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I'm constantly contemplating new ways of using different units and abilities and incorporate those in my regular play. In order for something to pass the test, so to speak, the 'gimmick' needs to be not effective but efficient (cost effective). That being said I simply couldn't find a way to use the hunter-seeker efficiently, allow me to explain why.
1)The raven costs a lot of gas, gas that a Terran needs desperately, you use gas for tanks, vikings, banshees... pretty much every unit excluding marines and hellions, so the only situation i get ravens out is if i need mobile detection, or in some cases for the point defense drone (which is also effective not efficient, but since i already have a raven out, might as well use it, but that's another story)
2)The Hunter-seeker needs to be researched which adds more gas cost, and time to research making it a late game spell
3)The hunter seeker does 100 AoE damage instant, while some would argue that this the best of its equivalents, it simply is not the case. Energy cost wise 2.5 fungal growths deal the same damage, storms would over time deal more damage as well. Hunter seeker also damages your own units, so the only good units to use it against in a scirmish would be on the clumped enemy ranged units (i.e. Hydras), which brings us to the next problem, the cast range.
4)Cast range and dodgeability. The cast range is relative, if you want to make sure it hits you need to get closer, getting closer means the raven is likely to die, casting it from far makes the enemy more likely to dodge it, since it moves extremely slow.
5)125 energy cost! It needs to be researched.
All these points add up to an unusable spell in terms of efficiency. 1)200 gas could be used to get 2 tanks which will do more damage than 1 hunter-seeker, a raven can't cast more than 1 in the same battle.
2)200 gas could be used to get a ghost which has EMP, a better spell for the same amount of gas + no research cost.
3)In every matchup, other units are more rewarding for the same gas investment. In TvZ its better to get tanks, they will kill more units than ravens with the same gas cost. In TvP massing ravens is not an option since you are saving up your mana which BEGS you to get Fed-back by templars. if you have a raven out better to use the energy for point-defense drones. In TvT you just don't get ravens often, TvT is often Viking heavy, and the only use of a raven in that MU is to cast point-defense drone in viking scirmishes.
Conclusion: The Hunter-seeker is just an inefficient spell. getting it when you are not in a huge lead can put you behind. And its design is bad: it's verry simmilar to a scarab from SC:BW, but thrown from the air (flying scarabs! imba right ), but it doesn't cost minerals to build, it requires a ton of energy and is easily countered and dodged, unless you want to get close and sacrifice a viking to get it in, but as mentioned before, get 2 tanks and voila, same damage, or get something else. Is it a good investment if you already have vikings out? No, use point-defense drone. I don't want to sound regressive but i wish i had Irradiate over this spell. 
Comment.
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Sweden33719 Posts
The hunter seeker missile was fine in the first patch, when it was super bugged and did 12398012930123 damage, but probably still not imbalanced.
Now it's useless, maybe ok in late game viking vs viking wars....
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the missile was good before when it was "bugged" but now its ridiculously weak for its cost. It should atleast be better than PDD since it requires more research and energy but its not.
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125mana.... thats way too much. Even if you research the +25mana upgrade, it will still take forever to reach the mana needed.
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The raven is good for a lot more than just casting HSM. So if ravens are part of your overall strategy, then HSM is probably totally worth it, because you will probably have plenty of ravens that can build up energy.
You are right that HSM probably isn't something you rush to or will be a bulk damage ability like storm, but that doesn't mean it is useless. It is like, if you build one or two reapers as part of your opening to push on a little pressure and to scout, then you probably don't want to get reaper speed, it just isn't worth it. However, if you are opening heavy reaper in order to keep your opponent in his base while you expand, reaper speed is definitely worth it.
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Sweden33719 Posts
In the vast majority of situations, I'd rather have PDD or auto-turrets. It's ok vs Mutas, ok vs Vikings.... But it should be cheaper or better.
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I also tried to mass ravens in a 3v3 recently. I'v shot a blob of marines with 1 HSM, and only 2 marines died. A few patches ago, it would have killed them all... The AOE damage effect change greatly affected the HSM imo.
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On May 30 2010 23:48 FrozenArbiter wrote: In the vast majority of situations, I'd rather have PDD or auto-turrets. It's ok vs Mutas, ok vs Vikings.... But it should be cheaper or better.
Exactly, PDD and autoturret are just a better use of the energy than HSM, and you don't use gas to research.
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I really think Durable Materials upgrade should upgrade HSM's range to 9 to make the skill useful.
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On May 30 2010 23:58 mrlie3 wrote: I really think Durable Materials upgrade should upgrade HSM's range to 9 to make the skill useful.
That's another 100 or 150 gas...
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HSM used to be amazing. It used to instant glib a group of hydralisks. 2 of them would annihilate a group of mutas/vikings. I much preferred it as a Fusion Core tech (harder to get) but simply much better.
Now it only kills 1 hydralisk and puts a few other hydralisks at half health. It probably does around 200 damage total for the same energy and research cost as Yamato Cannon which does a lot more. In fact, against most army compositions, it's not even worth the enemy's time to dodge the HSM's. I used it post-nerf against a blob of Protoss units. About 8 HSM's on his ball of stalker/zealot/collosus/sentry and they just strolled right through with maybe just a couple stalkers dying and slapping the shields off the rest. I have EMP for this which is much easier to use and to get. Prior to the nerf, it would have killed at least half his army.
I completely agree with you that HSM is not worth it in the current state of things. Blizzard's goal of making it more used made it completely useless.
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HSM has needed a massive buff since the beginning. The bugged splash damage is what kept it useful at all, but 125 energy on a unit you really don't want to be massing is ridiculous. 9 times out of 10 I'd rather throw down autoturrets or a PDD if I did want to use my raven energy. HSM should be 100 energy (so you can chain cast 2) and should do way more damage than it does now.
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has anyone tried cloaking a banshee, firing HSM at your banshee - flying your banshee about 25-30 range before exploding on a group of enemies?
quite a nice thought - your opponent just seeing a HSM appear from the fog of war.
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HSM felt fine at first, but now that it's got its "nerf" and that tanks and thors have been improved, the HSM feels a bit unnecessary since you have much more reliable ways of dealing splash damage.
@tarsier
yeah people did that and wrote about it on these forums a bit a while ago had much more payoff for time invested in the previous iteration of HSM
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Now that it is "working as intended" it simply isn't viable against almost anything. I mean it is great for walking into a mineral line and annihilating a bunch of workers, since the "half damage" splash range will still kill workers and has a decent radius, but you get it so late in the game that it's simply far too likely that air defenses will have been erected by that point and then it's simply impossible.
It would be nice if they went back to the HSM that was available on the Nighthawk when the unit was first shown to us in a battle report. It was probably a little OP back then though.
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Agreed. I want to use it because I love the original concept - but it's certainly not good enough for the cost. They need to either make it more powerful/easier to use (i.e. faster or with a bigger casting range) or drastically reduce the cost.
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It was great, but then blizz "buffed it" by making it not require Fusion Core and then, to prevent imbalance, made it worthless.
The range nerf is the worst, it practically turns a raven into a shitty baneling.
This is the story of SC2. Make something easier to get to, generally better, overall great, then unusable so as not to make it imba...
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i loved it the way it was. Now it feels so weak, even if you ignore cost of the raven, research, and time to get enough energy, it's almost too much of a fiddle to even bother using it for such a small reward. I mean, with the time spent microing a raven to get off a good HSM there's so many other things I could be doing instead, like dropping a nuke for 30x more damage.
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On May 30 2010 23:53 eugen1225 wrote:Show nested quote +On May 30 2010 23:48 FrozenArbiter wrote: In the vast majority of situations, I'd rather have PDD or auto-turrets. It's ok vs Mutas, ok vs Vikings.... But it should be cheaper or better. Exactly, PDD and autoturret are just a better use of the energy than HSM, and you don't use gas to research.
i sincerely think that HSM is too weak right now, and useless compared to the other abilities of the raven. However, underpowered abilities like this one are crucial. Comapring SC2 to SC:BW when in a specific matchup only a handful of units were used, now every race can successfully implement various strategies. In this case, if you got a full-mana raven tucked away in your base for a rainy day (just a hypotesis) you can then snipe a bunch of grouped hydras, lings or maybe drones. You can also defend your main army's retreat when the enemy's army chases them through a choke. And even if the spell is utterly useless, it's good to have it in the game, as it expands the strategical pallete of a very creative player (cannot begin to imagine a BoXeR-like player using these)
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Raven does need to be buff-ed about the gas cost -.-' imo
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Aw man, you guys are making me miss the old HSM 
I use a raven or two in almost every matchup, but I can't remember the last time I used HSM or even upgraded it.
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The HSM is quite useless. I thought with the "buff" bringing down the tech from Fusion Core to the Starport was going to make the HSM much more viable and much more useful but the petty damage of it is just pathetic. You'd think it'd do great against Bioballs-think again. Considering the energy cost of it and its damage you'd need several Ravens all with high energy to cast that crap spell. PDD is more affective against bioballs. Against Hydras-unless you sneak a Raven to flank the hydras..the Hydras can just sliver away in no time and then your Raven just spent all its energy so its useless now. And HSM is useless against P units. You would think with lowering the Tech for HSM it would be more efficient and viable but it is just a joke.
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I think Terran has enough AoE potential, perhaps this spell should be replaced instead of getting buffed.
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On May 31 2010 04:50 CruelZeratul wrote: I think Terran has enough AoE potential, perhaps this spell should be replaced instead of getting buffed. You mean Tanks and Thor's Air? You do have an interesting point. Any type of new spell?
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i think the AoE damage radius is wayyyyy too small, and the fact that you have to be so close to cast it. my ravens always end up getting picked off, and then the sad little HSM explodes, maybe killing 1 hydra if im lucky.
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On May 31 2010 04:54 ccdnl wrote:Show nested quote +On May 31 2010 04:50 CruelZeratul wrote: I think Terran has enough AoE potential, perhaps this spell should be replaced instead of getting buffed. You mean Tanks and Thor's Air? You do have an interesting point. Any type of new spell?
Yeah, thats what I mean and no, I don't have a good spell in mind.
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On May 31 2010 05:01 CruelZeratul wrote:Show nested quote +On May 31 2010 04:54 ccdnl wrote:On May 31 2010 04:50 CruelZeratul wrote: I think Terran has enough AoE potential, perhaps this spell should be replaced instead of getting buffed. You mean Tanks and Thor's Air? You do have an interesting point. Any type of new spell? Yeah, thats what I mean and no, I don't have a good spell in mind.
Then I agree with you, I wasn't even thinking about that, nice. Tanks Aoe and Thor's Air is superior compare to HSM considering its low range, small radius and low damage. Yeah a replacement spell would be a great solution.
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Short fix to your OP: a tank is 125 gas, not 100, so a Raven is more like a tank and a viking instead of 2 tanks. Just being nit-picky 
On topic: I never see myself wasting resources on this spell unless Zerg is a ballsy player who has no concern for what happens to his a-moved mass mutalisks. Using a HSM not only drains a Raven's energy, but it also loses you a PDD because a Raven can't cast both spells in a single battle. I don't think the ability is useless, it DOES do a great deal of damage. However it's really hard to pull off to be effective enough. I guess my biggest concern is that you can't use this ability consistently throughout your games and have the same level of effectiveness.
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makes more sense to have it cost 75 mana or even 100.. 125 puts you in a decision to almost always use the PDD first. Once you use a HSM, you can only cast auto turrets during a heat of battle. I just don't see how a HSM or two can change the outcome of a battle, especially when you really need it, it doesn't save u. On the contrary, they get wasted by getting dodged.
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hunter seeker is very effective against mass mutas. It makes their HP bar red, and can hit in a large area. It's pretty difficult getting it to hit, though. You have to flank with the raven so that the mutas can't run away easily.
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It's disgustingly useless. Maybe if they increase the Area in which the damage was affected and decreased, the diminished effect/damage as the area increase by a smaller percentile allowing for greater damagae over a great area.
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If ravens cost anything less than 200 gas, my current TvZ strat would be wayyyyy overpowered.
In my strat, I use HSM for only two things.
1) Mineral line shots. 2) Against a significant number of roaches (because AT's are useless against them).
Other than that, I've had a rediculously high success rate against zerg just by using mass ravens and marines (just spanking the excess minerals and a moving them towards a random zerg expansion).
Zerg has to engage the auto turrets and they have to engage the marines. You can keep up a constant harass on him until he crumbles.
But yea, HSM used to be really good but it was overpowered once you got a significant number of ravens. It was like an instant casting nuke that could be launched from the air.
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On May 31 2010 04:57 Puremiss wrote: i think the AoE damage radius is wayyyyy too small, and the fact that you have to be so close to cast it. my ravens always end up getting picked off, and then the sad little HSM explodes, maybe killing 1 hydra if im lucky.
Remove HSM and add back in lockdown for TvT !!!! Weeeee haha at your tanks : P
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On May 30 2010 23:30 eugen1225 wrote: 3)The hunter seeker does 100 AoE damage instant, while some would argue that this the best of its equivalents, it simply is not the case. Energy cost wise 2.5 fungal growths deal the same damage, storms would over time deal more damage as well. Hunter seeker also damages your own units, so the only good units to use it against in a scirmish would be on the clumped enemy ranged units (i.e. Hydras), which brings us to the next problem, the cast range.
Storm deals 80 dmg over 4 sec (20+20+20+20). So what you say is not exactly true. (its range is shorter, it deals damage to your own army and the upgrade is longer to get and costs also 200/200). So there's nothing to complain so much 
(high templars are also not as mobile as hawks. They require a dedicated building to be available. And they dont have the crazy turrets thing...)
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Yeah, since the range nerf (6 is marine range wtf?!?) and damage nerf it's not even close to worth it anymore 
I was so excited when they moved the upgrade from the fusion core to the tech lab, too...
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Here are the problems I see with the HSM (listed in order of relevance which restrict its use):
1. Energy cost: At 125 energy, it means the Raven can do little else throughout the battle 2. Damage: The spell simply doesn't hit hard enough, for something which can be 100% avoided (something no other spell in the game has - even Psi Storm is guaranteed to deal some damage) it should be truly devastating. 3. Ease of Avoidance: IIRC the spell puts a laser pointing directly to the unit it targets, the player can click that unit (since SC2 units don't cluster nearly as much as in BW) and simply run it in the opposite direction until the duration expires. 4. Cost-prohibitive tech requirements: Getting the HSM simply costs too much, by the time it becomes available it is far too easy to be countered by static defenses or simple army composition 5. Short Range: The spell puts the Raven in extreme danger to use effectively, and risking an expensive unit for something that might do damage isn't generally a good plan. Problem with increasing the cast range though is it simply gives more time for your opponent do dodge it.
I believe that taking any two of the first three and addressing those issues will lead to a much more balanced and usable ability. For instance, reduce energy and make it unavoidable or less energy and more damage, but still can be dodged, or same energy terrible terrible damage and unavoidable (but still possible to limit damage from moving units away from the targeted unit).
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In late game TvZ where I go bio I can lose a maxed 3/3 mmm army vs pure (not even maxed) ling/baneling. I'm thinking that a few ravens with HSM into clumps of banelings could help a lot though. Need to try it out though. I think it may be useful TvZ but i doubt it would be in the other MUs.
The problem is tanks fulfill a somewhat similiar role but I figure I should give ravens w/ HSM a try.
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HSM is pretty cool, but I never use it. A slight range or damage buff could do wonders for it.
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On May 31 2010 05:41 AcrossFiveJulys wrote:Yeah, since the range nerf (6 is marine range wtf?!?) and damage nerf it's not even close to worth it anymore  I was so excited when they moved the upgrade from the fusion core to the tech lab, too...
6 is not marine range. Marine range is 5.
I feel like there is a lot of AoE overlap with mech unit compositions but if you are playing bio, HSM is intended to be the mobile AoE special-target spell, kinda like MM+Vessel was in SC1. But it just doesn't seem to cut it, either from it's damage, the range, the cost, etc.
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I think the range and aoe size could use a buff, because right now its only useful to kill mutalisks on TvZ. Actually ravens are great unit to get as terran vs. zerg because basically it helps you deal with either tier 2 unit zerg decides to get (PDD vs. hydras and HSM for mutalisk cloud).
I have used it rarely on long games to soften battle cruisers on tvt, but basically it is pretty much TvZ only as vs. protoss all you really want ravens for is the PDD spam against stalkers and for detecting of observers and possible DTs. Vs Terrans its about same thing, useful against MMM ball but generally you got siege tanks for that anyway and against vikings PDD tends to be more useful than HSM because vikings don't stack like mutalisks do.
So yeah; lets see range/aoe buff for it so you could ATLEAST use it for blitzing workers without needing 3-4 ravens for the job, or atleast lets see a huge energy cost decrease so 1 raven might actually get more than 1-2 missiles off during the entire game. Not that huge buff priority though because as pointed out PDD and the detecting still make raven insanely useful unit even if HSM sucks most of the time.
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2 things, HSM can't be compared to storm, storm is a far better spell! Second, I think the raven needs some attention, the infester got so many tweaks, how about we tweak the raven a bit.
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I've never found myself in a situation where I needed to use HSM. The upgrade cost isn't just worth it and I'd rather use PDD or AT.
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Sweden33719 Posts
On May 31 2010 05:48 Jonoman92 wrote: In late game TvZ where I go bio I can lose a maxed 3/3 mmm army vs pure (not even maxed) ling/baneling. I'm thinking that a few ravens with HSM into clumps of banelings could help a lot though. Need to try it out though. I think it may be useful TvZ but i doubt it would be in the other MUs.
The problem is tanks fulfill a somewhat similiar role but I figure I should give ravens w/ HSM a try. Not worth it, make tanks or use ghosts or something instead. Tried using raven for that a lot in the past and I just don't think it's worth making them when I could be making medivacs or tanks >.<
I mean, it's ok vs banelings but... Meh. There's also the danger of your ravens being MC:ed now, so I'm not sure how big of a fan I am of using them against zerg at all.
On May 31 2010 07:36 eugen1225 wrote: 2 things, HSM can't be compared to storm, storm is a far better spell! Second, I think the raven needs some attention, the infester got so many tweaks, how about we tweak the raven a bit. I dunno, I think the PDD and auto-turret should probably be left alone (maybe let the auto-turret benefit from attack upgrades), as PDD is like... one of the best spells in the game, maybe the best.
They should be very gentle with any raven tweaking I think.
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pdd is so strong it should swap places with hsm for starters. and a radius increase of the splash would be cool too!
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Storm owns HSM as it should really just drop HSM and toss in lockdown its more of a terran spell and like they said we have more aoe then we need /shrug.
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On May 31 2010 05:48 Jonoman92 wrote: In late game TvZ where I go bio I can lose a maxed 3/3 mmm army vs pure (not even maxed) ling/baneling. I'm thinking that a few ravens with HSM into clumps of banelings could help a lot though. Need to try it out though. I think it may be useful TvZ but i doubt it would be in the other MUs.
The problem is tanks fulfill a somewhat similiar role but I figure I should give ravens w/ HSM a try.
having given both a try, tanks are 200x better in this scenario
hsm just takes too long to hit. a sieged tank with vision has 13 range, and they one-shot banelings. HSM overkills banelings significantly more and has to be positioned 7 hexes in front of your army to hit with the same range, not to mention it's unreliable.
ravens are great in TvZ, but definitely not in that application. the idea is to force him to build hydras or mutas and then push with PDD. great in combination with banshees. marauders work too, but as you mentioned, enough banelings can do a number on them, so you have to balance your raven production with tanks in that composition (and honestly, that's going to work out better anyway. more gas for upgrades and medivacs.)
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PDD is possible the best 'ability' that the terran units have in my opinion. In a game I played on the weekend, a zerg busted my backdoor on kulas ravine - I moved my army around to try and stop him, but only got 3 marauders, 2 hellions and 1 tank over there to defend - and 3 ravens.
The dude had about 25-30 hydras, I popped down 3 PDD's (and a fourth shortly after) and killed it all. <3
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if you're handsome u can go mass raven vs viking tank in tvt and plop about 20 hsms on the vikings
otherwise no. old hsm was ok, but had flaws, new one is totally useless
in fact i've only used it on clustered probes LOL...reducing hsm to 'storm drop' role...
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I feel like the HSM should be doing what siege tanks currently do (destroy large groups of units with disgusting cost efficiency) and have the tank severely nerfed and role possibly changed
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On May 31 2010 05:29 AcidReniX wrote: If ravens cost anything less than 200 gas, my current TvZ strat would be wayyyyy overpowered.
In my strat, I use HSM for only two things.
1) Mineral line shots. 2) Against a significant number of roaches (because AT's are useless against them).
Other than that, I've had a rediculously high success rate against zerg just by using mass ravens and marines (just spanking the excess minerals and a moving them towards a random zerg expansion).
Zerg has to engage the auto turrets and they have to engage the marines. You can keep up a constant harass on him until he crumbles.
But yea, HSM used to be really good but it was overpowered once you got a significant number of ravens. It was like an instant casting nuke that could be launched from the air.
mineral line shots are now useless with HSM, since the small radius, while placing down some turrets in the mineral lines are way more effective (meaning you do it while atacking somewhere else, or the zerg is a real n00b)
but then, again if you can pull this thing off, then i guess you really should have gone for a nice marine/marauder drop
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Well considering that terran is already too good, I do not think this ability needs a buff. If some a+move units and tactics were nerfed then I would welcome buffing abilities that need more micro to use.
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I once massed ravens against a terran that was massing BC's, all of the BC's died in less then 5 seconds, and I lost like 2 ravens, it was majestic
mabye the only time I've truly thought HSM was OP
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imo ravens are really really strong, and hunter seeker missile can do crazy ammount of dmg/ snipe infestors
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On May 31 2010 18:45 h4xh4xh4x wrote: HSM is useless now. +1
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just give HSM a good speed, it was fine it spent ages to its target before, but now it makes no sense
Well considering that terran is already too good, I do not think this ability needs a buff. If some a+move units and tactics were nerfed then I would welcome buffing abilities that need more micro to use.
No point in keeping useless aspects of a race even if some aspects of teh race is considered "too good"
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you will ALWAYS see either hydra, or muta in a zvt. I think HT's for toss and HSM for terran are under used against zerg because they do terrible damage, and they are very effective.
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On June 01 2010 00:11 slowmanrunning wrote: you will ALWAYS see either hydra, or muta in a zvt. I think HT's for toss and HSM for terran are under used against zerg because they do terrible damage, and they are very effective.
Against hydra or muta it will always be more beneficial to use the PDD
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On May 31 2010 07:48 {ToT}ColmA wrote:pdd is so strong it should swap places with hsm for starters. and a radius increase of the splash would be cool too!  yeah it's kind of funny that ravens get an awesome ability (pdd) for free, but you have to pay 150/150 to upgrade a really weak ability (HSM).
My suggestion is to change HSM to a spell that just does large damage to one target, like yamato cannon. Hell, why not just GIVE them the yamato cannon ability? let the one upgrade affect both ravens and BCs. It's not like we're seeing a lot of BC spam right now.
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idk about 2 units with the same abilities ^^
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HSM does too little damage to be picked over PDD. So no I dont see any viable way of using it besides trying to show some cute micro.
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On June 01 2010 00:40 Snowfield wrote: idk about 2 units with the same abilities ^^ i know, it sounds weird, but at least that would be unique. And ravens and BCs already seem to fit together well, so I think it would work.
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The problem I see with it is that terran now has units that essentially 'hit' for HSM style damage. Before siege tanks got their buff, and when thors did no splash damage, the HSM was needed to fight certain enemies. Now, why would you ever use HSM on hydras, just get 2-3 tanks, and you get a longer range un-dodgeable HSM every few seconds got a clump of mutas railing on you?, a few thors will do the same level of damage every few seconds that an HSM would have done.
The only time I can see using HSM a lot would be if you spot a big clumped ball of an army, and can dart in, fire off 2-4 HSMs into that ball, and dart back out. the HSM is being held weaker then it could be, because it is on a flying unit, and capable of being used to harass/whittle at an army.
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I think they should be as effective as the landmines where in SC2.
They should be viable ways of poking a army and keeping it on his toes.
Dunno about the whole "this breaks your army, durr durr" concept. It could work as a way to demand micro from your rival, but if 1 HSM breaks half of your army, ill just wait for a push on a choke and release two from the front and back.
Although seeing this would be awesome, terrans allready have ways of dealing lots and lots of damage in this situations (ie sieged tanks). I would like to see a way for the HSM to bring some sort of map control through tactical micro managment.
Ok, trying to translate all that in to a simpler phrase.
I would like HSM to depelop in a direction that complements the terrans tools and not to compete with the effective tools that they allready have.
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doublepostsorryforthemistakepleaseerase
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On June 01 2010 00:16 Snowfield wrote:Show nested quote +On June 01 2010 00:11 slowmanrunning wrote: you will ALWAYS see either hydra, or muta in a zvt. I think HT's for toss and HSM for terran are under used against zerg because they do terrible damage, and they are very effective. Against hydra or muta it will always be more beneficial to use the PDD
Useing hunter seeker missle vs mutas is a waste of eng 90 % of the time. People have the 10 apm to tell the mutas to turn around and run away and its a waste. Aslo not to stand right onto of the ravens lol.
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On June 01 2010 02:07 xnub wrote:Show nested quote +On June 01 2010 00:16 Snowfield wrote:On June 01 2010 00:11 slowmanrunning wrote: you will ALWAYS see either hydra, or muta in a zvt. I think HT's for toss and HSM for terran are under used against zerg because they do terrible damage, and they are very effective. Against hydra or muta it will always be more beneficial to use the PDD Useing hunter seeker missle vs mutas is a waste of eng 90 % of the time. People have the 10 apm to tell the mutas to turn around and run away and its a waste. Aslo not to stand right onto of the ravens lol. Personally I have had quite a bit of success with HSM against mutas. They stack into small pile so often that if you send a decent amount of vikings to draw the fire and attention then HSM them with your raven you'll quite often wipe them all out. No you wont be able to HSM them all match long because zerg'll be expecting it after first HSM(s), but overall I think 1-2 ravens hidden behind vikings is very effective way to deal with mutalisks, plus you'll want the ravens around to PDD hydras and scout any burrow cheese by roaches.
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