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Advice Mech vs Swarmhosts? - Page 2

Forum Index > StarCraft 2 Strategy
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SHODAN
Profile Joined November 2011
United Kingdom1149 Posts
September 07 2019 10:16 GMT
#21
On September 06 2019 19:14 BerserkSword wrote:
Show nested quote +
On September 06 2019 17:47 SHODAN wrote:
neural and yamato both have the same cast range, but neural has a shorter cast time.


just want to point out that this is borderline irrelevant

yamato gun is not interrupted by neural. So if youre scanning you will get the jump on infestors. Yamato the infestors before they can neural. your neuraled BCs will then wipe out the infestors.

of course it's not that simple but BCs do have the advantage when used properly and very carefully.


it doesn't interrupt, but you don't know which infestor is going to neural which battlecruiser until after you've cast the yamatos. this part is a guessing game. you don't even know if Z is going to cast neural at all. Z could be queueing up fungal growth, a spell which comfortably outranges yamato and prevents tactical jumps. when you measure up the hit-boxes of BCs and the radius of fungal, the effective range is more like 12 or 13. fungal, shift queue, and wait for T to waste yamatos on corruptors before casting neural. lategame BCs have the advantage on maps with lots of dead air space to play with. otherwise, that advantage goes to Z, which is why I prefer thor / mass liberator on most maps.
ffFiend
Profile Joined August 2019
16 Posts
Last Edited: 2019-09-07 19:37:24
September 07 2019 19:35 GMT
#22
On September 06 2019 11:07 BerserkSword wrote:
Well here is what I’m saying.
Your “a little bit of everything” mech won’t win
Cyclone hellion needs to have a critical mass to fight Zerg armies and do significant damage to Zerg bases. If you’re splitting your resources evenly between tanks and turrets (turtling) AND hellion/cyclone you will likely be at a disadvantage

I see, just when I go air, I have even fewer of ground mech. so same arguing was that for me.

I tried the Gumiho Style, he was one of first to incoorporate cyc/helion in pro league, he used purely ground mech (mixed) with harassing of course - to be honest though I don't follow the scene too much, and I just saw a few games some months ago too. When I went back to not only cyc/hel I could indeed see the missing critical mass. the defensive is needed though versus counter attacks or harrass of zerg (speaking of non-SH).

other reads pending.
JackONeill
Profile Joined September 2013
861 Posts
September 08 2019 17:20 GMT
#23
Generally speaking and regardless of your composition, medivacs are the answer to SH. They allow you to drop (SHs take a lot of supply meaning less defenses), heal hellbats to kill locusts, and micro your big mech units out of locusts swoops.

At some point the locusts waves are near useless if you have enough stuff (unless he went full SH : in that case counter with a mech doom drop), and you can push out and pressure before the BL transition. Of course if the BL transition is already there, play defensively : his SH supply will make his doom air army less impressive and you can kill him when he attacks if you have enough vikings.
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2019-09-12 16:23:43
September 12 2019 16:19 GMT
#24
Thinking of air units as dead supply or somehow less impactful than ground is kind of the wrong approach. You will notice nobody is suggesting you make vikings as any more than a zoning tool for overlords (no more than 1 or 2 vikings). EDIT: Mainly because vikings can't actually win you the game, or kill the hosts reliably. /EDIT Just because you have less on the ground, that doesn't mean your army is weaker.

If anything, in this context, air units are better to have. Swarmhosts can't hit air, so having an army composed entirely of air units is superior to ANY ground army when it comes to dealing with hosts.
twitch.tv/duttroach
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