MLG DC Day 2 - Page 151
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pieisamazing
United States1234 Posts
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Darpa
Canada4413 Posts
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klauz619
453 Posts
Their only downside is the 3 range, which doesn't matter much until the unit balls start getting big. | ||
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HolydaKing
21254 Posts
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Shifft
Canada1085 Posts
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ScarletKnight
United States691 Posts
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Zakka
Netherlands762 Posts
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ProperOne
United States102 Posts
Go idra! | ||
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Goggalor
United States310 Posts
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monx
Canada1400 Posts
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Cade)Flayer
United Kingdom279 Posts
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setzer
United States3284 Posts
On October 17 2010 03:42 Chen wrote: you can get a huge amount of roaches too? same cost apart from supply, so in effect its 100/25 when factoring OL's. 2 hatch with queen in sc2=3hatch in BW. and its not really that zlots actually beat hydras its just that they tanked really well. if hydras rushed to kill cannons zlots could attack, if hydras attacked zlots cannons got free shots off and toss got more time to tech/cannon up because zlots could eat ~25 hits each from hydras. Obviously if you are ready you can easily die, I just think its too early to call whether the strategy is dead based on one game where Kiwi made many mistakes and Idra played flawlessly. Zealots won't stop the hydras in the bust, the cannons do and I think its probably the same against the roaches. Even if you lose gateway/forge you still have the cannons to defend your expansion. Either way, forge expand can still be viable opening on certain maps and positions. Gateway openings in those positions probably would have been better. Kiwi is a micro player and definitely plays better when he is on the aggressive and is able to dictate. | ||
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Sramota
Sweden183 Posts
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Ferrose
United States11378 Posts
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pieisamazing
United States1234 Posts
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Odoakar
Croatia1837 Posts
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axejaw
United Kingdom171 Posts
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zoLo
United States5896 Posts
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odder
United States405 Posts
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Friend23
Poland270 Posts
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