blizz plz make burrow hatch tech!
5 Things I've Noticed People Arn't Doing Enough - Page 4
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slowmanrunning
Canada285 Posts
blizz plz make burrow hatch tech! | ||
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KidA
United States17 Posts
On May 19 2010 10:36 SC2Phoenix wrote: Protoss players arnt using warpgates to their fullest, maybe its a APM cap but i wouldn't think so. Warp in a unit, transform into gateway build a unit and switch back. It will produce faster depending on what units you build and i hope we do see more of the higher APM players trying this I don't think this can be correct. You're saying, if I warp in a zealot, swap, build a zealot, and swap back and make a 3rd zealot it's faster? | ||
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Antimage
Canada1293 Posts
On May 19 2010 13:01 KidA wrote: I don't think this can be correct. You're saying, if I warp in a zealot, swap, build a zealot, and swap back and make a 3rd zealot it's faster? It's an APM sink which relies on you getting the timing exactly right. Which will be to your disadvantage if you get dropped or attacked and have to manage it for 3-4 seconds in the middle of your switching cycle. | ||
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Kronologic
Great Britain45 Posts
On May 19 2010 10:36 SC2Phoenix wrote: Protoss players arnt using warpgates to their fullest, maybe its a APM cap but i wouldn't think so. Warp in a unit, transform into gateway build a unit and switch back. It will produce faster depending on what units you build and i hope we do see more of the higher APM players trying this And costs 50 min 50 gas for the pleasure, doesn't it? Not exactly cost effective. Surely a few extra gateways/warpgates would be a better use of money and have the desired results (i.e. quantity of units) I'd go as far as to say "If you have the spare APM to do something like this, you probably could be using that APM more effectively else where" | ||
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da_head
Canada3350 Posts
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zealing
Canada806 Posts
not a terran and ravens get raped by my hydras so w/e i cant say anything about them. toss opening up void rays every game is lol. thats like a terran in bw going 2 port wraith every game, it works sometimes and will do lots of damage if controled well but w/e i got 2 queens you aint gonna do nothing but be behind in macro and gl going for a fe cause im gonna break your ramp by the time you get a voidray if i went 1base play let alone if your trying to expand. yes. zerg players need to get burrow like always. never seen ghosts vs zerg so i guess ill just end it there. | ||
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baconbits
United States419 Posts
On May 19 2010 07:37 Smikis wrote: agreed.. if i recall correctly its 150/150 for burrow.. another 100/100 for roach burrow.. each of them takes about 2 mins to research.. if not 3 for burrow... so totaling up to 5 mins ( maybe less , doesnt matter.. you need to do it early if you wanna use it in midgame ) if you get detected.. and you actually use more than 3 units.. which frankly would kill 5 probes at best.. and wouldnt be worth neither unit or upgrade cost.. you can instantly loose the game if detected.. shit you can sneak into someone base with 10-15 roaches.. kill half the base.. loose roaches.. and still loose the game.. i dont see how you imagine burrowed banelings harassing workers.. place them there before expansions? lmao.. You have them switched. Its 100/100 for Burrow, and 150/150 for Tunneling Claws for burrowed baneling thing, if you attack and sneak some burrowed banelings in, you could wait till they rebuild provided they don't notice them, but its pretty hard to forget about some glowing green blobs burrowing into your base | ||
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DrivE
United States2554 Posts
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tzenes
Canada64 Posts
On May 16 2010 00:49 Amber[LighT] wrote: ghosts do garbage damage. I've seen a lot of people saying this, and I'm not sure why... First, watch this: http://www.ustream.tv/recorded/6849611 You'll notice one of the biggest advantages ghosts bring is emp vs infestors. Infestors nicely shut down thor and marauder kite, plus add extra damage via fungal growth. Next, you'll see that snipe 1 shots banelings, nicely shutting that down as part of your bio ball. Finally, let's do some math: 25 energy per shot, 200 energy = 8 shots, 45 damage (no armor), 45*8=360 damage. That's 4.5 hydras per ghost or 3 muta. So if you're at full energy Ghosts counter Hydra/Muta for gas cost. Thus getting early ghosts is usually a good idea. The biggest problem here is roaches. Thankfully with the recent roach nerf we're seeing a lot more Hydra and Muta in the zerg army. So mixing in a couple ghosts with your Bioball is actually a smart strategy. One last note, ghosts have 100hp, which is ~twice as much as a marine. It also does twice the dps vs Light units. | ||
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evoli
United States333 Posts
On May 20 2010 01:01 Kronologic wrote: And costs 50 min 50 gas for the pleasure, doesn't it? Not exactly cost effective. Surely a few extra gateways/warpgates would be a better use of money and have the desired results (i.e. quantity of units) I'd go as far as to say "If you have the spare APM to do something like this, you probably could be using that APM more effectively else where" It costs 50 minerals and 50 gas for the research for warpgate; once the research is done you can switch between gateways and warpgates for free. | ||
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Amber[LighT]
United States5078 Posts
On May 20 2010 01:58 tzenes wrote: I've seen a lot of people saying this, and I'm not sure why... First, watch this: http://www.ustream.tv/recorded/6849611 You'll notice one of the biggest advantages ghosts bring is emp vs infestors. Infestors nicely shut down thor and marauder kite, plus add extra damage via fungal growth. Next, you'll see that snipe 1 shots banelings, nicely shutting that down as part of your bio ball. Finally, let's do some math: 25 energy per shot, 200 energy = 8 shots, 45 damage (no armor), 45*8=360 damage. That's 4.5 hydras per ghost or 3 muta. So if you're at full energy Ghosts counter Hydra/Muta for gas cost. Thus getting early ghosts is usually a good idea. The biggest problem here is roaches. Thankfully with the recent roach nerf we're seeing a lot more Hydra and Muta in the zerg army. So mixing in a couple ghosts with your Bioball is actually a smart strategy. One last note, ghosts have 100hp, which is ~twice as much as a marine. It also does twice the dps vs Light units. you are aware that by time you have 200 mana on even one ghost I will have more than 4.5 hydras right? Like.. a lot more... | ||
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