• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:07
CET 06:07
KST 14:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets0$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)12Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822
StarCraft 2
General
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns Spontaneous hotkey change zerg Chinese SC2 server to reopen; live all-star event in Hangzhou SC2 All-Star Invitational: Jan 17-18
Tourneys
$25,000 Streamerzone StarCraft Pro Series announced $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Awesome Games Done Quick 2026! Mechabellum Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1116 users

Units You Never Bother Making?

Forum Index > Brood War Strategy
Post a Reply
Normal
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-04 14:45:45
December 27 2013 16:19 GMT
#1
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?



User was warned for being hilarious
hitthat
Profile Joined January 2010
Poland2297 Posts
Last Edited: 2013-12-27 16:57:20
December 27 2013 16:56 GMT
#2
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.
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
December 27 2013 17:09 GMT
#3
yeah i would freak out if I saw a ghost. no pun intended
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
December 27 2013 17:11 GMT
#4
Arbiters are pretty essential on D ranks too....
"When the geyser died, a probe came out" - SirJolt
HaFnium
Profile Blog Joined December 2006
United Kingdom1075 Posts
December 27 2013 17:12 GMT
#5
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
BW forever!
traceurling
Profile Joined December 2012
United States1240 Posts
December 27 2013 17:54 GMT
#6
Ive seen Bisu use Dark Archons a lot to feedback High Templar
"Appreciate the things you have before they become the things you had."
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
December 27 2013 18:13 GMT
#7
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 two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Stratos
Profile Blog Joined July 2010
Czech Republic6104 Posts
December 27 2013 18:14 GMT
#8
1. Drones
En Taro Violet
Fazers
Profile Joined August 2013
736 Posts
December 27 2013 18:20 GMT
#9
Valkyries are fantastic in TvZ actually.
traceurling
Profile Joined December 2012
United States1240 Posts
December 27 2013 18:26 GMT
#10
Also you rarely see cattlebruisers
"Appreciate the things you have before they become the things you had."
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2013-12-27 18:35:59
December 27 2013 18:33 GMT
#11
You actually see Dark Archons and Scouts all the time in addition to Arbiters. Just gotta face the right opponents.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2013-12-27 18:40:38
December 27 2013 18:39 GMT
#12
On December 28 2013 03:26 traceurling wrote:
Also you rarely see cattlebruisers


They're basically reserved for super lategame TvT imo, If you ever see them TvP, chances are thats the only time youre gonna see a scout either.

Dark archons are pretty good midgame to be honest, especially if zerg is being gay with mutas and hitting your high templar.

ghosts also super late game to nuke expos and such tvt(well out of siege tank range) arent awful.

Valks destroy wraiths like no other unit in the game lol

Infested Terrans are a luxury/troll thing for later
and queens lategame vs mech are seen often, since they kill tanks in great numbers pretty quickly
Artillery spawned from the forges of Hell
NotJumperer
Profile Blog Joined July 2005
United States1371 Posts
December 27 2013 18:49 GMT
#13
--- Nuked ---
traceurling
Profile Joined December 2012
United States1240 Posts
December 27 2013 19:10 GMT
#14
On December 28 2013 03:49 Jumperer wrote:
Dark templars

Maybe you should start building detection...might help you see DTs
"Appreciate the things you have before they become the things you had."
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 27 2013 19:29 GMT
#15
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.

List:

1. Infested Terran
2. Scout
3. Ghost
4. Valk
5. DA
6. Queen


NOTICE: No arbiters on the list
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 27 2013 19:33 GMT
#16
On December 28 2013 03:13 ninazerg wrote:
Show nested quote +
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.

Maybe he's from like 99
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
jello_biafra
Profile Blog Joined September 2004
United Kingdom6639 Posts
December 27 2013 19:44 GMT
#17
Ghosts are good for lockdowning arbiters when they come in to recall, I never actually use them though, vessels are more useful overall.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
Last Edited: 2013-12-27 20:44:55
December 27 2013 20:43 GMT
#18
I use Dark Archons a lot in late game PvZ, great effect vs ultras.

On December 28 2013 03:14 Stratos wrote:
1. Drones


I didn't know Kwanro was posting on TL.

ॐ
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 27 2013 21:43 GMT
#19
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.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Carefree
Profile Blog Joined November 2007
United States1571 Posts
December 27 2013 23:39 GMT
#20
Curious of the use of DA nowadays can be attributed to the common use of feedback in SC2.
DebOnAire - 「 Bisu[Shield] 」
Falling
Profile Blog Joined June 2009
Canada11385 Posts
December 27 2013 23:50 GMT
#21
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.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Paljas
Profile Joined October 2011
Germany6926 Posts
December 28 2013 01:00 GMT
#22
id recoomend the stove if you see not enough scouts in your games
TL+ Member
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 28 2013 01:01 GMT
#23
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.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
December 28 2013 01:15 GMT
#24
Take it easy zanursic
"When the geyser died, a probe came out" - SirJolt
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 28 2013 01:27 GMT
#25
On December 28 2013 10:01 thezanursic wrote:
Show nested quote +
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
Artillery spawned from the forges of Hell
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 28 2013 03:16 GMT
#26
On December 28 2013 10:27 arb wrote:
Show nested quote +
On December 28 2013 10:01 thezanursic wrote:
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
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2013-12-28 04:15:38
December 28 2013 03:56 GMT
#27
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.

List:

1. Infested Terran
2. Scout
3. Ghost
4. Valk
5. DA
6. Queen


Thank you. That's more what I was going for.


User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 28 2013 05:20 GMT
#28
On December 28 2013 04:10 traceurling wrote:
Show nested quote +
On December 28 2013 03:49 Jumperer wrote:
Dark templars

Maybe you should start building detection...might help you see DTs


FTW.


User was warned for being hilarious
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
December 28 2013 05:31 GMT
#29
On December 28 2013 10:27 arb wrote:
Show nested quote +
On December 28 2013 10:01 thezanursic wrote:
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.
thezanursic
Profile Blog Joined July 2011
5497 Posts
Last Edited: 2013-12-28 06:01:19
December 28 2013 05:53 GMT
#30
On December 28 2013 12:56 [[Starlight]] wrote:
Show nested quote +
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.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5497 Posts
December 28 2013 06:14 GMT
#31
On December 28 2013 14:53 thezanursic wrote:
Show nested quote +
On December 28 2013 12:56 [[Starlight]] wrote:
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.


+ Show Spoiler +

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.


TLDR:
Arbiters are a good skill toi have
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2013-12-28 06:44:45
December 28 2013 06:42 GMT
#32
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.


User was warned for being hilarious
skzlime
Profile Joined July 2005
Hungary462 Posts
December 28 2013 08:13 GMT
#33
i never make arbiters because i am not a cheap dirty scumbag protoss user )))
life is balanced, L2P
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 28 2013 08:38 GMT
#34
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.

User was warned for being hilarious
LastWish
Profile Blog Joined September 2004
2015 Posts
December 28 2013 09:18 GMT
#35
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.







- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2013-12-28 10:12:03
December 28 2013 10:08 GMT
#36
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
Nada's body is South Korea's greatest weapon.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 28 2013 10:11 GMT
#37
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.


User was warned for being hilarious
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
December 28 2013 13:02 GMT
#38
The only unit that doesn't have tried and true utility on that list is the ghost.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Artunit
Profile Blog Joined January 2011
Philippines399 Posts
December 28 2013 14:43 GMT
#39
On December 28 2013 08:50 Falling wrote:
Show nested quote +
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.
NrT.Artunit
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
Last Edited: 2013-12-28 15:59:00
December 28 2013 15:50 GMT
#40
On December 28 2013 15:42 [[Starlight]] wrote:
Show nested quote +
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
December 28 2013 16:41 GMT
#41
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?
Formerly Golondrin
hitthat
Profile Joined January 2010
Poland2297 Posts
December 28 2013 17:15 GMT
#42
Devourers are usefull late ZvZ only. And we all know how often we have late ZvZ....
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
traceurling
Profile Joined December 2012
United States1240 Posts
December 28 2013 18:25 GMT
#43
On December 29 2013 02:15 hitthat wrote:
Devourers are usefull late ZvZ only. And we all know how often we have late ZvZ....

Pretty good vs Corsair/Carrier
"Appreciate the things you have before they become the things you had."
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
Last Edited: 2013-12-28 18:36:19
December 28 2013 18:35 GMT
#44
On December 29 2013 01:41 Golondrin wrote:
Show nested quote +
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
jello_biafra
Profile Blog Joined September 2004
United Kingdom6639 Posts
Last Edited: 2013-12-28 18:53:52
December 28 2013 18:52 GMT
#45
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.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
traceurling
Profile Joined December 2012
United States1240 Posts
December 28 2013 19:13 GMT
#46
On December 29 2013 03:52 jello_biafra wrote:
Show nested quote +
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....
"Appreciate the things you have before they become the things you had."
prosatan
Profile Joined September 2009
Romania8514 Posts
December 28 2013 21:40 GMT
#47
Infested terrans and queens...
and rarely scouts or valks
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 28 2013 23:00 GMT
#48
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.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Peeano
Profile Blog Joined March 2009
Netherlands5206 Posts
December 29 2013 00:44 GMT
#49
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.
FBH #1!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 01:24 GMT
#50
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"?? =\ )


User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 01:33 GMT
#51
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?


User was warned for being hilarious
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 29 2013 02:35 GMT
#52
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.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 02:46 GMT
#53
@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.

User was warned for being hilarious
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 29 2013 04:44 GMT
#54
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?
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
December 29 2013 05:23 GMT
#55
On December 28 2013 03:49 Jumperer wrote:
Dark templars

Huehuehue
Scouts are pretty rare, more so than BCs I think.
kwark_uk: @father_sc learn to play maybe?
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 06:58 GMT
#56
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.


User was warned for being hilarious
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 29 2013 07:46 GMT
#57
On December 29 2013 15:58 [[Starlight]] wrote:
Show nested quote +
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).


Show nested quote +
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?).
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2013-12-29 08:28:19
December 29 2013 08:25 GMT
#58
On December 29 2013 03:35 ninazerg wrote:
Show nested quote +
On December 29 2013 01:41 Golondrin wrote:
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 10:33 [[Starlight]] wrote:
Show nested quote +
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2013-12-29 10:04:42
December 29 2013 09:50 GMT
#59
On December 29 2013 16:46 Birdie wrote:
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?).

I still dig 'em. Nor was my play ever solely determined by what was and wasn't used in tourneys.

// (is that a heretical thing to say on TL? )
User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 10:29 GMT
#60
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.


User was warned for being hilarious
rauk
Profile Blog Joined February 2009
United States2228 Posts
December 29 2013 10:33 GMT
#61
On December 29 2013 19:29 [[Starlight]] wrote:
Show nested quote +
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.


Show nested quote +
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 11:05 GMT
#62
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?


User was warned for being hilarious
hitthat
Profile Joined January 2010
Poland2297 Posts
December 29 2013 11:07 GMT
#63
That discusion above looks like an eve of a grudge match
Shameless BroodWar separatistic, elitist, fanaticaly devoted puritan fanboy.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 29 2013 11:09 GMT
#64
On December 29 2013 20:07 hitthat wrote:
That discusion above looks like an eve of a grudge match

I'm not here to upset anyone. And I'm actually learning a few things from ppl's responses.


User was warned for being hilarious
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2013-12-29 11:59:00
December 29 2013 11:53 GMT
#65
On December 29 2013 20:05 [[Starlight]] wrote:
Show nested quote +
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2013-12-31 03:01:53
December 29 2013 13:17 GMT
#66
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.

(Sigh, TL. Thy name is drama.)


User was warned for being hilarious
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 29 2013 15:11 GMT
#67
On December 29 2013 20:53 rauk wrote:
Show nested quote +
On December 29 2013 20:05 [[Starlight]] wrote:
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

Show nested quote +
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

sounds like you're getting trolled to me
Artillery spawned from the forges of Hell
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
December 29 2013 15:21 GMT
#68
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.
안지호
traceurling
Profile Joined December 2012
United States1240 Posts
December 29 2013 16:16 GMT
#69
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
"Appreciate the things you have before they become the things you had."
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2013-12-29 17:28:46
December 29 2013 17:28 GMT
#70
Valkyries are basically standard in TvZ/TvT
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2013-12-29 17:35:12
December 29 2013 17:31 GMT
#71
On December 29 2013 20:53 rauk wrote:
Show nested quote +
On December 29 2013 20:05 [[Starlight]] wrote:
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

Show nested quote +
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2013-12-29 22:20:35
December 29 2013 22:03 GMT
#72
On December 29 2013 22:17 [[Starlight]] wrote:
Show nested quote +
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 30 2013 02:31 sluggaslamoo wrote:
Show nested quote +
On December 29 2013 20:53 rauk wrote:
On December 29 2013 20:05 [[Starlight]] wrote:
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 30 2013 12:09 GMT
#73
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.


User was warned for being hilarious
rauk
Profile Blog Joined February 2009
United States2228 Posts
December 30 2013 12:21 GMT
#74
On December 30 2013 21:09 [[Starlight]] wrote:
Show nested quote +
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
vndestiny
Profile Blog Joined September 2011
Singapore3441 Posts
December 30 2013 13:09 GMT
#75
I feel we're being troll somehow.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 30 2013 13:18 GMT
#76
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.

Thank you again.



User was warned for being hilarious
Chef
Profile Blog Joined August 2005
10810 Posts
December 30 2013 13:51 GMT
#77

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.
LEGEND!! LEGEND!!
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
December 30 2013 14:44 GMT
#78
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
traceurling
Profile Joined December 2012
United States1240 Posts
December 30 2013 18:59 GMT
#79
On December 30 2013 21:21 rauk wrote:
Show nested quote +
On December 30 2013 21:09 [[Starlight]] wrote:
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
"Appreciate the things you have before they become the things you had."
ErrantKnight
Profile Joined November 2012
Switzerland186 Posts
December 30 2013 20:05 GMT
#80
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.
"Quantity is quality by itself"
fencer
Profile Joined October 2011
122 Posts
December 30 2013 20:42 GMT
#81
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.
Disc Golf is Awesome! Thought I'd throw that out there =)
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2013-12-30 21:27:16
December 30 2013 21:09 GMT
#82
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.
Nothing witty here atm
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
December 30 2013 22:16 GMT
#83
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.
Moderator
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
December 30 2013 22:58 GMT
#84
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.

See, there's a reason for this crap.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 31 2013 02:29 GMT
#85
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.

Cool post. Thanks for that.

And yes, it was a very fun league.


User was warned for being hilarious
Battleship789
Profile Joined March 2010
United States415 Posts
December 31 2013 03:46 GMT
#86
On December 29 2013 17:25 rauk wrote:
Show nested quote +
On December 29 2013 03:35 ninazerg wrote:
On December 29 2013 01:41 Golondrin wrote:
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).
Piste
Profile Blog Joined July 2006
6181 Posts
January 01 2014 00:38 GMT
#87
On December 29 2013 04:13 traceurling wrote:
Show nested quote +
On December 29 2013 03:52 jello_biafra wrote:
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
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
January 02 2014 05:49 GMT
#88
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.
The best Flash meme ever: http://imgur.com/zquoK
fearthequeen
Profile Joined November 2011
United States788 Posts
January 02 2014 07:49 GMT
#89
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.
NAKR`flying
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 03 2014 23:48 GMT
#90
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)
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
digmouse
Profile Blog Joined November 2010
China6330 Posts
January 04 2014 09:55 GMT
#91
Someone doesn't bother make Arbiters? Really?
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 04 2014 11:03 GMT
#92
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.

User was warned for being hilarious
myminerals
Profile Joined August 2013
560 Posts
Last Edited: 2014-01-04 13:27:46
January 04 2014 13:25 GMT
#93
Does anybody know a pro game with infested terrans?
Who played it?
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 04 2014 15:54 GMT
#94
On January 04 2014 20:03 [[Starlight]] wrote:
Show nested quote +
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Loffeman
Profile Joined June 2007
Sweden105 Posts
January 04 2014 18:28 GMT
#95
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
Peeano
Profile Blog Joined March 2009
Netherlands5206 Posts
January 04 2014 18:37 GMT
#96
On January 05 2014 03:28 Loffeman wrote:
Show nested quote +
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

http://www.teamliquid.net/tlpd/korean/games/12038_Jila_vs_ZerO/vod
Jila Kal vs ZerO that is.
+ Show Spoiler +
You can thank the nerds who work on the sc2 TLPD for that horrible mistake
FBH #1!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 05 2014 02:56 GMT
#97
On January 05 2014 00:54 ninazerg wrote:
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.

Yup, late-game TvT is about the only time I ever get to use 'em. Hence the "not that often".

And it's okay Nina, I've accepted the fact that a certain amount of hazing is just the TL way. Though you were actually quite polite to me in our PMs.

Cheers.


User was warned for being hilarious
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 05 2014 04:48 GMT
#98
I wouldn't call it hazing lol, just we know we're right and you're wrong xD
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 05 2014 06:08 GMT
#99
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 05 2014 09:46 GMT
#100
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.

Thank you for proving my point.



User was warned for being hilarious
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 07 2014 17:51 GMT
#101
On January 05 2014 18:46 [[Starlight]] wrote:
Show nested quote +
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 )


Show nested quote +
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
FlaShFTW
Profile Blog Joined February 2010
United States10262 Posts
January 07 2014 22:09 GMT
#102
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
therockmanxx
Profile Joined July 2010
Peru1174 Posts
January 07 2014 22:35 GMT
#103
There are no mid game air to ground units in BW
Like the void ray or banshee
So scout are useless -.-
Tekken ProGamer
fencer
Profile Joined October 2011
122 Posts
Last Edited: 2014-01-08 01:38:32
January 08 2014 01:38 GMT
#104
Legitimate use of scouts in a pro game:

Disc Golf is Awesome! Thought I'd throw that out there =)
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 08 2014 02:10 GMT
#105
On January 08 2014 02:51 ninazerg wrote:
Show nested quote +
On January 05 2014 18:46 [[Starlight]] wrote:

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.


User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-08 03:00:47
January 08 2014 02:52 GMT
#106
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

My semi-newbish take on it, anyway.


User was warned for being hilarious
WGT-Baal
Profile Blog Joined June 2008
France3426 Posts
January 08 2014 12:45 GMT
#107
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
Horang2 fan
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
January 08 2014 13:07 GMT
#108
On January 08 2014 10:38 fencer wrote:
Legitimate use of scouts in a pro game:

http://www.youtube.com/watch?v=XM7TZvLEqLg


Thank you.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 08 2014 15:24 GMT
#109
On January 08 2014 07:35 therockmanxx wrote:
There are no mid game air to ground units in BW
Like the void ray or banshee
So scout are useless -.-


I heard there were mutalisks.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
RageCommodore
Profile Joined September 2011
Germany912 Posts
Last Edited: 2014-01-09 02:23:59
January 09 2014 02:17 GMT
#110
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)
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 09 2014 02:31 GMT
#111
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
RageCommodore
Profile Joined September 2011
Germany912 Posts
January 09 2014 02:52 GMT
#112
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).
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 09 2014 02:55 GMT
#113
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).

It's super effective vs stim.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 09 2014 03:39 GMT
#114
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.
Moderator
Harem
Profile Joined November 2007
United States11393 Posts
January 09 2014 05:12 GMT
#115
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. :/
Moderator。◕‿◕。
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
January 09 2014 06:00 GMT
#116
ensare debuffs stim
such a pain in the ass
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
fencer
Profile Joined October 2011
122 Posts
Last Edited: 2014-01-09 07:48:21
January 09 2014 07:47 GMT
#117
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.
Disc Golf is Awesome! Thought I'd throw that out there =)
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 09 2014 09:12 GMT
#118
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.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
January 09 2014 15:39 GMT
#119
Drones (I 4 pool all day every day)
"windows bash is a steaming heap of shit" tofucake
mansa
Profile Joined May 2011
Philippines336 Posts
January 09 2014 17:42 GMT
#120
DTs I've always hated using those dudes... I've never won anything with them maybe that's why my PvZ sucks so bad...
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
January 09 2014 18:08 GMT
#121
I've said this and I will say it again, the most vicious army composition is an army composed of Dark Archons w/ Mind Controls.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
noname_
Profile Blog Joined April 2007
465 Posts
January 12 2014 12:52 GMT
#122
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.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 16 2014 10:48 GMT
#123
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." ?


User was warned for being hilarious
greenelve
Profile Joined April 2011
Germany1392 Posts
January 16 2014 11:02 GMT
#124
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? :/
z0r.de for your daily madness /// Who knows what evil lurks in the heart of men? The Shadow knows!
traceurling
Profile Joined December 2012
United States1240 Posts
January 16 2014 17:55 GMT
#125
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
"Appreciate the things you have before they become the things you had."
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2014-01-16 22:24:53
January 16 2014 22:24 GMT
#126
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
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 17 2014 23:40 GMT
#127
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
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2014-01-18 00:17:11
January 18 2014 00:16 GMT
#128
On January 18 2014 08:40 BigFan wrote:
Show nested quote +
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

Show nested quote +
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
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 18 2014 00:32 GMT
#129
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.
Moderator
rauk
Profile Blog Joined February 2009
United States2228 Posts
January 18 2014 00:37 GMT
#130
TIL

id never have the balls to build queens vs mass sair
fencer
Profile Joined October 2011
122 Posts
January 18 2014 01:54 GMT
#131
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.
Disc Golf is Awesome! Thought I'd throw that out there =)
Harem
Profile Joined November 2007
United States11393 Posts
Last Edited: 2014-01-18 02:20:38
January 18 2014 02:20 GMT
#132
On January 18 2014 09:37 rauk wrote:
TIL

id never have the balls to build queens vs mass sair

you should ideally be going flyer cara muta scourge too and with 4gas taken extremely quickly, it's definitely very viable once you get hands accustomed to the micro required

and dark archons are what you should be scared of due to feedback range
Moderator。◕‿◕。
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 18 2014 02:37 GMT
#133
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.


User was warned for being hilarious
rauk
Profile Blog Joined February 2009
United States2228 Posts
January 18 2014 04:02 GMT
#134
On January 18 2014 11:37 [[Starlight]] wrote:
Show nested quote +
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.


Show nested quote +
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
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
January 18 2014 06:46 GMT
#135
valkonic builds are cruise control for cool
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 18 2014 07:59 GMT
#136
I never get optical flare anymore. It just doesn't seem like it does anything.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
skzlime
Profile Joined July 2005
Hungary462 Posts
January 18 2014 14:59 GMT
#137
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!
life is balanced, L2P
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 18 2014 15:24 GMT
#138
I am sure, I've had it happen a double digit number of times.
Moderator
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2014-01-18 20:02:04
January 18 2014 19:59 GMT
#139
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.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
JohnChoi
Profile Blog Joined December 2007
1773 Posts
Last Edited: 2014-01-19 02:15:52
January 18 2014 22:32 GMT
#140
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.
Darkwhite
Profile Joined June 2007
Norway352 Posts
January 19 2014 06:12 GMT
#141
On January 18 2014 23:59 skzlime wrote:
Show nested quote +
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.
Darker than the sun's light; much stiller than the storm - slower than the lightning; just like the winter warm.
Morbidius
Profile Joined November 2010
Brazil3449 Posts
January 19 2014 09:01 GMT
#142
Ghosts... not even once.
Has foreign StarCraft hit rock bottom?
skzlime
Profile Joined July 2005
Hungary462 Posts
January 19 2014 15:13 GMT
#143
can't believe i'm still learning new things
life is balanced, L2P
Stratos
Profile Blog Joined July 2010
Czech Republic6104 Posts
January 19 2014 20:19 GMT
#144
I've also seen Sky use feedback in PvP (ht) and Shuttle in PvT (vessel).
En Taro Violet
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 19 2014 23:31 GMT
#145
On January 20 2014 00:13 skzlime wrote:
can't believe i'm still learning new things


I'm gonna post a replay of a trick soon that I've never seen anyone do!
Moderator
Harem
Profile Joined November 2007
United States11393 Posts
January 19 2014 23:49 GMT
#146
On January 20 2014 05:19 Stratos wrote:
I've also seen Sky use feedback in PvP (ht) and Shuttle in PvT (vessel).

http://www.teamliquid.net/tlpd/korean/games/50343_Jaehoon_vs_sSak

jaehoon MC'd a vessel here (feedback is also very viable but micro required with everything else is pretty rough)
Moderator。◕‿◕。
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 20 2014 07:15 GMT
#147
On January 20 2014 08:49 Harem wrote:
Show nested quote +
On January 20 2014 05:19 Stratos wrote:
I've also seen Sky use feedback in PvP (ht) and Shuttle in PvT (vessel).

http://www.teamliquid.net/tlpd/korean/games/50343_Jaehoon_vs_sSak

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.

I forget... didn't SC2 get rid of Fastest?



User was warned for being hilarious
rauk
Profile Blog Joined February 2009
United States2228 Posts
January 20 2014 08:02 GMT
#148
the game used to be played on normal speed a long time ago but i think most people agree that fastest is best

sc2 faster is slightly faster than bw fastest
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 20 2014 12:36 GMT
#149
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.
Moderator
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-20 18:38:39
January 20 2014 13:07 GMT
#150
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.


User was warned for being hilarious
fencer
Profile Joined October 2011
122 Posts
January 20 2014 21:04 GMT
#151
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?
Disc Golf is Awesome! Thought I'd throw that out there =)
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 20 2014 23:08 GMT
#152
On January 18 2014 09:16 rauk wrote:
Show nested quote +
On January 18 2014 08:40 BigFan wrote:
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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
fencer
Profile Joined October 2011
122 Posts
January 20 2014 23:42 GMT
#153
On January 21 2014 08:08 BigFan wrote:
Show nested quote +
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.
Disc Golf is Awesome! Thought I'd throw that out there =)
JohnChoi
Profile Blog Joined December 2007
1773 Posts
January 20 2014 23:45 GMT
#154
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
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 21 2014 00:59 GMT
#155
On January 21 2014 08:42 fencer wrote:
Show nested quote +
On January 21 2014 08:08 BigFan wrote:
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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 23 2014 03:08 GMT
#156
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.


User was warned for being hilarious
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 23 2014 03:52 GMT
#157
On January 23 2014 12:08 [[Starlight]] wrote:
Show nested quote +
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.



I would love a hyper game mode XD
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
January 23 2014 07:23 GMT
#158
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.



User was warned for being hilarious
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
January 23 2014 10:03 GMT
#159
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.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
fencer
Profile Joined October 2011
122 Posts
January 23 2014 13:32 GMT
#160
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.
Disc Golf is Awesome! Thought I'd throw that out there =)
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-25 15:01:32
January 23 2014 16:18 GMT
#161
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.
User was warned for being hilarious
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
January 23 2014 18:01 GMT
#162
defilers.

I never make it that far in zvt
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-25 18:43:54
January 24 2014 22:14 GMT
#163
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?

User was warned for being hilarious
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2014-01-25 06:39:14
January 25 2014 06:37 GMT
#164
On January 23 2014 16:23 [[Starlight]] wrote:
Show nested quote +
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.

maelstorm?

On January 23 2014 22:32 fencer wrote:
Show nested quote +
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) .
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Peeano
Profile Blog Joined March 2009
Netherlands5206 Posts
January 25 2014 22:02 GMT
#165
On January 25 2014 15:37 BigFan wrote:
Show nested quote +
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.

maelstorm?

Maelstrom
+ Show Spoiler +
Sorry for being a Grammar Nazi
FBH #1!
imzesok
Profile Joined January 2014
United States6 Posts
Last Edited: 2014-01-30 05:22:04
January 30 2014 05:18 GMT
#166
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.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2014-01-30 06:22:53
January 30 2014 06:22 GMT
#167
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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
January 30 2014 06:49 GMT
#168
Broodlings
Luv ya BroodWar!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-30 09:41:25
January 30 2014 08:03 GMT
#169
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.
User was warned for being hilarious
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 30 2014 09:40 GMT
#170
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:
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2014-01-30 13:33:36
January 30 2014 13:31 GMT
#171
On January 30 2014 17:03 [[Starlight]] wrote:
Show nested quote +
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-01-30 20:01:44
January 30 2014 19:33 GMT
#172
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.
User was warned for being hilarious
imzesok
Profile Joined January 2014
United States6 Posts
Last Edited: 2014-01-31 00:52:26
January 30 2014 20:40 GMT
#173
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.
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2014-01-31 09:57:34
January 31 2014 09:54 GMT
#174
On January 31 2014 05:40 imzesok wrote:
Show nested quote +
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).
Show nested quote +

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

Show nested quote +
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.


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
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
January 31 2014 17:05 GMT
#175
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.
Moderator
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
February 01 2014 02:15 GMT
#176
On January 31 2014 05:40 imzesok wrote:
Show nested quote +
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).
Show nested quote +

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

Show nested quote +
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.

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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
February 01 2014 05:59 GMT
#177
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.


User was warned for being hilarious
arb
Profile Blog Joined April 2008
Noobville17921 Posts
February 01 2014 06:22 GMT
#178
On January 25 2014 07:14 [[Starlight]] wrote:
Show nested quote +
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
Artillery spawned from the forges of Hell
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
February 01 2014 08:53 GMT
#179
On February 01 2014 14:59 [[Starlight]] wrote:
Show nested quote +
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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
February 01 2014 13:11 GMT
#180
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.
Moderator
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
February 02 2014 19:40 GMT
#181
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.


User was warned for being hilarious
jello_biafra
Profile Blog Joined September 2004
United Kingdom6639 Posts
February 03 2014 16:47 GMT
#182
On February 03 2014 04:40 [[Starlight]] wrote:
Show nested quote +
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 road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
skzlime
Profile Joined July 2005
Hungary462 Posts
February 03 2014 18:35 GMT
#183
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.
life is balanced, L2P
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
February 04 2014 01:25 GMT
#184
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 04 2014 01:47 jello_biafra wrote:
Show nested quote +
On February 03 2014 04:40 [[Starlight]] wrote:
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.

I doubt any of them will do it lol
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-02-05 23:21:29
February 04 2014 03:33 GMT
#185
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.
User was warned for being hilarious
CaucasianAsian
Profile Blog Joined September 2005
Korea (South)11589 Posts
February 08 2014 05:18 GMT
#186
w-launcher allows games to be in mufltiples of fastest. i played a 3v3 game with some friends on fastestx4. soooooo fast
Calendar@ Fish Server: `iOps]..Stark
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-02-08 09:22:40
February 08 2014 08:58 GMT
#187
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
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
February 08 2014 21:59 GMT
#188
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.

http://www.kcwebplaza.com/warcraft/bnet/index.html
http://www.blizzplanet.com/blog/comments/warcraft_ii_tides_of_darkness___features

List of New Features
...2 new game speeds (slowest and fastest)

Additional features:
..."2 new game speeds (slowest and fastest)"

Is Fastest on BNE like super-duper fast or something?
If so, is that intentional, or due to playing an old game on modern systems?

I do know there's utilities that'll let you play at '17xFastest' or somesuch, but that's 3rd party, not Bliz's intent.

User was warned for being hilarious
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
February 09 2014 08:21 GMT
#189
I meant that "fastest" is extremely fast. Therefor it is extreme. The game speed is intentional, and yeah, it's crazy.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
February 09 2014 11:11 GMT
#190
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.

I mean, strategy and micro, what's that? LOL.


User was warned for being hilarious
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
February 09 2014 13:25 GMT
#191
On February 04 2014 01:47 jello_biafra wrote:
Show nested quote +
On February 03 2014 04:40 [[Starlight]] wrote:
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.
Nihn'kas Neehn
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
February 10 2014 20:59 GMT
#192
Firebats probably.
kiss kiss fall in love
Xeln4g4
Profile Joined January 2005
Italy1209 Posts
Last Edited: 2014-02-20 13:29:40
February 12 2014 21:33 GMT
#193
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.
Frigo
Profile Joined August 2009
Hungary1023 Posts
Last Edited: 2014-02-27 00:45:46
February 27 2014 00:45 GMT
#194
On February 13 2014 06:33 Xeln4g4 wrote:
Show nested quote +
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.
http://www.fimfiction.net/user/Treasure_Chest
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
February 27 2014 03:54 GMT
#195
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.



User was warned for being hilarious
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
February 27 2014 06:25 GMT
#196
On February 27 2014 12:54 [[Starlight]] wrote:
Show nested quote +
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.
Playing Protoss = Opponent owned
iloveav
Profile Joined November 2008
Poland1479 Posts
February 27 2014 09:43 GMT
#197
On December 28 2013 03:14 Stratos wrote:
1. Drones


So... Basicly 4 pool?
Not so unheard of :D.
aka LRM)Cats_Paw.
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
February 28 2014 07:37 GMT
#198
On February 27 2014 18:43 iloveav wrote:
Show nested quote +
On December 28 2013 03:14 Stratos wrote:
1. Drones


So... Basicly 4 pool?
Not so unheard of :D.

Come on, you only start with 50 minerals in the game you can't not use drones.
Playing Protoss = Opponent owned
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
March 01 2014 15:19 GMT
#199
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.


That would be very cool to see/try.


User was warned for being hilarious
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
March 01 2014 15:22 GMT
#200
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.
Moderator
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
March 01 2014 17:02 GMT
#201
Man people make firebats all the time. They're super useful. Just no one "goes" firebats.
Why would I play sctoo when I can play BW?
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
March 01 2014 22:31 GMT
#202
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.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
March 02 2014 04:26 GMT
#203
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.

Personally, I love firebats, and do use them.


User was warned for being hilarious
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 02 2014 07:40 GMT
#204
On March 02 2014 13:26 [[Starlight]] wrote:
Show nested quote +
On March 02 2014 02:02 puppykiller wrote:
Man people make firebats all the time. They're super useful. .
Show nested quote +
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
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
March 02 2014 09:46 GMT
#205
They aren't using firebats? Nonsense... Everybody uses firebats xD.
Why would I play sctoo when I can play BW?
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
March 02 2014 12:42 GMT
#206
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.


User was warned for being hilarious
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
March 02 2014 14:38 GMT
#207
"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.
Moderator
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 02 2014 17:53 GMT
#208
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).

On March 02 2014 21:42 [[Starlight]] wrote:
Show nested quote +
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:

Show nested quote +
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.

Show nested quote +
[Units I never bother making?] Firebats probably.

Show nested quote +
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.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
March 02 2014 22:53 GMT
#209
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.
Why would I play sctoo when I can play BW?
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
March 02 2014 23:57 GMT
#210
As a zerg, I find it soooo much easier to play against a terran who ignores bats than someone who always includes a couple of them.
Moderator
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
March 03 2014 19:17 GMT
#211
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.
Playing Protoss = Opponent owned
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
March 03 2014 19:39 GMT
#212
You sure seem to have a low opinion of firebats for someone with a firebat icon.
Why would I play sctoo when I can play BW?
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
March 03 2014 20:02 GMT
#213
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.
Moderator
JohnChoi
Profile Blog Joined December 2007
1773 Posts
March 03 2014 20:13 GMT
#214
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.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
June 05 2014 03:23 GMT
#215
On March 02 2014 07:31 Birdie wrote:
Show nested quote +
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.

User was warned for being hilarious
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
June 05 2014 06:39 GMT
#216
On June 05 2014 12:23 [[Starlight]] wrote:
Show nested quote +
On March 02 2014 07:31 Birdie wrote:
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?
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
June 05 2014 08:19 GMT
#217
On June 05 2014 15:39 ninazerg wrote:
Show nested quote +
On June 05 2014 12:23 [[Starlight]] wrote:
On March 02 2014 07:31 Birdie wrote:
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'.

User was warned for being hilarious
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
June 05 2014 18:04 GMT
#218
On June 05 2014 17:19 [[Starlight]] wrote:
Show nested quote +
On June 05 2014 15:39 ninazerg wrote:
On June 05 2014 12:23 [[Starlight]] wrote:
On March 02 2014 07:31 Birdie wrote:
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.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 05 2014 18:11 GMT
#219
I heard in an interview that JulyZerg used to eat zerglings sometimes. I don't know whether he used barbecue sauce or not.
Why would I play sctoo when I can play BW?
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
June 05 2014 20:52 GMT
#220
Yeah he did, but it was Korean BBQ
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
June 05 2014 21:21 GMT
#221
On June 06 2014 03:04 ninazerg wrote:
The only unit that eats zerglings is a defiler, and they never use barbeque sauce.

They just haven't found the right one yet.


User was warned for being hilarious
TaShadan
Profile Joined February 2010
Germany1978 Posts
June 06 2014 16:41 GMT
#222
Lings without BBQ sauce? NOOO!
Total Annihilation Zero
GoldenH
Profile Blog Joined March 2010
1115 Posts
June 08 2014 06:39 GMT
#223
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?
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Socup
Profile Joined June 2014
190 Posts
June 10 2014 21:46 GMT
#224
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.
There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
Kau *
Profile Joined March 2007
Canada3500 Posts
June 10 2014 23:10 GMT
#225
You can't spawn broodling a reaver.
Moderator
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 10 2014 23:29 GMT
#226
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.
Why would I play sctoo when I can play BW?
Socup
Profile Joined June 2014
190 Posts
Last Edited: 2014-06-10 23:42:34
June 10 2014 23:41 GMT
#227
On June 11 2014 08:29 puppykiller wrote:
Show nested quote +
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.
There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 10 2014 23:46 GMT
#228
No, nothing you said was true except for that queens have a move called spawn broodling and a move called ensnare.
Why would I play sctoo when I can play BW?
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
June 11 2014 01:26 GMT
#229
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.
Moderator
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
Last Edited: 2014-06-11 02:42:49
June 11 2014 02:41 GMT
#230
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)
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
June 11 2014 03:14 GMT
#231
On June 11 2014 08:29 puppykiller wrote:
Show nested quote +
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 like this post
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
AmericanUmlaut
Profile Blog Joined November 2010
Germany2589 Posts
June 11 2014 10:25 GMT
#232
On June 11 2014 08:41 Socup wrote:
Show nested quote +
On June 11 2014 08:29 puppykiller wrote:
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.
The frumious Bandersnatch
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
June 11 2014 15:27 GMT
#233
On June 11 2014 08:29 puppykiller wrote:
Show nested quote +
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.


[image loading]


User was warned for being hilarious
BisuDagger
Profile Blog Joined October 2009
Bisutopia19300 Posts
Last Edited: 2014-06-12 19:26:39
June 12 2014 18:15 GMT
#234
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.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Kau *
Profile Joined March 2007
Canada3500 Posts
June 12 2014 18:54 GMT
#235
Doesn't storm still damage shields to kill the protoss units though? I thought it was only storming a dmatrixed unit that ignored shields.
Moderator
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
June 12 2014 19:11 GMT
#236
storm only regenerates shield if it is between 30 and 65%.
Moderator
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-06-17 01:14:28
June 13 2014 03:08 GMT
#237
lol

User was warned for being hilarious
Dagon
Profile Joined August 2010
Romania264 Posts
June 25 2014 11:46 GMT
#238
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.
Pierrot
Profile Joined November 2012
Canada53 Posts
June 25 2014 12:07 GMT
#239
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.


Romania.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19300 Posts
June 25 2014 15:18 GMT
#240
On June 25 2014 21:07 Pierrot wrote:
Show nested quote +
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.


Romania.

Lol.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
LML
Profile Blog Joined March 2007
Germany1774 Posts
June 25 2014 16:30 GMT
#241
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)
LML
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
June 27 2014 22:09 GMT
#242
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.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
June 28 2014 05:10 GMT
#243
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.


User was warned for being hilarious
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
June 28 2014 14:58 GMT
#244
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.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 28 2014 22:54 GMT
#245
How are you going to storm 5+ split guardians?
Why would I play sctoo when I can play BW?
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
June 29 2014 00:34 GMT
#246
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.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 29 2014 02:31 GMT
#247
Z will just make a ton of gaurds and send them in bit by bit.
Why would I play sctoo when I can play BW?
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
June 29 2014 04:01 GMT
#248
I give up, you are right. Scouts are the best units after all.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
EndingLife
Profile Blog Joined December 2002
United States1598 Posts
June 29 2014 21:19 GMT
#249
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.
Piste
Profile Blog Joined July 2006
6181 Posts
June 30 2014 09:15 GMT
#250
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.
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
June 30 2014 09:32 GMT
#251
Idk to me gaurdians feel almost impossible to deal with late game pvz unless z mess up and suicide them.
Why would I play sctoo when I can play BW?
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-06-30 10:35:43
June 30 2014 10:34 GMT
#252
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.


User was warned for being hilarious
EndingLife
Profile Blog Joined December 2002
United States1598 Posts
Last Edited: 2014-06-30 21:51:53
June 30 2014 21:50 GMT
#253
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.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19300 Posts
July 01 2014 21:40 GMT
#254
If you are building scouts in PvZ you are doing it wrong.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
July 02 2014 03:34 GMT
#255
On July 02 2014 06:40 BisuDagger wrote:
If you are building scouts in PvZ you are doing it wrong.

Yay any anti-air Zerg unit.

Unless you're super far ahead in upgrades, anyway, but at that point, you're probably so far ahead, it doesn't matter what right and wrong are.
kiss kiss fall in love
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
July 03 2014 09:04 GMT
#256
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.


User was warned for being hilarious
rich-
Profile Joined February 2008
United States144 Posts
July 03 2014 16:14 GMT
#257
Scouts are ESSENTIAL for trolling purposes.
How else will your opponent know that he is laughably bad?
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
July 04 2014 08:18 GMT
#258
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.

mind control them
maelstrom storm
arbiter stasis
have 11 corsairs and a probe on a hotkey

there are so many methods ... just use map terrain
University of Kentucky Basketball #1
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
July 04 2014 08:19 GMT
#259
On July 03 2014 18:04 [[Starlight]] wrote:
Show nested quote +
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
University of Kentucky Basketball #1
WhiteKnight.US
Profile Joined May 2014
Great Britain102 Posts
July 04 2014 18:23 GMT
#260
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.
LML
Profile Blog Joined March 2007
Germany1774 Posts
Last Edited: 2014-07-08 09:50:51
July 08 2014 09:49 GMT
#261
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).
LML
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
July 08 2014 10:46 GMT
#262
To be fair, I heard that Scout+Tank is a decent team game composition on BGH according to an old Day[9] daily iirc
ㅇㅅㅌㅅ
AhAiHi
Profile Joined July 2014
United States31 Posts
July 10 2014 10:05 GMT
#263
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 ((
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
July 10 2014 18:02 GMT
#264
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.


User was warned for being hilarious
AhAiHi
Profile Joined July 2014
United States31 Posts
July 10 2014 20:04 GMT
#265
On July 11 2014 03:02 [[Starlight]] wrote:
Show nested quote +
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
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-07-15 10:22:08
July 13 2014 00:55 GMT
#266
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.

User was warned for being hilarious
LegalLord
Profile Blog Joined April 2013
United States13779 Posts
Last Edited: 2014-07-19 08:30:44
July 19 2014 08:24 GMT
#267
On July 11 2014 03:02 [[Starlight]] wrote:
Show nested quote +
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.
History will sooner or later sweep the European Union away without mercy.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
July 25 2014 12:19 GMT
#268
On July 19 2014 17:24 LegalLord wrote:
Show nested quote +
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.

Maybe there's a place for both.






User was warned for being hilarious
Liquid`Drone
Profile Joined September 2002
Norway28731 Posts
Last Edited: 2014-07-27 19:29:49
July 25 2014 12:40 GMT
#269
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.
Moderator
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2014-07-26 04:32:29
July 26 2014 04:29 GMT
#270
On July 25 2014 21:19 [[Starlight]] wrote:
Show nested quote +
On July 19 2014 17:24 LegalLord wrote:
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.

Maybe there's a place for both.



http://www.youtube.com/watch?v=VH7oFgi7_1Q




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.
WhiteKnight.US
Profile Joined May 2014
Great Britain102 Posts
July 26 2014 17:53 GMT
#271
Eriador keeps coming down the mountain with his stone plaques of knowledge to englighten us skilless peasants. Please post more. It is good to read.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 01 2014 17:24 GMT
#272
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.

Artillery spawned from the forges of Hell
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2014-08-06 07:21:53
August 02 2014 14:28 GMT
#273
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.

Excellent summary, well said.
User was warned for being hilarious
sephiroomph
Profile Joined August 2014
3 Posts
Last Edited: 2014-08-05 20:12:16
August 05 2014 20:12 GMT
#274
--- Nuked ---
TelecoM
Profile Blog Joined January 2010
United States10688 Posts
August 06 2014 03:18 GMT
#275
On August 02 2014 02:24 arb wrote:
Show nested quote +
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 ...
AKA: TelecoM[WHITE] Protoss fighting
Ty2
Profile Blog Joined March 2013
United States1434 Posts
August 15 2014 02:36 GMT
#276
--- Nuked ---
Writer
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
August 16 2014 23:16 GMT
#277
On August 15 2014 11:36 Ty2 wrote:
Drones. Just make zergling. Is good unit.


LOL. '4-pool 4 life', eh?


User was warned for being hilarious
LegalLord
Profile Blog Joined April 2013
United States13779 Posts
August 17 2014 01:15 GMT
#278
I thought it was better to make a drone while your pool was still building while you 4 pool?
History will sooner or later sweep the European Union away without mercy.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
August 21 2014 09:22 GMT
#279
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).



User was warned for being hilarious
FlaShFTW
Profile Blog Joined February 2010
United States10262 Posts
August 21 2014 09:53 GMT
#280
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 6h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft401
StarCraft: Brood War
Britney 8312
Shuttle 104
ZergMaN 77
Noble 21
Bale 12
Icarus 8
Dota 2
NeuroSwarm139
League of Legends
C9.Mang0634
JimRising 634
Counter-Strike
summit1g7824
m0e_tv346
minikerr27
Super Smash Bros
hungrybox699
Mew2King32
Other Games
tarik_tv5331
Sick169
Livibee36
kaitlyn18
Liquid`Ken16
Organizations
Other Games
gamesdonequick3057
StarCraft: Brood War
UltimateBattle 129
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 30
• Azhi_Dahaki26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21580
League of Legends
• Rush1146
• Lourlo927
• Stunt335
Upcoming Events
WardiTV Invitational
6h 53m
PiGosaur Cup
19h 53m
WardiTV Invitational
1d 6h
The PondCast
2 days
OSC
2 days
OSC
3 days
All Star Teams
3 days
INnoVation vs soO
sOs vs Scarlett
uThermal 2v2 Circuit
4 days
All Star Teams
4 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
5 days
[ Show More ]
OSC
5 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-01-12
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.