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[D] Arbiters in SC2 - Page 3

Forum Index > SC2 General
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Karas
Profile Joined March 2010
United States230 Posts
April 05 2010 01:16 GMT
#41
I'm just enjoying the fact that one of the units that was on the top 3 list of most useless units in SC for much of SC's early years now has such a campaign to return
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 05 2010 01:19 GMT
#42
On April 05 2010 10:16 Karas wrote:
I'm just enjoying the fact that one of the units that was on the top 3 list of most useless units in SC for much of SC's early years now has such a campaign to return


Wait? Arbiters? Useless...?

What on earth (or Auir) are you talking about?
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 05 2010 01:20 GMT
#43
On April 05 2010 10:16 Karas wrote:
I'm just enjoying the fact that one of the units that was on the top 3 list of most useless units in SC for much of SC's early years now has such a campaign to return


o.o

when was the arbiter considered useless lol?

top 3: queen, scout, ghost. easy.

arbiter isnt even close to the top of that list.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 05 2010 01:22 GMT
#44
On April 05 2010 10:16 Karas wrote:
I'm just enjoying the fact that one of the units that was on the top 3 list of most useless units in SC for much of SC's early years now has such a campaign to return

It was never considered a useless unit, and was a staple unit in foreigner protoss play since the dawn of competitive SC
Doc Daneeka
Profile Joined March 2010
United States577 Posts
April 05 2010 01:29 GMT
#45
On April 05 2010 10:06 iCCup.Diamond wrote:

Has "Stasis": Yes/Really cool stasis.


you honestly think stasis looked cooler than vortex? i think vortex is badass and totally intimidating, and seems kinda nervewracking cos both players have to tiptoe around it while it's still running.
payed off security
Tdelamay
Profile Joined October 2009
Canada548 Posts
April 05 2010 01:43 GMT
#46
On April 05 2010 10:06 iCCup.Diamond wrote:
I personally have been for this since I first realized how slow the MS moves...

Seriously how is the MS not just a limited, slow, useless arbiter?

Vortex is a very fancy stasis that works good on bad players. Bad players will keep dumping units into the hole. Good players will just avoid the area. Now normally stasis was a double whammy cause it froze units but it also took up a lot of space and forced armies to reposition. This Vortex is only a cool stasis.

Let's compare

MS/Arbiter

Cloaks nearby units: Yes/Yes
Has "Stasis": Yes/Really cool stasis.
Recall: Yes/Big reacall
Does lots of damage: Yes/No
Can keep up with your army: No/Yes


So the only difference is the MS can be used as a harassment unit (if you have 12 hours for it to move 12 pixels,,,) and the arbiter cannot.

Arbiter's make up for this by keeping up with your army. Now they can't cause the MS is slower than sin.

Removing the arbiter completely killed the advantage in mobility the Protoss historically had. Now they have to go around the map un-cloaked or move somewhere and wait for the MS to catch up.

I know there is a slim chance of the Arbiter coming back, but do I miss them o so much


Mothership has some kickass dps!
This road isn't leading anywhere...
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 05 2010 01:44 GMT
#47
On April 05 2010 10:29 Doc Daneeka wrote:
you honestly think stasis looked cooler than vortex? i think vortex is badass and totally intimidating, and seems kinda nervewracking cos both players have to tiptoe around it while it's still running.


Whoops. put the Yes/No's backwards. I meant the mothership has a really cool looking stasis.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
shaydwyrm
Profile Joined March 2010
United States14 Posts
April 05 2010 01:47 GMT
#48
I feel the more pressing issue brought up here is that phoenixes and void rays need to be tweaked so that stargate tech is more viable.
Feefee
Profile Joined November 2009
Canada556 Posts
April 05 2010 01:51 GMT
#49
void rays have their uses almost on par with banshees. At least as long as terran and zerg keep going marauder/roach. Phoenixes I haven't used enough to call them either way
Vlare
Profile Blog Joined March 2010
748 Posts
April 05 2010 01:53 GMT
#50
I don't know about you guys but... Stargate can put out a lot of pressure vs Zerg. Killing overlords and queens slows down zerg players a lot. Gravity Beam is a fantastic ability, and void rays are great for harassing, even if scouted. Proxy stargate and flank with 1-2 voidrays while you keep them occupied elsewhere is a very handy strat that is often overlooked.

While getting a stargate is not usually done as a result of comon builds, it's the little things like overlord hunting, killing queens, snipping medivacs that makes the difference. Lately a lot of Terrans go Marauder/medivac, and without those medivacs the Marauder ball looks a lot less threatening.
Mass zerglings doesnt fail
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
April 05 2010 01:58 GMT
#51
I dunno, the main reason why the mothership blows is they keep trying to make it the arbiter instead of a the questionable super hero unit... -_-'.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Feefee
Profile Joined November 2009
Canada556 Posts
April 05 2010 02:05 GMT
#52
the reason it blows is because they listened to everyone about not wanting a superhero unit =P
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 05 2010 02:19 GMT
#53
On April 05 2010 10:53 Vlare wrote:
I don't know about you guys but... Stargate can put out a lot of pressure vs Zerg.


Don't get me wrong I think the Pheonix is badass. I abuse the shit out of them on LT (Forge FE into Pheonix harass FTW )!

The problem is the Void Rays are sniper units and Pheonix's don't really belong chilling with the "ball" unless the "ball" is carriers. Unless you have 4-5+ Pheonix they cannot do anything really to help your army besides delaying unit attacks.

But the pressing issue is the Toss ground army is amazingly fragile in the late game. Zealots no longer run the speed of light, and Stalkers are in no way as effective as Dragoons. Storm doesn't cover an area the size of Montana anymore, and Archons aren't invincible balls of death.

Sure we got Colsi and Immortals too, but neither is useful as a reaver + shuttle, and the Immortals are slow.

Thus the "Protoss ball" is essentially brought back to being a defensive force instead of an offensive one. You either have to add a MS and move 2 MPH, or let the MS do it's own thing and pray to god the opponent does not have Fungal Growth or EMP. Either will cripple any offense the Toss can muster, and both are easily attainable.

With an Arbiter, EMP still messes shit up but you will have a small timing window where your units can be invisible thus allowing a attack to possibly still move forward. Fungal becomes less deadly as the Zerg has to do some guesswork on the casting location or sac an overseer.

Idk maybe I'm just a shitty player, but there is no single unit i miss more than the Arbiter. It made the late game (especially PvT) so exciting.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Lazix
Profile Joined March 2010
Australia378 Posts
April 05 2010 06:00 GMT
#54
On April 05 2010 11:05 Feefee wrote:
the reason it blows is because they listened to everyone about not wanting a superhero unit =P


And if they did make it a hero unit the Protoss as a race would blow. I know which I'd prefer.
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 05 2010 06:05 GMT
#55
i think blizzard's main concern is balance issues with any kind of AOE since the new engine basically makes armies move in a huge concentrated ball... hence why no lurker.
PM me if you want random korean images translated.
Aravan
Profile Joined April 2010
Poland36 Posts
Last Edited: 2010-04-05 15:51:25
April 05 2010 15:27 GMT
#56
Actually this thread has become one about protoss air. Arbiter as it was in BW is not gonna be brought back. I suggest u move to: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118477 .
"The number J!" - Day[9]
StimCraft
Profile Joined March 2010
United States144 Posts
April 05 2010 15:59 GMT
#57
Change the game to add more depth for P-air: proactive, productive beta-testers
Don't!: "I hated SC1 and despise getting owned by depth because I can't think for myself" persons

Avoid saying "fuck no," and instead argue, "I believe the game is balanced 'as-is.'"

No one is saying bring back the arbiter as it was. That would not be fair.

The only problem is the approach the 2nd team has taken: Pull the arbiter out of the StarCraft games like an extremely late-term abortion and throw it into an incinerator. All on a Monday morning...

It was fundamentally cut out of the second game (substituted). I see the only obvious thing to do is to definitely change the thing that is the problem. Since the mothership is broken, fix it or you must add another unit to make air (or the mothership) more viable. The focus was the mothership, because they made everything else nearly impossible to change (idiots). Change it.

Maybe add a small unit to compliment the mothership, in that it at least acts as a stepping stone.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
April 05 2010 16:06 GMT
#58
the mothership is rarely used just like most starport units.
but the arbiter should not be reintroduced.
recall will be pretty much useless since armies are far more mobile in sc2 than they were in sc1. and going up a choke is not a problem anymore like it used to be in sc1.
statis on the oher hand might be too powerful. with all those clumped armies one statis will shut down half the opponents army...
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 05 2010 16:11 GMT
#59
Wouldn't increasing the mothership movespeed be easier?
arb
Profile Blog Joined April 2008
Noobville17921 Posts
April 05 2010 16:25 GMT
#60
On April 05 2010 10:22 floor exercise wrote:
Show nested quote +
On April 05 2010 10:16 Karas wrote:
I'm just enjoying the fact that one of the units that was on the top 3 list of most useless units in SC for much of SC's early years now has such a campaign to return

It was never considered a useless unit, and was a staple unit in foreigner protoss play since the dawn of competitive SC

it was really no where near as good compared to carriers though(in earlier days) and iirc carriers was the only way to go..wasnt until pusan i think started using arbiters that they really caught on
Artillery spawned from the forges of Hell
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