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[D] Archon overlooked? - Page 5

Forum Index > StarCraft 2 Strategy
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terranghost
Profile Joined May 2010
United States980 Posts
May 05 2010 22:03 GMT
#81
On May 02 2010 15:26 Kakisho wrote:
Show nested quote +
On May 02 2010 08:29 febreze wrote:
They are still good against mutas, splash and all.


The splash was completely removed.

expiriment with it the splash is still there just very small.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
ultfrisbee
Profile Joined April 2010
Canada12 Posts
May 05 2010 23:24 GMT
#82
5 pages and still not a single replay?
nihlon
Profile Joined April 2010
Sweden5581 Posts
May 05 2010 23:42 GMT
#83
It seems like for the most part it's better to save your HT's and regen energy. Most time I've seen people merge them is in desperate situations, meaning they'll get taken down pretty fast anyway or when a players has such a massive advantage that they can safely merge them, but they would still have won the game. It's seems like it has a very small niche at the moment.
Banelings are too cute to blow up
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 00:04 GMT
#84
Save them if you've just blown up their army and don't feel like you have sufficient remainder to make a final push to kill expansions etc. If you feel like you do? Start makin' bacon and add them to your army.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 08 2010 16:22 GMT
#85
Archons are fucking incredibly good right now. One protoss did this archon timing attack thing after a clash. I have to break my clump a couple of times while engaging just to deal with them
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
May 08 2010 17:08 GMT
#86
Im really liking the archon, splash really makes them good. It's just that people haven't been using them enough nor found a good way of implementing them into standard play.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
DuneBug
Profile Joined April 2010
United States668 Posts
May 08 2010 17:13 GMT
#87
I tried out archon/zealot in a game and it worked alright. The guy 1-based mutalisked & tried to expand at gold minerals on blistering sands. His mutas tried to harrass but an archon in the mineral line and another in my base stopped him from doing anything really.

He expanded at the gold mineral patch and build tons of zerglings which zealot archon handled just fine and i was happy to have several archons vs mutalisks instead of stalkers.

When he switched to hydra/roach though that was pretty much the end of the archon's effectiveness. He did go brood lords in that game though and my archons took our the brood lords rather well, but if BL's were micro'd properly and kept over cliffs or something, I do not believe that would've happened.

My conclusion is that while zealot/archon does okay at warding off a lot of annoying strategies like... 3-6 mutalisk harrass, or mass zergling, after it goes later than that you should just save up energy for psi storm, and keep your templar alive. Also against any other race you're better off having feedback.
TIME TO SAY GOODNIGHT BRO!
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-05-08 17:38:30
May 08 2010 17:37 GMT
#88
archon splash
old: 0.093 (100%); 0.40 (50%); 0.80 (25%) -- originating at the edge of unit
new: 0.25 (100%); 0.50 (50%); 1.00 (25%) -- originating in the center of the unit

now... considering a ling, zealot, marine, e.a. filling a 0.375 radius, none but the target receive full damage except for perfectly stacked air units.... the smallest unit is the broodling with a 0.25 radius

it may have made more sense when it originated at the edge: with range 2, one could've attacked the second row of units. alas, that's now how the target priority system works.

so now, it is actually possible to scratch every target-neighbouring zergling with
50% -> 17.5dmg (+ 1.5 per upgrade)
25% -> 8.75dmg (+ .75 per upgrade)
however... armor values get substracted from that as well...

that said, the thor also deals splash damage: 100% across 0.5 - no declining steps. that's 4x12dmg over 3 seconds = 16dps against mutas.
archon does 50% across a 0.5 radius: 50%* 35dmg over 1.754seconds = 9.977 dps against mutas

less range, some more radius for 25%dmg etcetc yaddayadda.
... but maybe it helps gauging the archon's potential
rock is fine.. paper could need a buff, but scissors have to be nerfed
Kerotan89
Profile Joined April 2010
United Kingdom51 Posts
Last Edited: 2010-05-09 03:46:20
May 09 2010 01:11 GMT
#89
Ive been testing a early Archon push build, nothing set solid yet but heres some examples of me winning with this build:

Muta rush? game:
http://www.sc2rc.com/index.php/replay/show/4241

Bainling bust zerglings game:
http://www.sc2rc.com/index.php/replay/show/4242

A come back from major reaper harass, into mass marauder play:
http://www.sc2rc.com/index.php/replay/show/4264

Played in the gold league (1222ish rating, so not the best I guess..)
Rawr
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