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Beauty of skytoss vs zerg: why it should stay - Page 4

Forum Index > Legacy of the Void
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ElMeanYo
Profile Joined March 2011
United States1032 Posts
October 14 2015 20:37 GMT
#61
Does anyone remember this?



My how times have changed.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-10-17 13:11:29
October 17 2015 13:07 GMT
#62
I think the meta will move away from Skytoss as zerg players learn to deal with it. I hope neither the Lurker nor the Disruptor gets nerfed too early, because I think those two units will generate a sick ground vs ground PvZ in the long run.

Zerg players think the Disruptor is imba and hard counters the Lurker and Roach/Hydra.
Protoss players think the Lurker is too strong and kills everything Protoss has on the ground.

So let's just see how it goes after both races have learned to deal with the new units better. Of course maybe both will have to be nerfed eventually. On the other hand nerfing the Ultra armor by 1 would help both zvp and zvt immediately I think.
Maru and Serral are probably top 5.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
October 17 2015 13:15 GMT
#63
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.
RoomOfMush
Profile Joined March 2015
1296 Posts
October 17 2015 14:00 GMT
#64
On October 17 2015 22:15 Hider wrote:
Show nested quote +
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2015-10-17 19:38:08
October 17 2015 19:36 GMT
#65
On October 17 2015 23:00 RoomOfMush wrote:
Show nested quote +
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.
RoomOfMush
Profile Joined March 2015
1296 Posts
October 17 2015 19:56 GMT
#66
On October 18 2015 04:36 CheddarToss wrote:
Show nested quote +
On October 17 2015 23:00 RoomOfMush wrote:
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.

Stalkers are quite fast (well, faster then most other ground units), have good attack range and blink to get around impassable terrain. Their attack also has bonus against armored which most air units are. So all in all Stalkers are pretty decent. They might not be good in practice because of numbers, but design wise they are ideal for g2a.
FruitsPunchSamurai
Profile Joined August 2011
United Kingdom87 Posts
October 17 2015 22:02 GMT
#67
On October 18 2015 04:56 RoomOfMush wrote:
Show nested quote +
On October 18 2015 04:36 CheddarToss wrote:
On October 17 2015 23:00 RoomOfMush wrote:
On October 17 2015 22:15 Hider wrote:
Skytoss is similar to certain things such as, Marth in Melee, Caitlyn in League, and Mech: in the sense that they are easy to use at a low-mid level, but become very hard at a high level.


It's not about how hard something is to execute. It's about whether it creates interesting interactions, and in general when you need mass air to counter air, the gameplay becomes superlame. Ground AA units should be the default counter to air units.

Yep, thats the thing. The only good anti-air in SC2 is air units themselfs (and perhaps stalkers because of Blink).

What? Stalkers are terrible vs. most air. They don't even trade cost effectively vs Mutas.

Stalkers are quite fast (well, faster then most other ground units), have good attack range and blink to get around impassable terrain. Their attack also has bonus against armored which most air units are. So all in all Stalkers are pretty decent. They might not be good in practice because of numbers, but design wise they are ideal for g2a.

I think its more that their health and blink allows them to survive long enough to focus down some air units rather than getting insta-gibbed at range like hydras and marines. But stalkers are still pretty bad against large numbers of air units, especially when considering the cost-efficiency of engagements.
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