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[D] A new way to use Ravens!(?)-long-range bombing

Forum Index > StarCraft 2 Strategy
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baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 12:58 GMT
#1
Hi

This is my first post here. I have to say in advance that I am not a very skilled player, playing just in silver league, but I may have come up with a potentially new way to use Ravens.

I've found it interesting how people, with time, figured out to use units in Starcraft2 differently than they were intended to originally. For example spine crawlers for offensive pushes, workers to „block“ the mining of a mineral patch in the opponents base etc. So, playing terran I asked myself: How could one use terran units differently and ended up thinking about the raven and his seeker missile in the process.

I have rarely seen Raven in pro replays. I suppose it’s because they are so gas intensive, yet fragile. And the seeker missile is so slow, that a lot of units can simply outrun it. In addition the raven has to get rather close to fire the missile, which often results in losing the plane in the process, which makes a seeker missile even more costly. Not to mention that the damage has been nerfed several times (it now lies by 100dmg till 0.5 range; 50 dmg at 1.0 range; 25dmg till 2.0) AND the missile costs a lot of energy (125).

Now enough of the introduction. Out of all those things speaking against the seeker missile, I figured that at least the slowness of the missile doesn’t have to be a bad thing. Seeing for example mutalisks evade the missile to infinity, I had the idea that one could turn this into an advantage.

What if you would seeker missile one of your own fast units and then lead it to the enemy? Like that you could fire the missile from a far distance and a safe place, without the risk of loosing your costly ravens and if the targeted unit is fast, the enemy can‘t evade it so easily and after all won’t expect this kind of attack.
First of all: in principle it works. You can target a lot of your own terran units: marines, marauders, reapers, vikings, medivacs, hellions, banshees. This way the missile can be launched from quite far away, as it can travel 15 (to 20, with the durable materials upgrade) in game seconds. It will explode at the last spot, the targeted unit has been seen alive on (if it reaches that spot). So it doesn‘t matter if your missile guiding unit gets killed, once it reaches the enemy.

What can this be used for?
1. Drone line attack.
+ Show Spoiler +
Seeker missiles are normally not suited to kill drones because their damage radius isn’t that large and the drones are constantly moving. So if the missile happens to hit the drone when it reaches the nexus/hatchery/command centre, the bomb does very little damage considering the energy and gas costs. BUT: You can for example get 3 ravens and send in 2 „suicide“ units into the opponents drone line from outside his base, with 3 seeker missiles on their back. Remember, you just have to reach the drone line. Reapers will often do the job, jumping up cliffs and being that fast. If your two units have reached the drone line spread them out a bit and just press hold position. The rockets will hit shortly afterward and this will pretty much destroy his probe line. Plus, he won’t see it coming and won’t be fast enough to pull the workers away. Even some base defences or units won’t be able to deny the attack, if the units manage to stay alive just the seconds they need to get into the drone line. Now you can retreat with your ravens to your base or leave them somewhere safe until they regained their energy and start another „long range bombing“.

I have uploaded a replay showing two such attacks on my opponents probe line- both killing a considerable amount of workers. The attacks begin at 12 min and 23 min at his main and his third respectively. If you want to check it out. (Yes, I know the game is terrible apart from that, but I was so focused on trying this and getting the ravens out).

[image loading]


2. Pre-emptive Strike.
+ Show Spoiler +
If you have enough map awareness, I was thinking that this would be a way to hit the enemy by surprise. For example (some ideas):

-You see a pack of mutalisks hanging around? Launch two or three seeker missiles on a marauder of yours, stim and run him under the mutas. The time he is death he will probably have reached the spot underneath them and boom go the mutas.
-The sensor tower shows a lot of void ray heading to your base and you lack anti air? If you happen to have cloaked banshees you could seeker missile it, cloak it and move command it towards the leader of the void ray fleet. I’m pretty sure the opponents wouldn’t see that coming.
- if there is lack of detection you can run in a cloaked ghost with seeker missiles following him once you reach the army let him quickly lay down an emp as a last effort. With shields down the seeker missiles can do a lot of damage to the protoss ground army and they won’t have the time to retreat.


3. Point 1) and 2) in 2vs2 or in games with even more allies.
+ Show Spoiler +
Here I think the potential could be (even) bigger, considering all the fast or cloacked units zerg and protoss have that you could use to guide the missiles in (or are the games to short, to get ravens in the first place?) Liquipedia mentions the possibility to target hallucinations. Actually I haven’t tought of that first, but it seems a very good suicide unit. Or: Observers with speed (if they have so much firepower that you may not reach their army with your suicide unit. Or Dts, or Phoenix, or a single muta, or a cheap zergling etc. I haven’t tried this out because I had no partner to give it a try.



In general:

I have tried out 1) and 2) to a certain extent. 2) with some exceptions mainly in self made maps however (I ran two cloaked ghosts into his protoss ball with seeker missiles following but kind of messed up with the emps). And I can’t say whether this way of worker harass or pre-emptive strike is really worth it. As I said, I am not that of a skilful player and above all 2) needs a lot of map awareness and quick reaction time. Not to mention the amount of gas you need to afford Ravens. Actually I just wanted to get this idea out and ask you what you think of it and whether you think that could be effective ways to use the raven. I surely would find it a lot of fun, if a good player picks this up und I end up seeing ravens used like this in a pro match but... well, I have no idea if it could be effective. So what do you guys think? (After trying out this „raven idea“, I noticed that liquipedia mentions the possibility of targeting your own missile turrets or own units but I haven’t seen or read of the idea to use the raven as proposed above, yet. I haven’t searched the whole net, neither, so if that’s already „common ground“, sorry…I wasn’t aware of that).


Additional remarks:

+ Show Spoiler +
-If you send in suicide units like depicted in 1) to kill workers, make sure you keep them moving. If you’ve happened to click on a drone and they stop and attack before reaching the drone line, there remains a little bit of time to get them to move again. Just watch your units that are guiding the missiles. Same is true if you want to attack the army of an opponent with a unit that can attack them. Best is to right click a point behind the enemy army and press H when your unit(s) reaches its destination (or M for move command if that lets your unit follow also an enemy unit. I actually don’t know if that works).

- The most effective way to deal damage is to send in a flying unit for a ground army and vice versa because it doesn’t matter whether the missile explodes in the air or at ground level and like this your own unit doesn’t use some of the tight space where the damage of the explosion is max. (You actually can land vikings into the drone line and the missile will follow them downwards, which looks kind of cool but will potentially reduce the damage done. If you use vikings you could land them afterwards, if they survived the explosion to quickly pick up remaining weakened workers).

- To make sure your long range bombing attempt doesn’t end up disasterous right at the beginning, put your suicide units on a hotkey. Then select the ravens, hold shift and move them slightly away to one point, then quickly press R on the suicide units and as many times as you want missiles following them. This way the ravens will launch their projectiles more or less simultaneously. With your hotkey you then can quickly switch to your suicide units and lead them to their destination.

-To 1): I haven’t really tested if leading 2 units with 3 seeker missiles in is the optimal choice. I just noticed that like this a lot of workers can be killed because you have a decent spread of damage and only two missiles often don’t kill a lot because probes can end up just being in the range of 25 dmg and survive. On the other hand: the more units you send in, the more expensive it will get and maybe the bigger the chance that the player immediately pulls away all drones if he sees the units (which is a very bad thing because then mostly use the missiles as well as the suicide units). Leading in just 1 units would be great if the opponent would then decide to attack you with the probes, because that would just draw them all into the missile.

-To 1): Reaper speed. The upside is that your reapers will be more likely to reach the worker line, even if there are some cannons or units. The downside is, that if you are too far ahead of the missile and your enemy happens to react fast, he may pull the drones away and they are fast enough to outrun the missile. You could let the missiles approach a bit, before heading into the drone line but if you let them too close (range 2) the missile can no longer be evaded and boom go your reapers.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
July 27 2011 13:09 GMT
#2
I was using seeker missile today in games. It was soo bad first off that 125 mana is huge even with the mana upgrade and the range is so short this is what usually happens:

-See big clump of banelings/zerglings/mutalisks
-Fire off a couple shots into the sprawling mess
-Slow acceleration ravens head off towards zerg
-Ravens basically ontop of zerg army
-Delay for the seeker missile
-1 missile goes into mutalisks and damages 3 of them
-1 missile follows zergling into my marines, kills them all and damages ravens
STS17
Profile Joined April 2010
United States1817 Posts
July 27 2011 13:14 GMT
#3
It's doable, but this kind of tactic is a huge gamble. You are taking an expensive unit (the raven) and asserting that it will be useless for the next couple of minutes should this tactic fail, while also sacrificing at least one other unit in order to get the seeker missile in place. This leaves your army considerably weaker in the coming engagements in exchange for a gimmick which is only marginally effective at best.
Platinum Level Terran - Take my advice from that perspective
baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 13:15 GMT
#4
Well, Yes. But that's what my point was. By using your own units as missile targets you can get rid of those problems. Sure a raven still will be costly and a seeker missily energy intensive.
Pigzyf5
Profile Joined November 2009
Australia131 Posts
July 27 2011 13:15 GMT
#5
Its a cool idea. I really hope this happens one day in a game i watch. But i dont think im going to incorperat it into my play, seeker missle still costs allot of cash, and its a big risk. If you put it on a unit and move into an army wont the uni die before the missles meet thier target? and if you move a unit into the drone line wont they just run workers away from the unit with out even seeing the missles?

I have started to use ravens to great affect in TvT. Not for Seeker missles or stopping viking fire. They are a great harassment unit, you can auto turret min lines and pull back before missle turrets hit you, place them at missle turrets (just to piss them off), put them on high ground locations to scout. they can be used to block dropps, eg; delter quadrent onn ur back side high ground.

But the best use I make of them is PDDing a line of turrets and flying in a massive drop. People assume that if they have a bunch of turrets in thier main, they can not be dropped so it is rare that they will have units in position to deal with the drop that you do.

I know none of this is new, just my thoughts on a good way to use ravens. (yes PDD rapes stalker bass and such to)
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2011-07-27 13:25:42
July 27 2011 13:15 GMT
#6
I've known about this for quite some time, but it is imo at best a big gimmick, with high risk high reward.

I think atm the main issue with the raven is exactly that, it's a risky unit to mass/upgrade. I feel the terran race is all about certainty, "if I micro this unit well, it will be cost effective" but the raven is more imo "if my opponent fucks up, it will be devastating for them".

Edit: Also as I see it, the best casters are the ones that force the opponent to micro. Ghost/ht/sentry(atleast GS)/science vessel/defiler atleast all do that. Raven... HSM really just forces him to run back or cross his fingers, either of which are decent enough options.
tuestresfat
Profile Joined December 2010
2555 Posts
July 27 2011 13:16 GMT
#7
This sounds cute xD, but very impractical.

Something to mess around with on my friend's bronze account though
DarkCore
Profile Joined March 2011
Germany4194 Posts
July 27 2011 13:18 GMT
#8
What if you would seeker missile one of your own fast units and then lead it to the enemy? Like that you could fire the missile from a far distance and a safe place, without the risk of loosing your costly ravens and if the targeted unit is fast, the enemy can‘t evade it so easily and after all won’t expect this kind of attack.


That requires a lot of attention, all of it for a moment. Have you tried this? I can't remember if you can seeker missile your own units...

As a zerg I would laugh versus this strategy. Why?

Ravens are slow... With right overlord placement i can spot this easier than a drop.

Your number 2 point is only useful if your opponent is not good enough to have his mutalisks always moving. Good zerg players always move around the map with mutas, its the basic idea of mutaling.

Point 3: Dude, 2vs2 is incredibly aggressive and fast paced in the higher leagues. You should never get enough Ravens out to be a threat unless they decide to turtle, and go for tier 3 units. Missiles are pretty useless against BC and Carrriers if they do not super clump.

Also, if I see a Raven coming to me, instead of sending all my mutas and risk a missile overkill, just send 2 mutas. And run with you drones.

For example spine crawlers for offensive pushes, workers to „block“ the mining of a mineral patch in the opponents base etc.


I love seeing spine crawler pushes, but they are pretty cheesy, and someone who scouts it will easily counter it. And the worker block thing only does minimum damage to the opponents eco if they don't see it.

And I can’t say whether this way of worker harass or pre-emptive strike is really worth it.


Not really unless you kill a BUNCH of drones or probes, because Ravens are friggin expensive for such a trade off. Might as well just build a Ghost Academy, a ghost and get cloak, because you can do stuff with it later.
Fixed a bug where LeBlanc could lose
baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 13:19 GMT
#9
@STS17
Right. I wrote, that this was in no way refined or that I woulnd't know whether it could pay off at all. But to your point:
- The ravens actually keep me in the game in this replay (even if they have set me behind at first. And expanding first would have been better I think). If you pull them back they will soon have enough energy for a PDD and often will have at least for some turrets. I know in the replay I added it is a gimmick. I just wondered if it could be more than that. But I'm no way a good enough player to answer that question.
NASAmoose
Profile Joined May 2011
United States231 Posts
July 27 2011 13:22 GMT
#10
I have to say I respect the attempt, it certainly looks like you put a lot of effort into this. I also seriously wish that the seeker missile was used more, or used at all. Unfortunately, Terran just have a few of these upgrades that are pretty close to pointless. (Neo-steel, medivac energy, raven's other upgrades)

Calling Seeker Missile inefficient is an understatement. It has a chance to be efficient for the other player. You have just invested 125/125 and the majority of a Raven's energy to give them the chance to kill a bunch of your units by running them back to you. If they're not watching, you might get lucky and kill a group of marines or hydras (who will have just killed the raven right after the strike) or a group of lings/banes (not cost efficient). If you ever have that much energy on a raven you should be using it on a PDD or even harassing mineral lines with turrets.

Let us just hope that one day this spell will be useful, but until then do not underestimate PDD as a use of energy!
Souljah
Profile Blog Joined November 2010
United States423 Posts
July 27 2011 13:24 GMT
#11
If there is any unit that is broken in SC2.. its the Raven. Its slow as shit, does 0 damage, and the seeker missile is a joke. The only thing its good for is PDD.
baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 13:31 GMT
#12
On July 27 2011 22:18 DarkCore wrote:

That requires a lot of attention, all of it for a moment. Have you tried this? I can't remember if you can seeker missile your own units...


Yes, you definitely can. Yes I have tried it.

As a zerg I would laugh versus this strategy. Why?

Ravens are slow... With right overlord placement i can spot this easier than a drop.


Yes, maybe but if a viking or so is out and you don't have mutas you won't have them all spread out. Or...a lot of players won't expect the ravens to attack from such a distance.


Your number 2 point is only useful if your opponent is not good enough to have his mutalisks always moving. Good zerg players always move around the map with mutas, its the basic idea of mutaling.


I thought about this in combination with sensor towers. Or if the mutas are alread at or near base. I mean if you expect it...sure you could dogde that, but I think most players wouldn't.


Also, if I see a Raven coming to me, instead of sending all my mutas and risk a missile overkill, just send 2 mutas. And run with you drones.


That's my point. You wouldn't / shouldn't see the raven. You can fly in on the outskirts of the base. I know zerg will probably have overlords there but still I mean reapers can get into the drone line, I saw this a lot of times... that's all there woulb be needed. But as trying this out I realized, that it's difficult with mutas as your ravens are pretty unprotected if they retreat.

And I can’t say whether this way of worker harass or pre-emptive strike is really worth it.



Not really unless you kill a BUNCH of drones or probes, because Ravens are friggin expensive for such a trade off. Might as well just build a Ghost Academy, a ghost and get cloak, because you can do stuff with it later.


I actually killed a bunch of drones I think. Ravens can be very usefull later, if you keep them alive, with their PDD, I think.
mutantmagnet
Profile Joined June 2009
United States3790 Posts
July 27 2011 13:36 GMT
#13
On July 27 2011 22:15 Zarahtra wrote:
I've known about this for quite some time, but it is imo at best a big gimmick, with high risk high reward.

I think atm the main issue with the raven is exactly that, it's a risky unit to mass/upgrade.



Has someone already tried SKT style yet. Hunter seeker is no where near as effective as irradiate but that negative is offset by point defense being vastly better than dmatrix for the situations you want to use either.
YesAnotherSC2Player
Profile Joined July 2011
5 Posts
July 27 2011 13:36 GMT
#14
I've seen a game from Destiny on Korean ladder: the Korean player got 4 or 5 Raven and used them as Herass squad -> it worked greate. drop auto guns and seeker missile were used to herass mineral lines.

Anyway, I guess you need an awesome unit control to make that work.
EmilA
Profile Joined October 2010
Denmark4618 Posts
July 27 2011 13:39 GMT
#15
Gimmicky and fun. Impossible to rely on in a real game. You invest in ravens and hope to do small drone damage with an insane suicide Drop 3 BF hellions instead and you'll do much more damage while not investing in a unit that sucks ass.

PDD is fine against mutas, sure. But who engages with their mutalisks unless they absolutely decimate w/e they're against? And PDD for base defense is not gonna happen. One for spotting bling bombs is fine.
http://dotabuff.com/players/122305951 playing other games
baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 13:40 GMT
#16
On July 27 2011 22:22 NASAmoose wrote:
Calling Seeker Missile inefficient is an understatement. It has a chance to be efficient for the other player. You have just invested 125/125 and the majority of a Raven's energy to give them the chance to kill a bunch of your units by running them back to you. If they're not watching, you might get lucky and kill a group of marines or hydras (who will have just killed the raven right after the strike) or a group of lings/banes (not cost efficient). If you ever have that much energy on a raven you should be using it on a PDD or even harassing mineral lines with turrets.

Let us just hope that one day this spell will be useful, but until then do not underestimate PDD as a use of energy!


Thanks .
Just to make it clear: I don't say it IS efficient. I wonder if it could. But on the other hand some of your arguments for me seem to be not valid in this case.

- The opponent can't run the unit back to you, as you target your own unit.
- With fast units you are so quickly near the enemys army that the reaction time he has is really short.
- the probability to loose the raven is significantly lowered, because he stays way behind the unit you target. He can be behind 15 to 20 seconds travel distance from the seeker missile.

The way I used it in the replay, I'm sure it wasn't efficient but... could it be?
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
July 27 2011 13:42 GMT
#17
It's an interesting idea and i could see players like TLO pull it off, but i don't think we will see a practical use of this in the next few month.

Ravens have a huge potential, it's just that most people are not comfortable enough with their play to make use of it's abilities, there are so many other things that can still be improved (in terms of player skill, not balance).

It's like the science vessel where early in SC1 people claimed it's useless, now it's a must-have unit.

- PDD is insanely strong and can by itself shift the outcome of battles:
The Damage of Missile Turrets, Photon Cannons, Spore Crawlers, Stalkers, Roaches, Hydralisks, Mutalisks, Phoenixes, Corruptors, Marauders, Vikings, BCs, Carriers and Broodlords gets negated for a short time, allowing you to kill a few units before receiving damage.

- Auto-Turret is great for Zoning, Defense and Harass:
I think it was one of QXCs games in GSTL where a player used an auto-turret to prevent QXCs hellions from moving in. A single Auto-Turret shifted the game. Also, it works as quick defense against cloaked banshees.

- HSM allows you to kill huge groups of banelings far away from your army without the danger of them getting close to your marines. It can also be used to drive mutalisk harass away until marines arrive or turrets finish:
The Zerg has to move his mutalisks away for 15 seconds or all his mutalisks will be in the red. Can only be countered by perfect micro - picking the targetted mutalisk and sending it away on it's own.
PDD can also be used to allow Ravens to get closer to the target to place their HSM.
Rassy
Profile Joined August 2010
Netherlands2308 Posts
July 27 2011 13:44 GMT
#18
ha ha, this is a nice idea
still wondering about if its actually possible in reality
wont your single unit at wich you aim the missle instandly die due to ennemy fire as soon as it comes close,after wich the missle will default?
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
July 27 2011 13:46 GMT
#19
On July 27 2011 22:44 Rassy wrote:
ha ha, this is a nice idea
still wondering about if its actually possible in reality
wont your single unit at wich you aim the missle instandly die due to ennemy fire as soon as it comes close,after wich the missle will default?


The missile will land on the spot where the unit died, so if you manage to get into a group of units (easiest for banelings or zerglings which will move towards your unit), it will still cause damage in that area and probably take a few units with it.
baas
Profile Joined July 2011
Switzerland69 Posts
July 27 2011 13:46 GMT
#20
On July 27 2011 22:39 EmilA wrote:
Gimmicky and fun. Impossible to rely on in a real game. You invest in ravens and hope to do small drone damage with an insane suicide Drop 3 BF hellions instead and you'll do much more damage while not investing in a unit that sucks ass.

PDD is fine against mutas, sure. But who engages with their mutalisks unless they absolutely decimate w/e they're against? And PDD for base defense is not gonna happen. One for spotting bling bombs is fine.


I can't say that that's not true. I just want to point out an advantage of such a raven drone line attack compared with a hellion drop. A hellion drop doesn't necessarily deal damage at all. The medivac can easily be intercepted, destroyed by defense while unloading, the workers pulled away or the hellions can be quickly destroyed. In this case you invest a lot of money too, don't you?
One thing that I would consider an advantage is that with this kind of attack its very hard to deny it. It's hard to protect a drone line from that.

Not saying that this makes is worth it but...it's a difference to a drop
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