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[I] Valkyrie Use, TvZ. - Page 17

Forum Index > Brood War Strategy
Post a Reply
Prev 1 15 16 17 18 Next All
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-10-30 01:13:41
October 30 2012 01:13 GMT
#321
On October 30 2012 09:28 Dontkillme wrote:
Show nested quote +
On October 04 2008 18:00 Tropics wrote:
The sprite limit will never come into play in a real 1v1.

I experimented with valks a bit a few months ago and one of the main things I noticed is that they're REALLY frustrating to control. Half the time you'll spam right click to try and get them to move and they refuse to do it. Half your group will go and the other half will sit there getting wrecked by hydras/spores/scourge while firing at an overlord and you've just lost a massive investment


Pretty sure you know this but it is because Valikyries need to fire off all their missiles before moving. So only engage when you know there aren't any Hydras or spores.


You can stack the valkries and pull them back while they shoot though using patrol.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Dead9
Profile Blog Joined February 2008
United States4725 Posts
October 30 2012 02:01 GMT
#322
On October 30 2012 10:05 Pucca wrote:
I'm assuming this would not happened in a 1v1 TvZ?

it shouldn't in any realistic situation
i think the sprite limit is 1000 or 2000, i don't really remember
any unit/building is a sprite and any ranged projectile is a sprite
fun fact: if the sprite limit is reached, buildings and units at the top (topleft i think, might be top right though) have priority, so if you spawn on the top half of the map in zero clutter or fastest you can actually force your opponents to stop building if you build enough overlords. once units start trading you get larvae but they still can't build anything lol
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
October 30 2012 02:19 GMT
#323
It's not realistic for it to happen in TvZ because zerg never goes for a 200/200 that is a significant percentage air units. It does come up in TvT though.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
October 30 2012 02:38 GMT
#324
On October 30 2012 11:01 Dead9 wrote:
Show nested quote +
On October 30 2012 10:05 Pucca wrote:
I'm assuming this would not happened in a 1v1 TvZ?

it shouldn't in any realistic situation
i think the sprite limit is 1000 or 2000, i don't really remember
any unit/building is a sprite and any ranged projectile is a sprite
fun fact: if the sprite limit is reached, buildings and units at the top (topleft i think, might be top right though) have priority, so if you spawn on the top half of the map in zero clutter or fastest you can actually force your opponents to stop building if you build enough overlords. once units start trading you get larvae but they still can't build anything lol


WHAT
REALLY
You never told me this?
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
don_kyuhote
Profile Blog Joined December 2009
3006 Posts
Last Edited: 2012-10-30 03:18:55
October 30 2012 03:18 GMT
#325
valks deserves some more love in TvZ

Fun video, maybe I'll try experiment with it in my D world.
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
October 30 2012 12:13 GMT
#326
On October 30 2012 11:38 ShaLLoW[baY] wrote:
Show nested quote +
On October 30 2012 11:01 Dead9 wrote:
On October 30 2012 10:05 Pucca wrote:
I'm assuming this would not happened in a 1v1 TvZ?

it shouldn't in any realistic situation
i think the sprite limit is 1000 or 2000, i don't really remember
any unit/building is a sprite and any ranged projectile is a sprite
fun fact: if the sprite limit is reached, buildings and units at the top (topleft i think, might be top right though) have priority, so if you spawn on the top half of the map in zero clutter or fastest you can actually force your opponents to stop building if you build enough overlords. once units start trading you get larvae but they still can't build anything lol


WHAT
REALLY
You never told me this?

lol, i love bw. so many little and proly alot of unknow facts about the coding^^
The harder it becomes, the more you should focus on the basics.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
October 30 2012 21:36 GMT
#327
On October 30 2012 11:38 ShaLLoW[baY] wrote:
Show nested quote +
On October 30 2012 11:01 Dead9 wrote:
On October 30 2012 10:05 Pucca wrote:
I'm assuming this would not happened in a 1v1 TvZ?

it shouldn't in any realistic situation
i think the sprite limit is 1000 or 2000, i don't really remember
any unit/building is a sprite and any ranged projectile is a sprite
fun fact: if the sprite limit is reached, buildings and units at the top (topleft i think, might be top right though) have priority, so if you spawn on the top half of the map in zero clutter or fastest you can actually force your opponents to stop building if you build enough overlords. once units start trading you get larvae but they still can't build anything lol


WHAT
REALLY
You never told me this?

i'm the fastest master yo~
Savi[wOk]
Profile Blog Joined August 2012
United States81 Posts
November 02 2012 20:12 GMT
#328
When your playing a zerg who went 3 hatch mutalisk and noticed that he saved up around 5 or more mutas while transitioning into late game, he might even go for the greater spire and harass your expo on fighting spirit. I think having 2 valks or even more might fend this off pretty economically, and it gives you less to stress about.
Lets play starcraft
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 02 2012 21:18 GMT
#329
or u could just get 2 wraiths
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
November 02 2012 22:12 GMT
#330
On November 03 2012 06:18 Dead9 wrote:
or u could just get 2 wraiths

The amount of micro required to kill off those mutes would be too much
Master Chief
Fyrewolf
Profile Joined January 2010
United States1533 Posts
November 02 2012 22:16 GMT
#331
On November 03 2012 06:18 Dead9 wrote:
or u could just get 2 wraiths


Valkyries are much better against mutas, they're far more durable. Splash damage, 200 hp, and especially the base 2 armor makes it easy for a group of valkyries to deal with a greater number of mutas.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 02 2012 22:30 GMT
#332
but we're talking about guardians here
Fyrewolf
Profile Joined January 2010
United States1533 Posts
November 03 2012 00:26 GMT
#333
On November 03 2012 07:30 Dead9 wrote:
but we're talking about guardians here


Guardians can't shoot up anyway. Valks will kill them somewhat slower than Wraiths, but will be more economical, as well as being stronger against mutas in the midgame, and you'll still be able to get science vessels easily after a just a handful of valks to irradiate guardians as the main counter anyway.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 03 2012 01:16 GMT
#334
if you're going bio and you're up against guardians without a huge vessel count you're better off going wraiths versus guardians more or less all the time
wraiths don't require an armory, don't require an addon, are a lot cheaper, deal more damage (single target but still), move faster, are microable, can dodge scourge
Fyrewolf
Profile Joined January 2010
United States1533 Posts
November 03 2012 03:59 GMT
#335
Amory is needed for upgrades anyway, and Valkyries are actually cheaper in the gas for supply, though equally more expensive in minerals for supply, and move just as fast as wraiths, they just need patrol micro while shooting to keep from stopping. If you get to critical mass they can deal with scourge too, but usually having some marines cover them can be enough, and you usually don't need to mass too many of them, much less than you do wraiths. They do require the addon, but it's easy to transition to vessels after getting a handful of valkyries. You don't need to keep making valkyries to counter guardians, you get them to counter the 3 hatch muta, and then those leftover can help while you build up vessel count. They may not do quite as much damage and require some micro to keep from stopping and addons, but the extra utility vs midgame/leftover mutas, less overall gas cost, and smaller amount you actually need than wraiths is useful. Both wraiths and valkyries have their usefulness, it's just a stylistic choice.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 03 2012 04:07 GMT
#336
yes, you can go valkonic or biomech and use valks to counter guardians, but if you're opening bio there's never any reason to go valks versus guards
it's not a stylistic choice, wraiths are just flat out better if you're opening standard bio
Fyrewolf
Profile Joined January 2010
United States1533 Posts
November 03 2012 04:38 GMT
#337
On November 03 2012 13:07 Dead9 wrote:
yes, you can go valkonic or biomech and use valks to counter guardians, but if you're opening bio there's never any reason to go valks versus guards
it's not a stylistic choice, wraiths are just flat out better if you're opening standard bio


It's using valks to counter 3 hatch muta, and then using leftover valks to help, like I said you don't keep building valks if he does decide to go into guardians. You can get wraiths early to harass zerg too, but the mutas will wipe the floor with them. The wraiths are more offensive early, the valks are more defensive early. You don't decide to start building valkyries when you scout guardians. You just have some left over. If you want to suddenly build something you didn't already have to counter them, obviously wraiths are better. But getting a few valkyries defend against 3 hatch mutalisk harass(pretty standard actually), and then transitioning into vessels works just fine.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 03 2012 05:46 GMT
#338
i guess it wasn't that clear, i meant you can open with valkyries to kill mutas early on and reuse them later to clear out guardians, but otherwise you're better off using wraiths
getting a few valkyries to defend against 3 muta harass isn't very standard with a bio opening, it cuts into vessel production pretty bad
Fyrewolf
Profile Joined January 2010
United States1533 Posts
November 03 2012 14:27 GMT
#339
The first guy you responded too never mentioned bio, but it does cut a little into vessel production, it's a setback but it's not too bad. Depending on timings I can squeeze out 2-5 valks while I'm securing another base, building science facility, researching vessel abilities, and getting more starports. Vessel cloud is slightly delayed, but it works out. If I didn't already have valks for other situations would definitely go for wraiths, they are better for that specific situation.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
November 03 2012 20:53 GMT
#340
On November 03 2012 23:27 Fyrewolf wrote:
The first guy you responded too never mentioned bio, but it does cut a little into vessel production, it's a setback but it's not too bad. Depending on timings I can squeeze out 2-5 valks while I'm securing another base, building science facility, researching vessel abilities, and getting more starports. Vessel cloud is slightly delayed, but it works out. If I didn't already have valks for other situations would definitely go for wraiths, they are better for that specific situation.

Have you experimented with this do you have any replays?
Master Chief
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