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The Archon - Page 2

Forum Index > SC2 General
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TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 01 2010 20:54 GMT
#21
On June 02 2010 05:52 lyk503 wrote:
Show nested quote +
On June 02 2010 05:48 TheAngelofDeath wrote:
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?


What does that have to do with the Archon?



I'm saying you can feedback the ghosts so they can't EMP your Archons. That way they can be much more effective in battle.
"Infestors are the suck" - LzGamer
graphene
Profile Joined May 2010
Finland211 Posts
June 01 2010 20:54 GMT
#22
has anyone tried archon instead of stalker with templar and colosi support, might be deadly in late late game after 3 bases
cloud computing is the future
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
June 01 2010 20:54 GMT
#23
The primary role for Archons in SCBW

PvP: Infantry support. High HP. High damage

PvZ: Best ground unit for defending against Mutalisks (Dragoons were insufficient).
Fighting Ultra + Ling.

In SC2, by contrast, there are simply better units for those roles.

PvP: Colossi are waaay better anti-ground support. They don't suffer from the Reaver's deficiencies

PvZ: Colossi are again way better than general anti-ground support
Cannons are better against Mutalisk than they were in SCBW
Archons are not as good against Mutalisk as they were in SCBW
Templar Archives is not as common against Zerg
Zerg no longer uses Ultraling



MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 01 2010 20:56 GMT
#24
I love peopel who think that emp elininates shields instead of just dealing 100 shield damage.

i would not spend all of my energy on 2 ghosts to get 1 archon down to 10 hp. thats like having 2 ghosts for no other reason than casting 16 snipes on an ultralisk to bring it down.
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
June 01 2010 20:56 GMT
#25
Archons are great if you get high templars, see a push coming towards you, and you go "Whoops. Probably should have researched psi storm too."

Pretty terrible in every other scenario, though. And the above should only ever happen to you once at most.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
Last Edited: 2010-06-01 20:57:59
June 01 2010 20:56 GMT
#26
On June 02 2010 05:50 Elite00fm wrote:
It's not meant to be a powerful combat unit, but instead an option for when you have energy-less templars


No, that's exactly what it does not want to end up as, a waste.

Each unit is going to need to have a real purpose not a last resort may as well situation. Archons in BW were viable against late game ultra / defiler and pushes with zealots.
Hasta La Victoria Siempre | 톤
Hammy
Profile Joined January 2009
France828 Posts
June 01 2010 20:57 GMT
#27
I've seen it used to effect in a few games thanks to its high out-of-combat regeneration though. I'm sure that's not why it was made, but that's not a negligible advantage if you can manage to keep it alive.
If blizzard wants the archon to be a fast-response combat unit, this change is exactly what they were supposed to do. What's the big deal? Do protoss need a buffed archon as a core unit to their armies?
AJ-
Profile Joined April 2010
United States316 Posts
June 01 2010 20:57 GMT
#28
there isn't a specific role for it as there was in bw
if you want good splash damage for your army, you tech to storm or colossi
zealots for the cost are better tanks and your gas is better spent for your tech units or the templar before them
that being said, if you have archons from leftover battles they do pretty well nonetheless as two_down mentions
Willes
Profile Joined April 2010
Germany199 Posts
Last Edited: 2010-06-01 20:58:30
June 01 2010 20:58 GMT
#29
Archons recycled from templars vs zerg are usefull like in sc:bw because of splashdmg, good hp and good dmg
if you think they suck against ghost, dont build them in pvt, if you want to use templars in pvt its also better to morph archons and deal/tank dmg instead of templars without mana for spells....

iirc from my ~300 zerggames until now i had maybe 2 vsP with archons, they really can hurt zerglings ( like in bw ) after the two templars have casted the storms, so i dont get it if someone complains about archons, 1 archon dont cost you 300 gas, you tech for storms and maybe feedback, archons are a bonus when you quickly need reinforcements...
Morayfire73
Profile Joined April 2010
United States298 Posts
June 01 2010 20:59 GMT
#30
On June 02 2010 05:51 FrozenArbiter wrote:
Archons would be a lot better if depleted gases still gave 1-2 gas instead of 0, like in SC1.


IMO if they changed cost of say DT around to make it cost be a little less gas intensive , like being 200 mins and 50 gas you could get archons for a high mineral cost 400 minerals 100 gas, or a high gas cost with HT 100 minerals 300 gas, or for a balanced price of 200 minerals 200 gas (by combining both types of templar). This would make them cost wise 100 minerals cheaper then a colossus, as well as providing splash.
[Insert witty comment here]
Renaissance
Profile Blog Joined January 2009
Canada273 Posts
June 01 2010 21:01 GMT
#31
I think in the end of everything the unit to blame for this is the Marauder. I feel that unit is just too good against gateway units due to its concussive shells and ease of kiting.
Live forever or die trying.
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
June 01 2010 21:01 GMT
#32
only problem with your theory of the balanced price is that youd need to spend the extra 250 gas on building the dark templar shrine
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
June 01 2010 21:05 GMT
#33
On June 02 2010 05:53 pyr0ma5ta wrote:
Show nested quote +
On June 02 2010 05:50 tarsier wrote:
they get roflstomped by emp... because emping the same unit 4 times is made of win?


Yes, when that unit has 10 HP after doing so. Wouldn't you?


um no.

waste 4 emps on a single archon? ...really?
Phisk
Profile Joined June 2010
166 Posts
June 01 2010 21:07 GMT
#34
For a unit made when another has passed all usefulness, it isnt as terrible as it is made out to be.


This. I find archons useful when my templars have used up all their energy, but unlike in BW its pretty ineffecient to warp in templars just to turn them into archons and are only something that makes templar useful after their energy is gone (which afaik is what blizzard intended). My guess is that people tried to do Archon builds, realised its not possible and started ranting about how useless archons are just cause you cant go mass archons. Their size is a big problem, but they can at least soak up quite a lot of damage. One of the biggest problem for me about the Archon is that Storm isnt as effective as it was in BW and I often opt for colossi instead. When High Templars gets less effective then so does the archon.

I also feel that people are exaggerating about EMP effects. EMP does 100 dmg to shields, less than a 3rd of the Archons total hp, hardly enought to consider the Archon "gone" or "roflstomped" (is a maraduer with 85 hp also gone?). EMP is way more dangerous to tightly packed SSZ balls or Immortals.
xinxy
Profile Joined April 2010
Canada116 Posts
June 01 2010 21:07 GMT
#35
On June 02 2010 05:46 oxxo wrote:
Same way tanks were 'bad' in the beginning, but are now 'OP'... when all that's changed is 10 hp (and slight splash change).


And build time reduction.
Evil will always triumph because good is dumb.
ExileStrife
Profile Joined February 2009
United States170 Posts
June 01 2010 21:12 GMT
#36
Out of all the things that make Archons bad, the one I think that should get fixed is their pathing. If you have just one it doesn't seem to get stuck, but if you attempt to move two down a ramp where there might be a building near one the sides, they can get stuck on each other. Just two.
EvilSky
Profile Joined March 2006
Czech Republic548 Posts
June 01 2010 21:15 GMT
#37
When were archons ever good in PvT in bw lol
Lylat
Profile Joined August 2009
France8575 Posts
June 01 2010 21:15 GMT
#38
On June 02 2010 05:51 FrozenArbiter wrote:
Archons would be a lot better if depleted gases still gave 1-2 gas instead of 0, like in SC1.

This, besides Archons shouldnt be slowed down by Marauders and they would be a lot better
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
June 01 2010 21:15 GMT
#39
On June 02 2010 06:05 BDF92 wrote:
Show nested quote +
On June 02 2010 05:53 pyr0ma5ta wrote:
On June 02 2010 05:50 tarsier wrote:
they get roflstomped by emp... because emping the same unit 4 times is made of win?


Yes, when that unit has 10 HP after doing so. Wouldn't you?


um no.

waste 4 emps on a single archon? ...really?


His post about EMP leaving Archons with 10 HP is in regards to how come mass Archons versus Terran in BW could work quite well sometimes, but essentially never works in SC2. No one is suggesting you burn all of a Ghosts energy EMPing one Archon. If Terran is facing a Bio/Templar army, and is surprised with Archons in SC2, its as simple as building some Ghosts (which you should already have given how early you can get them in SC2) and spamming EMP, as stated above spamming EMP on an army of Archons will decimate it, and is far from a poor use of EMP.

In BW unless the Terran purposely went for a Sci Lab tech build it would require building that, then the Covert Ops add-on and then getting Ghosts. This is the primary reason that making it look like you're going a Templar army only to get Archons in BW was viable and could work in a number of situations versus Terran.

That said I do not believe the Archon should be as under-valued in PvP or PvZ battles, as it is still a good unit versus those races.
i-bonjwa
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 01 2010 21:18 GMT
#40
On June 02 2010 05:59 Morayfire73 wrote:
Show nested quote +
On June 02 2010 05:51 FrozenArbiter wrote:
Archons would be a lot better if depleted gases still gave 1-2 gas instead of 0, like in SC1.


IMO if they changed cost of say DT around to make it cost be a little less gas intensive , like being 200 mins and 50 gas you could get archons for a high mineral cost 400 minerals 100 gas, or a high gas cost with HT 100 minerals 300 gas, or for a balanced price of 200 minerals 200 gas (by combining both types of templar). This would make them cost wise 100 minerals cheaper then a colossus, as well as providing splash.


That's a pretty good point, especially since DTs are also pretty infrequently used. If going DTs also meant you had the ability to make cost effective archons then it could really help the archon out.
I kinda get the impression that players don't mess around enough with DTs -> Archons and what possibilities that may have. Zealot -> DT -> Archon seems like it could be really effective.

Anyone know how cost effective archons would be against zerg ground (specifically ling/roach)? Without splash it seems like archons aren't too bad vs roaches.
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