCraft II Battle Net Edition, an extreme game speed was added
A game speed called Extreme? I only played original WC2, not the BNE version, but my understanding is that all WC2 BNE added speeds-wise was Slowest and Fastest.
On February 09 2014 17:21 vOdToasT wrote: I meant that "fastest" is extremely fast. Therefor it is extreme. The game speed is intentional, and yeah, it's crazy.
Ah, that makes more sense. And it makes me feel better to hear that not *everyone* wants to play at that speed.
On February 01 2014 22:11 Liquid`Drone wrote: If you're used to fastest I think it's kinda impossible to really enjoy fast. But the game speed isn't why the game is so stressful at high levels, it's because players are so good. There wouldn't be any significant drop in apm if top players started playing on fast; they would just do even more because even at the very highest levels of play there is a whole lot of room for theoretical improvement.
It would be interesting to see how close to perfectly progamers would play on Fast.
Then again, it might be like looking into the Ark of the Covenant. "Something man was not meant to see" n' all that.
I wonder if anyone has ever actually played a game on slowest, I would like to see two progamers do that and then watch the replay on fastest.
The players and anyone watching would die of extreme boredom roughly 70 seconds in. Even if the replay was switched up to fastest it would play out like The Ring except with 70 seconds instead of 7 days. Human sacrifice, dogs and cats living together... mass hysteria! Basically it must never be done.
On December 28 2013 01:56 hitthat wrote: On korean proffesional levels: arbiters are essential on competetive levels, valks and queens found some use on pro level to conter specific tactics, DA's are usefull but rarely seen, ghosts are unnecessary and scouts are as useless as ever.
There used to be a nice tactic vs T fast exp ... double stargate scouts which was quite funny to use and drive T crazy ... beside this most USELESS units of the game.
On December 28 2013 01:56 hitthat wrote: On korean proffesional levels: arbiters are essential on competetive levels, valks and queens found some use on pro level to conter specific tactics, DA's are usefull but rarely seen, ghosts are unnecessary and scouts are as useless as ever.
There used to be a nice tactic vs T fast exp ... double stargate scouts which was quite funny to use and drive T crazy ... beside this most USELESS units of the game.
Stacked Scouts can be very effective in 3v3 vs two zergs. Drones and overlords go down like whoah. Even if you just make 1 Scout for each enemy zerg they can easily rack up 5..8 kills each. They're really a nice way to disable zergs and or force them to be defensive.
On February 11 2014 05:59 IntoTheheart wrote: Firebats probably.
I've always wondered why firebats don't get a little more love. I see guys like Flash and FirebatHero (of course) mixing in a few with their M&M hordes, usually to very good effect.
I know 'bats can't help out against the Muta harass, but man, stimmed 'bats BBQ ling hordes like there's no tomorrow, especially in any tight area. Great vs workers too. I once dropped 8 bats on a Protoss mineral line, then stim'd... never saw 15+ workers get vaporized so quick. =o
My personal fave was FirebatHero's 'firebat hero'. ONE of his 'bats killed like 8 workers at a fledging Zerg expansion, rendering it completely non-productive. I wanna be FBH when I grow up.
On February 11 2014 05:59 IntoTheheart wrote: Firebats probably.
I've always wondered why firebats don't get a little more love. I see guys like Flash and FirebatHero (of course) mixing in a few with their M&M hordes, usually to very good effect.
I know 'bats can't help out against the Muta harass, but man, stimmed 'bats BBQ ling hordes like there's no tomorrow, especially in any tight area. Great vs workers too. I once dropped 8 bats on a Protoss mineral line, then stim'd... never saw 15+ workers get vaporized so quick. =o
My personal fave was FirebatHero's 'firebat hero'. ONE of his 'bats killed like 8 workers at a fledging Zerg expansion, rendering it completely non-productive. I wanna be FBH when I grow .
The micro required to use them effectively isn't worth the increased splash damage from their attack. If I have firebats mixed into my army, I can't just control click to stim them, unless I already set up separate control groups. Also if you micro zerglings right against them, they die rather quickly unlike marines who can stutterstep away. I think if you want splash siege tanks are a more manageable alternative for melting lings.I definitely agree with you on the drones though, Firebats a great units to wreak havoc in a zerg min line.
On January 09 2014 18:12 Birdie wrote: I remember...Killer vs Sea I think, in an SRT or SSL finals, and Killer had a control group of Queens. They killed a couple sets of tanks but then Sea managed to irradiate a bunch of them if I recall right, and Killer couldn't really continue to use them as effectively. I think they definitely have potential though.
What I personally want to have a go with is ensnaring bio in the midgame, I think a lurker surround against ensnared MnM is basically guaranteed engagement win, so you can be super-efficient and deny the Terran any map control for a long time.
If only I hadn't lost all my replays I could prolly give like, 100, of just that happening. Ensnaring m&m and surrounding with lurker ling in the mid game is incredibly efficient and it absolutely works, ensnared marines have no chance vs lurker ling at all.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. .
Birdie wrote: Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
And yet, we have ppl in this very thread who say they don't make firebats, and/or "they aren't worth the micromanagement." Go figure.
Birdie wrote: Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
And yet, we have ppl in this very thread who say they don't make firebats, and/or "they aren't worth the micromanagement." Go figure.
Personally, I love firebats, and do use them.
well, it is up to them if they use firebats or not. I agree though. They are really useful units
On March 02 2014 18:46 puppykiller wrote: They aren't using firebats? Nonsense... Everybody uses firebats xD.
Take it up with them then, I guess:
I only play Terran and I only play mech so the units I don't think I've managed to build even once since coming back is medics and firebats.
[Units I never bother making?] Firebats probably.
The micro required to use them effectively isn't worth the increased splash damage from their attack. If I have firebats mixed into my army, I can't just control click to stim them, unless I already set up separate control groups. Also if you micro zerglings right against them, they die rather quickly unlike marines who can stutterstep away. I think if you want splash siege tanks are a more manageable alternative for melting lings.
"Also if you micro zerglings right against them, they die rather quickly unlike marines who can stutterstep away" is completely wrong regarding firebats. Next to lurkers they might be the single unit that fares the best against zerglings in the game.
On March 02 2014 18:46 puppykiller wrote: They aren't using firebats? Nonsense... Everybody uses firebats xD.
those things eat zerglings like there's no tommorrow lol. Adding a couple mid to late game when your opponent is zergling heavy seems like a must(unless your macro is that much superior).
The micro required to use them effectively isn't worth the increased splash damage from their attack. If I have firebats mixed into my army, I can't just control click to stim them, unless I already set up separate control groups. Also if you micro zerglings right against them, they die rather quickly unlike marines who can stutterstep away. I think if you want splash siege tanks are a more manageable alternative for melting lings.
increased splash damage? firebats don't do friendly fire last I checked. hmm I dunno what he means by the micro part but I think maybe he meant that the firebats get ahead of the army or something? you should be able to stim firebats if they are with marines in the same control group.
Basicly if you go bio you don't usually make bats for a small phase of the game (though a lot of games end at this time because of +1 5 rax which may make bats seemed way less used then they are) when there are still muta out. Other than that if your going bio and not making firebats, you're doing it wrong.
Firebats are super useful in standard games and essential if you are getting ling rushed or something.
On March 02 2014 23:38 Liquid`Drone wrote: "Also if you micro zerglings right against them, they die rather quickly unlike marines who can stutterstep away" is completely wrong regarding firebats. Next to lurkers they might be the single unit that fares the best against zerglings in the game.
If you get a surround they are awful, I usually pincer them so the splash doesnt get me. The short range of firebats means that if you attack from a different angle you're gonna destroy the bio force. Sure if I line up my lings, a firebat will do great, but if you are going to fight those kinds of engagements you're gonna lose anyway. Firebats are good if you need to break a ramp though.
If you are sending out lone firebats, then yes, lings can easily surround and destroy them. If you have a 12 marine 3 medic force, lings can also surround and destroy them (assuming it's not in a choke) if you have a 10 marine 2 firebat 3 medic force, attacking with pure zergling is a nice way to lose a game. Like I think normally 24 lings will beat the 12 marine 3 medic if z takes a reasonable engagement, but with the second scenario you often get terran killing 24 lings and losing 2 marines 1 bat. it's a support unit basically designed to destroy zerglings, and if zerg is at all making lings, you greatly benefit from having a couple.
firebats are usually very good response to you denying zerg's third gas for a long time/completely and zerg is trying to comeback his way into the game with very low # of lurker and ling/swarm. making firebats just makes zerg sad. also very nice when doing 2 rax acad to melt lings/prevent backstabs or trying to bust up a ramp like broodking said. that 50 hp makes it be able to survive 2 lurker on ramp.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
Thanks for the tip, Birdie. Played a friend over the weekend. Moved out with my first control group of infantry, and left two 'bats and a 'rine back on my ramp to prevent any run-bys/backstabs.
He did try to run a group of lings in, and, well... let's just say I coulda used some BBQ sauce.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
Thanks for the tip, Birdie. Played a friend over the weekend. Moved out with my first control group of infantry, and left two 'bats and a 'rine back on my ramp to prevent any run-bys/backstabs.
He did try to run a group of lings in, and, well... let's just say I coulda used some BBQ sauce.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
Thanks for the tip, Birdie. Played a friend over the weekend. Moved out with my first control group of infantry, and left two 'bats and a 'rine back on my ramp to prevent any run-bys/backstabs.
He did try to run a group of lings in, and, well... let's just say I coulda used some BBQ sauce.
On March 02 2014 02:02 puppykiller wrote: Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Yeah it's extremely standard to make two firebats after your first two medics, then you can push out with MnM and leave the two fbats on the ramp. Then later on a lot of pros will add on firebats to help vs ling and swarm. MnM is the main part of the force still, of course.
Thanks for the tip, Birdie. Played a friend over the weekend. Moved out with my first control group of infantry, and left two 'bats and a 'rine back on my ramp to prevent any run-bys/backstabs.
He did try to run a group of lings in, and, well... let's just say I coulda used some BBQ sauce.
Why? Because you got sandwiched?
'Cuz bbq'd ling is good eatin'.
The only unit that eats zerglings is a defiler, and they never use barbeque sauce.
I wonder how long a progame would last at a lower speed. Would matches be decided 'sooner' ? or would the match take as 'long' to win as it would at a faster speed?
Queens can goop cloaked units and make them visible. It slows units down, so you can stop people from skirmishing your OLs with air units and getting away.
It's like when you can fungal phoenixes in SC2 to shut down the harass.
Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice. Against terrans, SB the unit they have least in mech comps, like if they have limited gols or limited tanks. Low gol count + spawn broodling follow up with mutas against the now helpless tanks. Low tank count + spawn broodling follow up with ground against the now vulnerable gols.
Also, queen is the fastest unit in the game, comparable to SC2 oracle. I wish SC2 queen had been like the queen from SC1.
On June 11 2014 06:46 Socup wrote: Queens can goop cloaked units and make them visible. It slows units down, so you can stop people from skirmishing your OLs with air units and getting away.
It's like when you can fungal phoenixes in SC2 to shut down the harass.
Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice. Against terrans, SB the unit they have least in mech comps, like if they have limited gols or limited tanks. Low gol count + spawn broodling follow up with mutas against the now helpless tanks. Low tank count + spawn broodling follow up with ground against the now vulnerable gols.
Also, queen is the fastest unit in the game, comparable to SC2 oracle. I wish SC2 queen had been like the queen from SC1.
Yo you just made up a bunch of ideas about how the game works and posted them like they are true.
On June 11 2014 06:46 Socup wrote: Queens can goop cloaked units and make them visible. It slows units down, so you can stop people from skirmishing your OLs with air units and getting away.
It's like when you can fungal phoenixes in SC2 to shut down the harass.
Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice. Against terrans, SB the unit they have least in mech comps, like if they have limited gols or limited tanks. Low gol count + spawn broodling follow up with mutas against the now helpless tanks. Low tank count + spawn broodling follow up with ground against the now vulnerable gols.
Also, queen is the fastest unit in the game, comparable to SC2 oracle. I wish SC2 queen had been like the queen from SC1.
Yo you just made up a bunch of ideas about how the game works and posted them like they are true.
I own a 1998 copy of SC1.
On June 11 2014 08:10 Kau wrote: You can't spawn broodling a reaver.
I remember doing it while playing. It might have been patched out.
spawn broodling has never worked against reavers. well honestly I never played beta but.. never in the full version. I'm not accusing you of lying though, just remembering wrongly.
I can definitely say you could never spawn broodling on reavers since release. Queens are decent units though, just hard to find the timing to use. Also doesn't help that they are completely useless right out of the box and if you got Queens nest why not just wait a bit more for defiler/ultra? I used queens a bit cause ensnare turns off stim. The Scout on the other hand - what the fack is the point =\. (Besides that stupid Stove build)
On June 11 2014 06:46 Socup wrote: Queens can goop cloaked units and make them visible. It slows units down, so you can stop people from skirmishing your OLs with air units and getting away.
It's like when you can fungal phoenixes in SC2 to shut down the harass.
Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice. Against terrans, SB the unit they have least in mech comps, like if they have limited gols or limited tanks. Low gol count + spawn broodling follow up with mutas against the now helpless tanks. Low tank count + spawn broodling follow up with ground against the now vulnerable gols.
Also, queen is the fastest unit in the game, comparable to SC2 oracle. I wish SC2 queen had been like the queen from SC1.
Yo you just made up a bunch of ideas about how the game works and posted them like they are true.
On June 11 2014 06:46 Socup wrote: Queens can goop cloaked units and make them visible. It slows units down, so you can stop people from skirmishing your OLs with air units and getting away.
It's like when you can fungal phoenixes in SC2 to shut down the harass.
Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice. Against terrans, SB the unit they have least in mech comps, like if they have limited gols or limited tanks. Low gol count + spawn broodling follow up with mutas against the now helpless tanks. Low tank count + spawn broodling follow up with ground against the now vulnerable gols.
Also, queen is the fastest unit in the game, comparable to SC2 oracle. I wish SC2 queen had been like the queen from SC1.
Yo you just made up a bunch of ideas about how the game works and posted them like they are true.
I own a 1998 copy of SC1.
I, like you, own release copies of SC and BW and have no idea what I'm talking about. I tend to focus on that latter fact, though, and never post in BW strategy discussions.
On June 11 2014 06:46 Socup wrote: Spawn broodling depends on unit comps of enemies. SBing reavers is a great way to make them pay for their teching choice.
Yo you just made up a bunch of ideas about how the game works and posted them like they are true.
Not only that, but Plush Reaver laughs at spawn broodling.
I've owned a copy of brood war since I purchased it so I'll share my findings on high Templars.
Storm actually regens the shield on your units but affects health negatively. Halucinating a hallucination actually gives those hallucinations attack damage. Morphing an archon while having a reaver in the control group allows you to cancel morphing if you start a scarab and hit escape to cancel the scars.
Everything BisuDagger said is wrong, actually. I did some research and storm does not behave in this manner, regardless if you use 30-65% shields, full shields or a D-matrix-ed unit. You should actually do some tests before you spew nonsense.
On June 25 2014 20:46 Dagon wrote: Everything BisuDagger said is wrong, actually. I did some research and storm does not behave in this manner, regardless if you use 30-65% shields, full shields or a D-matrix-ed unit. You should actually do some tests before you spew nonsense.
On June 25 2014 20:46 Dagon wrote: Everything BisuDagger said is wrong, actually. I did some research and storm does not behave in this manner, regardless if you use 30-65% shields, full shields or a D-matrix-ed unit. You should actually do some tests before you spew nonsense.
scouts are great to defend expansions against guardians in lategame (2 scouts should be enough), just make sure to have 1 or 2 HTs to storm incoming scourge, and always keep the scouts moving (micro them to only shoot guardians once and return, so they don't have to accelerate again, or they are dead when a scourge enters your vision).
DA are extremely useful in every match up, but you need to keep an eye on the minimap to see when a HT/DA/defiler/queen/science vessel comes close to you (usually observers infront of your army should make that rather easy for you)
On June 26 2014 01:30 LML wrote: scouts are great to defend expansions against guardians in lategame (2 scouts should be enough), just make sure to have 1 or 2 HTs to storm incoming scourge, and always keep the scouts moving (micro them to only shoot guardians once and return, so they don't have to accelerate again, or they are dead when a scourge enters your vision).
DA are extremely useful in every match up, but you need to keep an eye on the minimap to see when a HT/DA/defiler/queen/science vessel comes close to you (usually observers infront of your army should make that rather easy for you)
The hell? Why wouldn't you just use Corsairs and do the same exact thing? (Especially since I believe Sairs are faster out of the box). On top of that, you don't need to accelerate cause you can patrol move to keep accelerate and sairs deal with scourges better anyway.
On June 28 2014 07:09 KissBlade wrote: The hell? Why wouldn't you just use Corsairs and do the same exact thing? (Especially since I believe Sairs are faster out of the box).
'Cuz Guardians have 2 armor? Takes a lot longer for a Corsair to kill a Guardian than for a Scout to do same (7 shots from a Scout, vs 50+ shots from a Corsair. Sair shoots almost 3x faster, but it's not near enough to make up the difference ).
Yeah, Sairs also do splash damage, but AFAIK the splash zones are 50% damage (inner) and 25% damage (outer), which means 'plink plink' against the Guardian's armor. Maybe if you had a LOT of sairs, the Guardians were stacked super-tightly?
Maybe the real prob is that you don't seem to see Guards in ZvP much at all, so it's almost a moot point.
On June 26 2014 01:30 LML wrote: scouts are great to defend expansions against guardians in lategame (2 scouts should be enough), just make sure to have 1 or 2 HTs to storm incoming scourge, and always keep the scouts moving (micro them to only shoot guardians once and return, so they don't have to accelerate again, or they are dead when a scourge enters your vision).
DA are extremely useful in every match up, but you need to keep an eye on the minimap to see when a HT/DA/defiler/queen/science vessel comes close to you (usually observers infront of your army should make that rather easy for you)
Using the HT to storm the guardians is a lot faster way to kill guardians. Guardians are extremely slow, so they can't dodge storm.
On June 29 2014 07:54 puppykiller wrote: How are you going to storm 5+ split guardians?
Obviously, you need 10+ storms :D
Or 5+ storms + dragoons or corsairs.
Is it even possible to split guardians into that many pieces out of range of storm while keeping them within attacking range without sending them one by one. Obviously they also have to come from the same side when they attack you.
I would never make scouts in a pvz vs 5 guardians, if he has guardians, you are more than likely maxed. So many other viable and way more effective options to choose from. Period.
you should have enough corsairs to defend by the time zerg has his guardians, unless you've gone for unorthodox build. Scouts are handy when there are devouvers, but still, fleet of corsairs with storm is the way to go, since scouts suck against scourges (even with storm support since storms can wear out pretty quickly).
ps. scouts are pretty slow without speed upgrade, and the missile hit has more delay than with corsairs' attack.
On June 30 2014 18:15 Piste wrote: you should have enough corsairs to defend by the time zerg has his guardians, unless you've gone for unorthodox build. Scouts are handy when there are devouvers, but still, fleet of corsairs with storm is the way to go, since scouts suck against scourges (even with storm support since storms can wear out pretty quickly).
ps. scouts are pretty slow without speed upgrade, and the missile hit has more delay than with corsairs' attack.
Corsairs are slower to kill guardians than scouts can, unless the guardians are stacked pretty darn tightly.
Test it and see. The guards' 2 armor really does make a difference.
On June 30 2014 18:32 puppykiller wrote: Idk to me gaurdians feel almost impossible to deal with late game pvz unless z mess up and suicide them.
Well making scouts are not the best response, for numberous reasons. They take forever to build, they are very expensive, and you will only have 1 stargate pumping scouts. You'd rather waste all that money on scouts that can get sniped by scourge so easily instead of making a gas ground army? The zerg isn't ONLY going to make guardians. The zerg is on hive...he will be swam/ling attacking expos. Assuming you don't get scout upgrades from fleet beacon, and only have +1 from initial sairs, (If you even made +1 sairs in the early game) why would you choose scouts over goons/templar/archons that are probably +3 attack and maybe even some armor upgrades? You should already have at LEAST one templar at all your expos, probably even 2 if he's on hive.
On July 02 2014 06:40 BisuDagger wrote: If you are building scouts in PvZ you are doing it wrong.
If someone was going Guardians against me on the right map/was using terrain and cliffs effectively against me, I'd happily build some Scouts. Ditto vs a Terran going mass BCs against me.
But, since neither thing happens more than once in a blue moon, kind of a moot thing to debate.
I get the weird feeling it wouldn't take much to tilt Scouts back into being widely viable, as in the pre-1.04 days. Something like being upped to 10 ground damage, plus the speed upgrade being cheaper/faster to research.
Maybe a minor unit cost cut too, to say 250/125. 275/125 just LOOKS like a lot more, for some reason.
Would be awesome to see some Scout packs doing worker harass once in awhile, and not just as a fluke 'surprise' thing 1 game out of 300, or when someone who'd already essentially won the game wanted to rub it in.
On July 02 2014 06:40 BisuDagger wrote: If you are building scouts in PvZ you are doing it wrong.
If someone was going Guardians against me on the right map/was using terrain and cliffs effectively against me, I'd happily build some Scouts. Ditto vs a Terran going mass BCs against me.
But, since neither thing happens more than once in a blue moon, kind of a moot thing to debate.
I get the weird feeling it wouldn't take much to tilt Scouts back into being widely viable, as in the pre-1.04 days. Something like being upped to 10 ground damage, plus the speed upgrade being cheaper/faster to research.
Maybe a minor unit cost cut too, to say 250/125. 275/125 just LOOKS like a lot more, for some reason.
Would be awesome to see some Scout packs doing worker harass once in awhile, and not just as a fluke 'surprise' thing 1 game out of 300, or when someone who'd already essentially won the game wanted to rub it in.
If you get a group of them with a boxed in probe + scout speed it's actually so crazy good it's not even funny
it's just, if you've dumped that much money into it, you will probably lose elsewhere on the map
it's probably something you should invest in over time as you win skirmishes
The same people who keep saying Scouts have no business being used in Broodwar have no business posting in this strategy forum. Since they can't even see they are in fact good.
I see that sadly a lot of you have missed the point about my scout reply: it's for PvZ, lategame (like 30+ minutes and for games where it's a lot of camping, mostly). You make 2 scouts when you're almost maxed as a preventive measure so he can't snipe your expansions with a few guardians from a non-walkable terrain place. You will require your storms (if you don't have reavers) to hold off defiler+lings for long enough until your army arrives, as losing half a dozen cannons isn't exactly great at that point in the game.
Imagine: Fighting Spirit, you have an expansion at 3 and 6, now you cannot possibly properly defend both of these from a full onslaught of defiler+ling/ultra or some overlord drops with that content. The zerg may very well try to harrass one of your expansions by defiler+lings to put your attention and army there. In the meantime he may use the guardians to snipe down a few cannons at your other expansion (out of reach of your ground army anyway). As he only made 3-4 guardians in total, having a lot of corsairs is a bad idea, they do little damage vs guardians who most likely have at least one armour upgrade done at this point and you won't have enough to kill scourges before they suicide into you. So use scouts to keep the guardians on distance, he can't just fly in scourge as they will die to cannons, and in the worst case you can still use a storm (don't waste storms, you need them against lings from ramp ambushes and overlord drops).
Note that I used this in mostly passive games where the zerg went for fast hive with sunken/spore/lurker/swarm defenses and I played a passive style myself (I preferred playing passive PvZ games).
edit: I also used this vs zergs who were B or higher, and imo it's a very good way to keep guardians from sniping cannons/probes (depending on mineral line layout).
I never used infested terrans, I dont think ever in an actual 1v1 game. Maybe when I used to play fastest or something dumb like that. but never on iccup or something.
I always thought D Web would help soooo much in PvT, but I've tried it a couple times, and I was killed as soon as the first corse air popped out ((
On July 10 2014 19:05 AhAiHi wrote:I always thought D Web would help soooo much in PvT, but I've tried it a couple times, and I was killed as soon as the first corse air popped out ((
I think D-web's more of a late game thing. Ppl who rely on it in PvT midgames tend to get creamed, from what little I've seen of them trying.
Guess it's too much of a diversion of resources too early... stargate + sairs + d-web research cost.
On July 10 2014 19:05 AhAiHi wrote:I always thought D Web would help soooo much in PvT, but I've tried it a couple times, and I was killed as soon as the first corse air popped out ((
I think D-web's more of a late game thing. Ppl who rely on it in PvT midgames tend to get creamed, from what little I've seen of them trying.
Guess it's too much of a diversion of resources too early... stargate + sairs + d-web research cost.
Yeah exactly what it is. I cannot handle the mine pressure, and then the try and make any form of tech. Not to mention that Sairs take time to charge their Dweb, and all that. I think the idea of it in PvT late game would be amazing. Throw it over tanks, along with some speedlots and Hts, and that would seem like just as good an option as stasis.
But like you said, the sheer resources it taxes on the toss is too much, even in late game
On July 11 2014 05:04 AhAiHi wrote: But like you said, the sheer resources it taxes on the toss is too much, even in late game
That's not exactly what I said. I said the resources needed for it are a bit much for midgame (PvT), but are more affordable in late game.
Protoss has a problem in late game PvT in that it's hard to stop a large, fully-upgraded 3/3 Terran mech army. How do you break the Terran when he has a jazillion upgraded tanks? Arbiters/stasis is the common play, but arbiters are gas-intensive, and mass dweb can certainly be quite effective.
And you do see folks using dweb successfully in PvZ too, with sair/reaver. It's not some esoteric spell that should never be used. Blizzard even had to tone it down in 1.08 by reducing its duration.
On July 10 2014 19:05 AhAiHi wrote:I always thought D Web would help soooo much in PvT, but I've tried it a couple times, and I was killed as soon as the first corse air popped out ((
I think D-web's more of a late game thing. Ppl who rely on it in PvT midgames tend to get creamed, from what little I've seen of them trying.
Guess it's too much of a diversion of resources too early... stargate + sairs + d-web research cost.
Truth be told, I think the other issue is just that arbiters solve the problem better. Cloaking, recall, stasis are all useful abilities, and the Templar tech tree is useful because a lot of the important P tech follows that tree anyways.
On July 13 2014 09:55 [[Starlight]] wrote: Protoss has a problem in late game PvT in that it's hard to stop a large, fully-upgraded 3/3 Terran mech army. How do you break the Terran when he has a jazillion upgraded tanks?
Storms, divide and conquer, and by remaxing faster.
The terran 3/3 200/200 kills the protoss 200/200 by a large margin, but P can pump another one out really fast.
PvZ is a different issue altogether because you use Corsairs anyways and DWeb is just a bonus. One that is rarely used at that.
Dark Archons are used pretty commonly in lategame PvP for templar sniping and occasionally for some Maelstrom strategies PvZ, and Queens have been used before for anti-mech builds. Infested terran is useless mostly because Terran is the wrong race to use them against. They have seen a game or two on the neutral CC map Holy World.
On July 11 2014 03:02 [[Starlight]] wrote: I think D-web's more of a late game thing. Ppl who rely on it in PvT midgames tend to get creamed, from what little I've seen of them trying.
Guess it's too much of a diversion of resources too early... stargate + sairs + d-web research cost.
Truth be told, I think the other issue is just that arbiters solve the problem better [than mass dweb]. Cloaking, recall, stasis are all useful abilities, and the Templar tech tree is useful because a lot of the important P tech follows that tree anyways.
I dunno... below is a Bisu vs Jaedong match that was quite the dweb festival.... Bisu won.
dweb is incredibly good pvz. way underused, normally people only go for it when they're doing a full blown sair reaver, but just getting dweb with your first 6 sair group that you never lost and using it to help you bust zerg expansions with your goon templar zealot force is quite amazing. later on it can also be a way to kind of negate an unfortunate dark swarm.
but here they were talking about dweb as opposed to arbiter in pvt, and that's an entirely different beast. I've seen some games won because of like, mass clash between terran and protoss forces where t is caught off guard with 8 tanks kinda clumped together that all stop firing cuz of 2 webs and then the army is so short on firepower, but generally it seems like normally, to go for a sair force to go with your army from the mid game (and it's much much less good after they get emp) you kinda need to choose between having enough of an army to stop a regular push or have enough economy to handle a triple cc into 2 2 180 attack, because there's a window of time where you'll have spent like 1000/750 or whatever on stargate fleet beacon 3 sairs dweb.
basically in pvt dweb can be useful - even gamewinning - but it's a bit tricky to get there. pvz dweb is really great and it's easy to get there.
On July 11 2014 03:02 [[Starlight]] wrote: I think D-web's more of a late game thing. Ppl who rely on it in PvT midgames tend to get creamed, from what little I've seen of them trying.
Guess it's too much of a diversion of resources too early... stargate + sairs + d-web research cost.
Truth be told, I think the other issue is just that arbiters solve the problem better [than mass dweb]. Cloaking, recall, stasis are all useful abilities, and the Templar tech tree is useful because a lot of the important P tech follows that tree anyways.
I dunno... below is a Bisu vs Jaedong match that was quite the dweb festival.... Bisu won.
that was a sick game. although the problem here is jd went for hydras instead of spire early to directly contest p's air army. (spire is now the common opening to zvp corsair unless z is doing a hydra bust) jd basically let bisu have air dominance and the amount of corsair w/dweb and carrier just snowball from there and even a million hydras stood no chance. i reckon the game would have been much different if jd went for spire->hydra.
On July 08 2014 19:46 eviltomahawk wrote: To be fair, I heard that Scout+Tank is a decent team game composition on BGH according to an old Day[9] daily iirc
Should be incredibly strong in theory tbh. Scouts area really good vs mass air and the more tanks you have the better.
On July 25 2014 21:40 Liquid`Drone wrote: basically in pvt dweb can be useful - even gamewinning - but it's a bit tricky to get there. pvz dweb is really great and it's easy to get there.
On July 08 2014 19:46 eviltomahawk wrote: To be fair, I heard that Scout+Tank is a decent team game composition on BGH according to an old Day[9] daily iirc
Should be incredibly strong in theory tbh. Scouts area really good vs mass air and the more tanks you have the better.
It sounds good, untill you get 2 players just massing air and playing a little defensively ...
On August 17 2014 10:15 LegalLord wrote: I thought it was better to make [one] drone while your pool was still building while you 4 pool?
Yeah, you're right. You can afford to, plus if you only have 3 drones on minerals, you can't continuously pump lings as soon as you get larvae after awhile, you don't have the money coming in quite quick enough (once your savings run out).
On August 17 2014 10:15 LegalLord wrote: I thought it was better to make a drone while your pool was still building while you 4 pool?
the 4pool build order is as follows. 1. 4 - Spawning Pool 2. 3 - Drone 3. Spawning Pool 100% - MASS LING 4. Supply Capped? - Overlord. 5. Go back to step 3.
So yes you do make a single drone. sometimes in zvz i get super cheeky and make an extra drone to do a sunken colony Heh.