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-Corsairs cannot cast recall or cloak your units
actually this is the most important thing, when the tosses get arbiters they also try to reduce the scanner/vessel count drastically so random dt's can do dmg at expantions, and an elimination war could be won due to cloacked units and lack of detection.
also arbiter is a followup of the templar tech, so you might get an additional advantage just from going for these disablers
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Comparing dweb and stasis one on one isn't too good way to determine which is more effective because you'll have so much more disruption webs to cast if you concentrate on corsairs, but with arbiters you'll only have a few stasis.
Still arbiters offer far more than corsairs do overall and corsairs position in the tech tree being what it is doesn't help either.
On January 07 2009 02:26 iamtt1 wrote: wtf does dweb have to do with apm? u just have to press 1 key on your keyboard, d and t + targeting tanks shouldnt be that hard.. dont make things so scientific and complex for no reason just to make your posts look better
all you have to do is practice webbing so you get used to it, it has nothing to do with apm You obviously have more than one corsair at a time to micro and casting all of them seperately while microing other units and macroing in your base can really be apm intensive, if you disagree you certainly aren't microing or macroing properly while in a battle. Protoss isn't just 1a2a3a you should know that..
It is more micro intensive than arbiters because of the amount of them you have and because of the time they're effective you have to cast them just seconds before engaging while with arbiters you can wait while rearranging your army for w/e reasons if you feel the need to do so.
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GrandInquisitor
New York City13113 Posts
You usually have a lot more corsairs than arbiters, and it's much more tedious to go through searching which sairs have energy and such. Plus, you have to literally be attacking as you are webbing, else the webs will wear off (unlike with stasis, which you can cast first and then begin your attack).
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pvz requires 10x more multitasking then dwebbing/statising in a pvt, i though toss was an easy race anyways, any idiot can play it 1a2a3a right? i guess pressing v t all game + s + must be alot harder
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this is so.. stupid ?
It's so obvious why sairs are no viable option in PvT. Arbs are better on so so many occasions.. Additionally: 1 arbs can already be good. 2 or 3 arbs are a fucking huge deal and can stasis like half of a big big terran army. 3 corsairs - do nothing, really..
I mean sometimes it makes me wonder: This topic has got be posted out of pure boredom.
It's just 2 obvious why and that arbiter/s >>>>> cors in PvT
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Let's all get educated by phil...
Well, I think having the templar tech on standby with Arbs is nice. Upgrades, Storm, Shuttle/Storm harass. All of which are not provided by Corsairs. With corsairs, you get dweb and nice aerial mobility on a MU where it isn't really needed.
And you lose recall obv.
Templar+Arbiter > Carrier+Sair. Upgraded Land vs Upgraded Air I guess.
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On January 07 2009 03:11 MaGic~PhiL wrote: this is so.. stupid ?
It's so obvious why sairs are no viable option in PvT. Arbs are better on so so many occasions.. Additionally: 1 arbs can already be good. 2 or 3 arbs are a fucking huge deal and can stasis like half of a big big terran army. 3 corsairs - do nothing, really..
I mean sometimes it makes me wonder: This topic has got be posted out of pure boredom.
It's just 2 obvious why and that arbiter/s >>>>> cors in PvT
yeah, you're so right 3 arbiters are so much better than 3 corsairs!! And 3 battlecrusiers are so much better than 3 wraiths, Terrans should quit doing stupid wraith rushes against Z and T, cuz x BCs are much better than x wraiths.
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making 5 sairs rather than 5 zeals helps you ALOT more in a 200 vs 200 battle when you have all your min + gas sitting around while your going to be maxed, you can afford to add a few sairs when you see t is playing defencive, sairs shouldnt be an alternative for arbs you could just add them into your unit mix with ur arbs, theyd help for easier recalls too on maps like blue storm
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the "APM" arguments are so retarded: just because it's different doesn't mean it requires more APM. in fact, i imagine the same arguments used against queens are being used here:
1.) "they use up precious APM" 2.) " HOW CAN YOU FIT THEM INTO A BUILD ORDER" 3.) "defilers/arbiters are BETTER"
fact is that most of these arguments are based around one underlying premise: the dislike of anything new or nontraditional. but if we discard this type of irrational thinking, the following would become clear:
1.) DWebb>>>>>> Stasis. The reason being is it forces terran tanks to unsiege and move. TvP is all about positioning: if T is able to set their tanks/mines/turrets before P attacks, T wins. If P is able to catch them out of position, P wins. Dwebb forces T to be out of position while being attacked. Stasis, on the other hand, merely weakens the unit count of Terran temporarily, but barring a series of perfect stasis traps, doesn't force T to reposition.
2.) Cloaking sucks. By the time arbiters are out, T will have at least 2 scans and up to 4, not to mention science vessels and mines.
3.) Recalls are good, but sometimes counterproductive. Really, the ability to recall successfully reflects upon the game-sense of the player. In the hands of a dumb P, recall will not divert the Terran push and will only weaken the P's ability to defend. Because P lacks AoE units to buildings, they will do minimal infrastructure damage and will eventually be defended by scvs + produced units.
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Even the best players in the world get raped by cloaking. I think you charging into a 10 second scan when you have infinite cloak is dumb. Wait 10 seconds. Cloaking is chief.
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A. Any number of corsairs during mid-game will cost too much resources and a timing push will cost you the game. At 150/100 resource cost, it is more expensive than a dragoon.
B. Corsairs are more macro and micro intensive than arbitors.
C. D-Web has a smaller area of effect.
D. In the late game, the terran has 3-3 upgrades, or is on the way of having 3-3 upgrades. Arbitors are the answer to the upgrades because they take a chunk out of the terran army. At the same time, the terran army becomes more mobile because of the upgrades. The terran can choose to siege up only half the tanks and still have a formidable army.
E. D-Web renders zealots useless. Zealots can't get among the tanks and kill them.
F. Finally, D-Web does not last long enough. At 3-3 upgrades, you're looking at a full macro-on terran. It will take a lot of D-web to be cost-effective. At such a high upgrade, the terran can afford to simply walk out of it. With arbitors, you're taking away a chunk out of the terran army for quite a while, you can also cloak which is useful, as it hides at the very least part of your army.
Stop theory-crafting and do it. Show us replays against a competent terran where you won the battle.
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Something to add to the statements by dyos.
On January 07 2009 04:34 dyos wrote: A. Any number of corsairs during mid-game will cost too much resources and a timing push will cost you the game. At 150/100 resource cost, it is more expensive than a dragoon. a well placed disruption web far exceeds the power of one dragoon, but its only more cost effective if the disruption webs land in a good place thus needing to be in the hands of an experienced player.
C. D-Web has a smaller area of effect. I actually believe the amount of area you can cover with corsairs versus arbiters is actually more unless your stasises land perfectly as you'll have far more corsairs than you will ever have arbiters.
The rest I more or less agree with, it seems like Corsairs have no room in the "perfect" PvT.
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On January 07 2009 04:57 Puosu wrote:Something to add to the statements by dyos. Show nested quote +On January 07 2009 04:34 dyos wrote: A. Any number of corsairs during mid-game will cost too much resources and a timing push will cost you the game. At 150/100 resource cost, it is more expensive than a dragoon. a well placed disruption web far exceeds the power of one dragoon, but its only more cost effective if the disruption webs land in a good place thus needing to be in the hands of an experienced player.
C. D-Web has a smaller area of effect. I actually believe the amount of area you can cover with corsairs versus arbiters is actually more unless your stasises land perfectly as you'll have far more corsairs than you will ever have arbiters.
The rest I more or less agree with, it seems like Corsairs have no room in the "perfect" PvT.
It costs more than just 150/100 per corsair. It costs time and resource to invest into corsairs. It costs time to charge up the energy. Stargate, Fleet beacon, and research. That costs a lot of resources, and you don't even get to use them until your corsairs gets 125 energy. If you invest into all of that, the terran can just stomp you with vulture harass alone.
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On January 07 2009 03:17 Geo.Rion wrote:Show nested quote +On January 07 2009 03:11 MaGic~PhiL wrote: this is so.. stupid ?
It's so obvious why sairs are no viable option in PvT. Arbs are better on so so many occasions.. Additionally: 1 arbs can already be good. 2 or 3 arbs are a fucking huge deal and can stasis like half of a big big terran army. 3 corsairs - do nothing, really..
I mean sometimes it makes me wonder: This topic has got be posted out of pure boredom.
It's just 2 obvious why and that arbiter/s >>>>> cors in PvT
yeah, you're so right 3 arbiters are so much better than 3 corsairs!! And 3 battlecrusiers are so much better than 3 wraiths, Terrans should quit doing stupid wraith rushes against Z and T, cuz x BCs are much better than x wraiths. So what's your point other than to be a dick? He's right in the fact that they really just all around suck in PvT. Go ahead and try to do this to a competent Terran, and he will have a nice big sigh of relief that he doesn't have to deal with a good Protoss.
Also to counter the point of the tech being similar to Carriers: If you have corsairs, which would make him already expect Carriers in the near future, he would continue to scan the stargates and remove the element of surprise, which is really big when using Carriers. Also, he might counter the Corsairs with adding goliaths and range, which further prepares him for the Carriers, making that element of surprise even less effective.
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Sairs are weaker physically than Arbs , but they are faster sorry if it was mentioned, I skipped most of the thread
Sairs could be a nice tactic, I guess, but they're actually slow to obtain with Dweb upgraded, and if you went Templar tech at a proper timing, Arbiters should really be nearly as accessible as 'sairs, and it's obvious they're a much better tech unit all in all, imo
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Can micro out of D-web. Arbs cloak Arbs have recall Arbs can shoot ground units
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Calgary25963 Posts
Ah this thread is an abomination but I don't know what to do.
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On January 06 2009 11:22 Jonoman92 wrote: Most of us have seen the rare PvT where a few dwebs are able to disable a ton of tanks and completely turn the outcome of a battle and the game. Why is it that stasis is the norm and dweb is the rarity?
Negatives of Dweb: -AoE (area of effect) is slightly smaller? (Although they are pretty close, not sure on this) -It doesn't last as long -Spell range is shorter? (Not sure on this either) -Costs 125 energy instead of 100 -Corsairs cannot cast recall or cloak your units
Positives of Dweb: -Corsairs are faster and cheaper than arbiters. -Corsairs build very quickly and once the ability is researched it is easy to have a few with enough energy to cast some dwebs -While tanks are covered not only can they not attack but they are still vulnerable as well. -2 corsairs cost much less gas than one arbiter (albeit more minerals) so gas can be spent on additional templars/upgrades -Easy transition to carriers if desirable.
I'm considering trying to use dweb more often in my PvTs and seeing how it goes.
Because sairs don't cloak your units.
Dweb doesnt even last long enough for your attack to finish.
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corsairs dont have a usefulness in terms of terran strats that they work vs as much as arbiters do.
You are most likely using only dweb and not the air to air attack but i think it might work it terran is also doing some port shit
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On January 07 2009 03:38 d_so wrote: the "APM" arguments are so retarded: just because it's different doesn't mean it requires more APM. in fact, i imagine the same arguments used against queens are being used here:
1.) "they use up precious APM" 2.) " HOW CAN YOU FIT THEM INTO A BUILD ORDER" 3.) "defilers/arbiters are BETTER"
fact is that most of these arguments are based around one underlying premise: the dislike of anything new or nontraditional. but if we discard this type of irrational thinking, the following would become clear:
1.) DWebb>>>>>> Stasis. The reason being is it forces terran tanks to unsiege and move. TvP is all about positioning: if T is able to set their tanks/mines/turrets before P attacks, T wins. If P is able to catch them out of position, P wins. Dwebb forces T to be out of position while being attacked. Stasis, on the other hand, merely weakens the unit count of Terran temporarily, but barring a series of perfect stasis traps, doesn't force T to reposition.
2.) Cloaking sucks. By the time arbiters are out, T will have at least 2 scans and up to 4, not to mention science vessels and mines.
3.) Recalls are good, but sometimes counterproductive. Really, the ability to recall successfully reflects upon the game-sense of the player. In the hands of a dumb P, recall will not divert the Terran push and will only weaken the P's ability to defend. Because P lacks AoE units to buildings, they will do minimal infrastructure damage and will eventually be defended by scvs + produced units.
You best be joking.
1.) DWebb>>>>>> Stasis. The reason being is it forces terran tanks to unsiege and move. TvP is all about positioning: if T is able to set their tanks/mines/turrets before P attacks, T wins. If P is able to catch them out of position, P wins. Dwebb forces T to be out of position while being attacked. Stasis, on the other hand, merely weakens the unit count of Terran temporarily, but barring a series of perfect stasis traps, doesn't force T to reposition.
So having the Terran unsiege and move some tanks is more effective than completely removing them from the battle? DWeb doesn't even last long enough for an attack to be completed, so you have to take into account that to have the effectiveness of the length of stasis, you'll probably need 250 energy instead of 100, unless it's an amazingly one sided fight or one player retreats. Your point is bad in the fact that you think making them move tanks are more effective than completely removing them from the fight; I hope you realize that after moving, the Terran can still fight with the units, else your point would be ignored in the fact that he didn't have to reposition, leaving only a 1/3 time stasis for more energy.
2.) Cloaking sucks. By the time arbiters are out, T will have at least 2 scans and up to 4, not to mention science vessels and mines. Maybe you're just joking here, I'm not sure. Terran will have at least two scans? Good thing those scans don't ever have to be used for other shit like, maybe, scouting? Having to use all of your scans during battle keeps from being able to use them to scout where the enemy position is, what other tech he may have, or anything else important for that matter. Science Vessels are a possibility to have out, but honestly they get picked off so quickly and are a big target for a Protoss so they are only limited, just like the scans. And mines definately aren't valid in this conversation seeing as how they are an advantage in every TvP situation, not just against Arbiters.
3.) Recalls are good, but sometimes counterproductive. Really, the ability to recall successfully reflects upon the game-sense of the player. In the hands of a dumb P, recall will not divert the Terran push and will only weaken the P's ability to defend. Because P lacks AoE units to buildings, they will do minimal infrastructure damage and will eventually be defended by scvs + produced units. I'll end this argument here, since I think you should go clean up a good Protoss recall with scvs and 2 fresh tanks.
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