I tried to make a Protoss army as I see them and match with same food, gas, minerals. There are probably allot to be added to both sides + micro. I did some test, with and without the blinding cloud. I personally was quite surprised by the result.
The reason for doing it is the numerous statements that the Viper is useless.
I tried it with many different compositions and i could not make them work without the Ultralisk. In both cases I a-moved both armies, but in the latest i added cloud.
It is in 720p.
I am not a Protoss player so I can't tell if the composition is "way off" This was not the point of the video, it was to show the impact of the cloud.
On January 16 2013 06:21 Existor wrote: Feedbacks can revert this scenario back to protoss side.
Absolutely, but do you think it is that easy to feedback Vipers since they have quite good range on the cloud ? I mean you should really take care of them as they are your best friend and quite expensive.
the problem with this is that no toss will just leave their army running around like chickens under a blinding cloud. chain it with fungal and it becomes especially devastating.
On January 16 2013 06:21 Existor wrote: Feedbacks can revert this scenario back to protoss side.
Absolutely, but do you think it is that easy to feedback Vipers since they have quite good range on the cloud ? I mean you should really take care of them as they are your best friend and quite expensive.
Feedback is range 9, blinding cloud is range 9.
If your templar are at the front, feedback is definitely an option, but it is a bit tricky.
On January 16 2013 06:34 a176 wrote: the problem with this is that no toss will just leave their army running around like chickens under a blinding cloud. chain it with fungal and it becomes especially devastating.
Yes definitely, I tried it. Cast order: Fungal, Cloud (duration 14 sec), Fungal. and the Protoss got utterly demolished.
On January 16 2013 06:21 Existor wrote: Feedbacks can revert this scenario back to protoss side.
Absolutely, but do you think it is that easy to feedback Vipers since they have quite good range on the cloud ? I mean you should really take care of them as they are your best friend and quite expensive.
Blinding Cloud does not prevents from using spells and abilities. It just reduces range of all standard attacks (i.e. not widow mines)
Cast order: Fungal, Cloud (duration 14 sec), Fungal. and the Protoss got utterly demolished.
Extremely heavy on gas and probably on minerals (vipers require aditional evolution chambers and extractors to consume)
Some good fungal use to lock the protoss down really makes blinding cloud shine. Add in flanks so protoss has no direction to retreat out of the clouds to and you can quickly run over expensive protoss armies.
On January 16 2013 06:51 Existor wrote: Extremely heavy on gas and probably on minerals (vipers require aditional evolution chambers and extractors to consume)
You know what else is extremely gas-heavy? The Infestor/Brood lord composition. Did that ever stop people from making these units in the late game? Nope. Obviously, when people talk about adding a Viper-Infestor combo to your army, they're talking about the late or "super late" game. Just because it's expensive doesn't mean you shouldn't aim for that army composition later on.
About it also being heavy on minerals due to having to build additional Evolution Chambers. People shouldn't use Consume unless they plan on attacking very soon, or they are in imminent danger. Otherwise, just leave the Vipers idle to gain energy. Therefore, there's really no need to build a whole field of Evolution Chambers just for Consuming; there are plenty Extractors, Macro Hatches, and not to mention a potential Spine Crawler wall to use Consume on. Plus, there's no need to have a Viper-heavy composition; if controlled properly, 4-6 of them should suffice when engaging in combat. Not really sure why someone would need a field of Evolution Chambers to feed 6 Vipers.
On January 16 2013 06:51 Existor wrote: Extremely heavy on gas and probably on minerals (vipers require aditional evolution chambers and extractors to consume)
You know what else is extremely gas-heavy? The Infestor/Brood lord composition. Did that ever stop people from making these units in the late game? Nope. Obviously, when people talk about adding a Viper-Infestor combo to your army, they're talking about the late or "super late" game. Just because it's expensive doesn't mean you shouldn't aim for that army composition later on.
About it also being heavy on minerals due to having to build additional Evolution Chambers. People shouldn't use Consume unless they plan on attacking very soon, or they are in imminent danger. Otherwise, just leave the Vipers idle to gain energy. Therefore, there's really no need to build a whole field of Evolution Chambers just for Consuming; there are plenty Extractors, Macro Hatches, and not to mention a potential Spine Crawler wall to use Consume on. Plus, there's no need to have a Viper-heavy composition; if controlled properly, 4-6 of them should suffice when engaging in combat. Not really sure why someone would need a field of Evolution Chambers to feed 6 Vipers.
Not to mention evo chambers are only 75 minerals. We've all played/seen enough games where you're banking 3 or 4k minerals by the end of it.
I hate unit testers, sure it gives some idea of whats good and what isn't, but it's a unit tester! you can't effectively micro two armies and the field in which your armies are battling are nothing alike any maps in rotation. Economy, tech, upgrades, all of that has to factor in as well.
What's my point? Where is your consideration for the zerg max out with roach/hydra/viper? Are you saying that composition is completely nonviable because it fails in a unit tester? You need to add perspective.