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[Q] Why Stasis instead of Dweb PvT? - Page 4

Forum Index > Brood War Strategy
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niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
January 07 2009 01:19 GMT
#61
On January 06 2009 12:00 baubo wrote:
Overall, arbiters IMO are just more well-rounded, and easier to use.

imo also
JaZz
Profile Joined December 2008
United States23 Posts
January 07 2009 02:23 GMT
#62
and dont forget recallz! >:O
dyos
Profile Joined June 2008
United States108 Posts
January 07 2009 05:23 GMT
#63
http://www.sclegacy.com/content/pimpest-plays-3/pimpest-plays-2003-8/#5

There. That guy used D-Web. I believed it was popular for a while, but blizzard shortened the effect of D-Web so it became less useful.
Louder
Profile Blog Joined September 2002
United States2276 Posts
January 07 2009 05:42 GMT
#64
I actually had a dweb build worked out that I used back in the first couple of season of ICCup. I beat some A level Koreans with it. Basically, did a normal 1 gate goon expo build into obs, mass enough to stop timing attack while getting quick 3rd, start 2 stargates as your 3rd nexus builds... make about 8 sairs before ramping up beyond 6 gate ground...

It's very micro intensive but it's awesome on maps where you can flank and stop T from just moving out from under the webs. Of course, you might be better off just making some temps But dweb sure is fun.
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
Last Edited: 2009-01-07 05:55:43
January 07 2009 05:51 GMT
#65
if you get dweb, i don't see a point to zealots.. i mean you could still use them if you dweb the front tank line, and then run zeals in. They won't attack, but you can hope for tanks in the back to bomb the tank along with the zealot. Otherwise, sair+goons would work against tanks under web. Vultures don't pose much of a threat... if he gets goliaths.... i guess you could use dweb on goliaths, or dweb his tanks and then run sairs while moving in the goon army
"Wanna join my [combo] clan?" "We play turret d competitively"
dyos
Profile Joined June 2008
United States108 Posts
January 07 2009 06:07 GMT
#66
Vultures are a big threat. The do 20 damage to shield, lay mines, and run around the map. A dragoon does 15 damage to a vulture. D-Web is a surprise tactic. a terran who sees it coming will simply push before your sairs get enough energy and then spam turrets with contain. Before 70 psi, you don't have enough resource to put corsairs.

Templar is just a much better progression because you will need the templar archives for upgrades anyways.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 07 2009 09:48 GMT
#67
Dweb on tanks, zealot engage, zealot do no damage
Dweb on army, terran pulls back, protoss falls into dweb, gets owned
Plus on recall either
Plus terran could still USE the Dwebed unit, simply move them out of range of the dweb, wherease stasis take them out of action fully.
Longer duration for stasis, as u said
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
January 07 2009 11:42 GMT
#68
i think it's nice in late game when you already have your forces up and want to recall the terrans main. if you're able to turn off his turrets and siegetanks when flying in with your arbs you definitly have a huge advantage.

but on the other hand you need to invest into a beacon and research dweb which is a lot of money. so if you want to cover your arbs while flying into a fortified main you're maybe better armed with hallucinated arbs. you already have your archieves up so hallucination is much cheaper to research.

in tvp corsairs have a lot of downsides compared to arbiters. it's fun to play goon/sair but at the same time it's very difficult to pull it off in mid-game. so i definitly prefer arbs with stasis and recall

recently i had the idea to build one or two scouts in pvt to hunt down the terrans vessels and protect arbiters from getting emp'ed. but after thinking a bit about it i don't think that it is really viable. by the time the terran has vessels he usually has a shitload of goliaths too and the scouts would be totally useless T_T
http://twitter.com/jhNz
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
January 07 2009 12:30 GMT
#69
Also, don't forget that the difference isn't just any difference.

If I'm not mistaken, DWeb is around 15 sec, while stasis is ~1 minute.
That's a big fuckin difference.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
Last Edited: 2009-01-07 12:50:54
January 07 2009 12:43 GMT
#70
that's true.
but i really don't like the effect that you cannot attack stasised units. if maelstrom would work on mechanic units as well, i guess i would rather use that instead of stasis. even though the duration is muuuuuch shorter.

[edit] don't get me wrong. i don't want to complain about stasis here i know that terrans are pissed enough about protoss at the moment so i don't complain at all here. i'm simply not a friend of freezing enemy units without damaging them. that's all

btw does stasis work only on units you actually see? or can you stasis a minefield without detection? (similar to ensnaring a cloaked dark templar without detection)
http://twitter.com/jhNz
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
Last Edited: 2009-01-07 12:49:50
January 07 2009 12:48 GMT
#71
nevermind. i accidently hit the quote instead of the edit button and posted my stuff again -.-
sry.
http://twitter.com/jhNz
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 07 2009 13:07 GMT
#72
On January 07 2009 21:43 jhNz wrote:
that's true.
but i really don't like the effect that you cannot attack stasised units. if maelstrom would work on mechanic units as well, i guess i would rather use that instead of stasis. even though the duration is muuuuuch shorter.

[edit] don't get me wrong. i don't want to complain about stasis here i know that terrans are pissed enough about protoss at the moment so i don't complain at all here. i'm simply not a friend of freezing enemy units without damaging them. that's all

btw does stasis work only on units you actually see? or can you stasis a minefield without detection? (similar to ensnaring a cloaked dark templar without detection)


I'm 99% sure you cannot stasis a burrowed unit. Detection or not.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
January 07 2009 13:11 GMT
#73
you can definitly stasis a mine you see, i'm almost 100% sure about that.
http://twitter.com/jhNz
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 07 2009 13:13 GMT
#74
On January 07 2009 22:11 jhNz wrote:
you can definitly stasis a mine you see, i'm almost 100% sure about that.


Even a burrowed one? If it's above ground, then yes, otherwise I don't think you can.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
January 07 2009 13:15 GMT
#75
i think that it is possible. the reason why i ask is because i've seen a stasised mine in the match between best and skyhigh this sunday on gom. i'm currently searching the scene in the vods and post it here. i'm not 100% sure if the mine was burrowed or not. but it was definitly stasised.

wait a minute i'll search it up in the vods.
http://twitter.com/jhNz
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2009-01-07 13:33:08
January 07 2009 13:21 GMT
#76
if u make lots of corsairs terran will obviously just run you over, no need for siege mode.

This thread is like asking why not use irradiate vs toss instead of using EMP? One option is so much better for obvious reasons.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Naib
Profile Blog Joined November 2004
Hungary4952 Posts
January 07 2009 13:52 GMT
#77
You guys should watch Lx vs puma if you want to see some corsairs in a PvT

+ Show Spoiler +
Medusa, 10-15 gate fails, turns into a macro game...Lx tries to harass with some reaver and goon usage while expanding, it doesn't do much. Puma moves out to meet some corsairs but EMP's them first, then they're joined by an arbiter, and Lx breaks the terran camp with some nice stasis + web, while the corsairs make short work of the few vessels puma has.

I'm not sure how he could afford all that when he didn't really damage the T early on.
Complete the cycle!
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
January 07 2009 14:07 GMT
#78
uhh...

dweb doesn't clog the ramp..but maynarding scvs/probes along the ramp moves the statised units..
energy takes forever
they are not intimidating
they don't force the terran on scans and on sci vessels (he's gonna get it anyway cuz of EMP)
they don't look cool (unless it PvZ)
dweb doesn't last long
if you have zealots, then they're useless if you cast the dweb wrong..
if you can clone 2 control groups of corsairs to cover everything you want then its great.
it doesn't really reduce the T army since it can be dodged after it is casted, especially by goliaths...
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Salv
Profile Blog Joined December 2007
Canada3083 Posts
January 07 2009 14:08 GMT
#79
On January 07 2009 22:52 Naib wrote:
You guys should watch Lx vs puma if you want to see some corsairs in a PvT

+ Show Spoiler +
Medusa, 10-15 gate fails, turns into a macro game...Lx tries to harass with some reaver and goon usage while expanding, it doesn't do much. Puma moves out to meet some corsairs but EMP's them first, then they're joined by an arbiter, and Lx breaks the terran camp with some nice stasis + web, while the corsairs make short work of the few vessels puma has.

I'm not sure how he could afford all that when he didn't really damage the T early on.


Damn Naib, beat me to it.


Yeah, Lx used webs to take out the vessels and lay some dweb down. I would say it was pretty effective, and Puma even managed to EMP quite a few of the sair.
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
January 07 2009 14:12 GMT
#80
On January 07 2009 22:13 Salv wrote:
Show nested quote +
On January 07 2009 22:11 jhNz wrote:
you can definitly stasis a mine you see, i'm almost 100% sure about that.


Even a burrowed one? If it's above ground, then yes, otherwise I don't think you can.

yes even a burrowed one...

it was fixed on a patch way back...statis now works properly on burrowed mines..
the cool thing is you get to cast spells even if your unit is under the web..

I'm not sure about lurkers though, but I think they won't fire since they are technically still under the dweb.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
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