Simple Questions Simple Answers - Page 695
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amd098
Korea (North)1366 Posts
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JesterEric
United States26 Posts
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Raggamuffinoo
United Kingdom117 Posts
On August 25 2012 12:06 JesterEric wrote: Don't know if this has been asked, but why don't more pro players make more immortals? (like 15-20 in the late game) One obvious reason is that Immortals and Colossus share a similar cost in terms of minerals and gas per build time. The colossus is a much more cost efficient use of the robotics facility, they take up less space in a deathball due to the footprint allowing units underneath and they are one of few units able to engage against a superior concave. | ||
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Vladoks
Germany136 Posts
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JesterEric
United States26 Posts
On August 25 2012 12:30 Raggamuffinoo wrote: One obvious reason is that Immortals and Colossus share a similar cost in terms of minerals and gas per build time. The colossus is a much more cost efficient use of the robotics facility, they take up less space in a deathball due to the footprint allowing units underneath and they are one of few units able to engage against a superior concave. I don't know, I'd hardly call the 150 resource difference "similar cost" and with the supply cost I could have 9 immortals but only 6 Colossus. They both do about the same damage with the only big difference that the immortal does 50 to armored, but with an extra 200 gas and 200 mins the colossus gets a +3 range which equals out the difference (depending on your situation.) I understand the foot print note, however in my opinion it's heavily canceled out because the Colossus can be attacked by air to air weapons, which makes them susceptible to being sniped by good micro. However the ability to scale 1 level up or down is very nice depending on your situation, but I don't think the immortal is anything to scoff at considering it tends to not die easily. Would it be fair to say the Colossus is only conditionally better? Where as the Immortal always has an important role in an army? | ||
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Raggamuffinoo
United Kingdom117 Posts
On August 25 2012 13:24 JesterEric wrote: I don't know, I'd hardly call the 150 resource difference "similar cost" and with the supply cost I could have 9 immortals but only 6 Colossus. They both do about the same damage with the only big difference that the immortal does 50 to armored, but with an extra 200 gas and 200 mins the colossus gets a +3 range which equals out the difference (depending on your situation.) I understand the foot print note, however in my opinion it's heavily canceled out because the Colossus can be attacked by air to air weapons, which makes them susceptible to being sniped by good micro. However the ability to scale 1 level up or down is very nice depending on your situation, but I don't think the immortal is anything to scoff at considering it tends to not die easily. Would it be fair to say the Colossus is only conditionally better? Where as the Immortal always has an important role in an army? What I am trying to impress upon you is: 1 colossus is possibly 3 times more cost/supply efficient than an immortal. Immortals build quickly with chronoboost (35 seconds), a colossus can take as little as 55 seconds. For the resources and time spent building you could afford a colossus for every two immortals. The main key with colossus is splash damage, if you are massing immortals, you will need some archons/storm in order to trade even slightly cost efficiently with stimmed bio/speedlings. Also the unit footprint, to have 20 immortals on todays map pool you would have to engage in the widest area and any need to return through chokes to defend drops would be so slow to assemble. | ||
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TbMMaize
Germany18 Posts
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Monsyphon
Canada190 Posts
On August 25 2012 19:30 TbMMaize wrote: anyone know some good pvz gate expand builds? Best one out there is FFE>4 gate robo your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas | ||
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TbMMaize
Germany18 Posts
On August 25 2012 21:25 Monsyphon wrote: Best one out there is FFE>4 gate robo your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas Thats not an Gate Expand?!That´s an normal Forge Fast Expand.I want to play an GATE EXPAND | ||
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Mavvie
Canada923 Posts
On August 26 2012 08:11 TbMMaize wrote: Thats not an Gate Expand?!That´s an normal Forge Fast Expand.I want to play an GATE EXPAND He thought you meant taking a third. There's a reason every pro Protoss player does FFE; it's the best opening. Period. The only time a gateway expand is used is extreme metagaming, f.ex. Oz opens gate-nexus-gate-core for some powerful aggression, but that's gimmicky; if your opponent opens 14/14 you simply lose. Gate expands don't work. They suck for pressure, suck for economy, and suck for tech. Aka they suck in every way possible, only getting a slight tech advantage over FFE just open ffe ffs. Then either do a 2base all in or 4gate robo -> third, doing what he said. No need to use caps and bad grammar. | ||
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TbMMaize
Germany18 Posts
On August 26 2012 09:08 Mavvie wrote: He thought you meant taking a third. There's a reason every pro Protoss player does FFE; it's the best opening. Period. The only time a gateway expand is used is extreme metagaming, f.ex. Oz opens gate-nexus-gate-core for some powerful aggression, but that's gimmicky; if your opponent opens 14/14 you simply lose. Gate expands don't work. They suck for pressure, suck for economy, and suck for tech. Aka they suck in every way possible, only getting a slight tech advantage over FFE just open ffe ffs. Then either do a 2base all in or 4gate robo -> third, doing what he said. No need to use caps and bad grammar. Puzzle does it all the time against Zerg an TITAN does it too!And i think i know how to play with FFE.I just want to know some Gate Expansion Builds because i dont have any Replays of TITAN or Puzzle. | ||
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Monsyphon
Canada190 Posts
So gateway expands arent totally dead | ||
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worldpeace30
United States106 Posts
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Negative32x
United Kingdom4 Posts
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worldpeace30
United States106 Posts
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SneakMind
United States13 Posts
http://drop.sc/243446 | ||
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worldpeace30
United States106 Posts
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Iyerbeth
England2410 Posts
On August 26 2012 22:00 worldpeace30 wrote: how do I deselect a unit from my main ball of units? I remember it was something with shift... Shift click on the unit to remove it from the selected unit. Shift and control click on a unit or it's portrait to remove all units of the same type from selection. Rebind the control group after if you want them permanently removed from the group. | ||
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worldpeace30
United States106 Posts
On August 26 2012 22:02 Iyerbeth wrote: Shift click on the unit to remove it from the selected unit. Shift and control click on a unit or it's portrait to remove all units of the same type from selection. Rebind the control group after if you want them permanently removed from the group. Thank you very much. I have the power now Any other tips on micro? | ||
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TbMMaize
Germany18 Posts
On August 25 2012 19:30 TbMMaize wrote: anyone know some good pvz gate expand builds? anyone? | ||
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