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This thread is meant to act as a place where players can discuss interesting possible ways to make use of the new zerg casting unit's abilities.
I will start with a few basic tactics that most everyone has probably thought of and then add a few more that I would love to see.
1. abduct those pesky colossus, tempest, mothership, tanks, thors, and broodlords away from the rest of the Protoss / Terran / zerg army that are protecting them. This allows Zerg to better initiate attacks without feeling too vulnerable to the siege units of the other races. Additionally it can let zerg pick off these units if the enemy is fleeing or not paying much attention.
2. Abduct drop ships to either pull into anti air, or to pull away from an area (aka stalling for time). This can allow zerg, if they react in time and have some AA defenses, to effectively increase the range of such defenses by pulling the transport to the defense rather than the other way around.
3. Blinding cloud on clumps of units/ and static defenses (not sure if this works actually). Pretty straight forward but one way damage is always nice...
now onto a few more interesting tactics 
4. Initiate with blinding cloud and while attacking with some army abduct your own baneling / ultra/ or overlord containing either of the above on top of the army. This effectively reduces the travel time for these heavy hitting splash melee units to reach their targets.
5. Use blinding cloud as a form of zoning. One can force an army to split in half, be pushed back or into an area. The army is not going to want to stand there unable to attack so they will attempt to move away from the clouds. This can allow zerg players to negotiate player's unit's into specific areas where perhaps a second ambush should be waiting (burrowed banelings anyone?), or put them out of position allowing a portion of the zerg army to break off and attack an expansion while the vipers and remaining army pin them down.
6. Siphon an exposed hatchery or tech building and use it as bate for your opponent, then either already have a back up tech building, or have queen transfuses to safe the building (if you want) while ambushing your opponent when they fall for it.
Thats what I've got for now. I would love to discuss what other tactics are possible with this unit (either that have been seen or not yet).
<3
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most of these uses are extreme gimmicks which are almost never going to be seen I'm afraid..
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This stuff will be epic to see in pro, I hate zerg but will love the player able to pull all this off in a single game
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I agree that some of this is quite gimmicky, but I could see pulling ultralisks onto a protoss terran or roach ball occuring.
Here is another
7. in ZvZ if playing Roach vs ling ultra, utilize vipers to constantly pull the ultralisks away from the roaches. This way the roaches only have to deal with the zerglings. The great thing about this is even if the zerg army gets fungled, vipers still allow you to pull the enemy away rather than moving your own army away.
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Pull warpprism to stop warp-in. Pull your own unit over cliff/on close island. To harass or expand. Pull hurt ultra behind.
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pull infestor into enemy base and burrow harass... it's not very energy efficient but if you have no drop upgrade and extra energy, maybe it'd be useful harassing expansions or main base
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Skip ovie drops and pull a bane or two into the enemy main to go for mineral line.
Use vipers to pull back ultras or broodlords to save them, kinda like blink.
U can use the viper pull to bring blink stalkers once they blink micro away, congrats u now beat 2bas blink all in
And my favorite wombo combo attack, you fungal units in place, then use ultra burrow charge, then pull your ultras back once their attack ends,
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On October 16 2012 01:32 rembrant wrote: U can use the viper pull to bring blink stalkers once they blink micro away, congrats u now beat 2bas blink all in
That's one SUPER Hive rush you're anticipating there.
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Send forward one infestor and one viper. Abduct Mother ship. Neural mother ship. When army runs beneath mother ship (and why not; you have no army nearby), Recall a large patch of banelings onto their army.
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On October 16 2012 00:03 wcr.4fun wrote: most of these uses are extreme gimmicks which are almost never going to be seen I'm afraid.. Most of these are things which "Captain Obvious" came up with ... it is so blindingly obvious what the Viper skills are for that it deserves no thread IMO.
These obvious goals for the skills makes it rather easy to judge them as "potentially too powerful" and thus "Blizzard should get rid of the whole thing". Why Blizzard insists on adding FLYING CASTERS which have the inherent advantage (speak: easy to play) of being able to fly over terrain and being immune to a large part of the enemy's fire is beyond me. They are neither interesting nor easy to balance due to the fact that this flying capability gives them an added survivability which depends a lot on the maps they are used on.
Giving Zerg an "anti-siege-line" unit is a terrible idea, since they already have lots of weapons against just such a tactic.
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On October 16 2012 03:42 Rabiator wrote:Show nested quote +On October 16 2012 00:03 wcr.4fun wrote: most of these uses are extreme gimmicks which are almost never going to be seen I'm afraid.. Most of these are things which "Captain Obvious" came up with ... it is so blindingly obvious what the Viper skills are for that it deserves no thread IMO. These obvious goals for the skills makes it rather easy to judge them as "potentially too powerful" and thus "Blizzard should get rid of the whole thing". Why Blizzard insists on adding FLYING CASTERS which have the inherent advantage (speak: easy to play) of being able to fly over terrain and being immune to a large part of the enemy's fire is beyond me. They are neither interesting nor easy to balance due to the fact that this flying capability gives them an added survivability which depends a lot on the maps they are used on. Giving Zerg an "anti-siege-line" unit is a terrible idea, since they already have lots of weapons against just such a tactic. Terran also has a flying caster. And instead of having anti-siege-unit, you have the siege line.
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I think abduct and neural have a lot of synergy. Abducting/Neuraling colossus, templar, tanks, etc. would be pretty sick.
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Oh ya, now u can use abduct to pull units like marines away from dropships when they try to run away!
Also now when ur hole army is caught in a single vortex u can abduct all the archons away from going in the vortex, thank u blizz for finally fixing the archon toilet!
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It would needs an uber good reaction timing, but if playing ultra vs bio, u can pull the ultra that's getting focus-fired away from the fight, so that the bio will start running into ur army to hit their target that's behind ur army :DD
The idea to perma blind cloud a certain location is super sexy, this will slow down counter attack and allows the broodlords to catch up to the counterattacking army.
But the most common usage of viper, imo, is going to be fungal/cloud... Cant move cant shoot... what else? could see ling infestors vipers doing good vs any composition (maybe with some banes mixed in)
You could sac a hatchery that is too exposed and that u know will die with mass syphon
If u go for a composition that's not larva heavy late game (aka broodfestors), you could syphon a random structure and transfuse it.
Z late game is already a headache for other races, viper's gona make it worse
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I like how abduct is less energy than BC, so it makes sense to abduct a lone seige tank but to BC two or more bunched together.
I think the biggest change in my playstyle has been to push creep more aggressively, and make evolution chambers/spines close to the enemy base. That way I can quickly replenish viper energy after doing significant damage to a seige line with more or less expendable zerglings.
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I been playing with using them to micro back Broods VS. Terran and Toss but is very it's very situational and it's hard to have the gas for viper/corrupter/brood/infestor. If you can get up to this kind of comp you've likely been ahead for quite a while or have a split map super late game.
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Question, can you use abduct to say pull a colossus over forcefields to break them or does the colossus "fly" over them? If it does break ff u could go for fast mass bane with vipers and do tons of damage unless ht are in the mix.
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Gimmicky Viper Uses Attempt #162 Use Abduct to pull Colo backwards away from engagement. I don't care to try and fight the Colo or do some fancy chain Abduct or Neural. I would rather let good army positioning win with those silly units. Too strong. Try and turn the fight so that it's Colols with half the ground force backing it.
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I don't care to try and fight the Colo or do some fancy chain Abduct or Neural. This. Swarm a Protoss army and then Abduct + Neural the Colossus to completely change the outcome of the battle.
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