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The Archon - Page 4

Forum Index > SC2 General
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UnburrowedLurker
Profile Joined May 2010
United States41 Posts
June 01 2010 22:09 GMT
#61
Archons take less damage from EMP than immortals do, and people seem to use them against Terran just fine. You should also remember that shields took 100% damage from all attacks in SC1, now nothing does bonus damage on Archons.

While they could certainly be better, they are not the soft gas giants everyone thinks they are.
Homeland
Profile Joined May 2009
Denmark58 Posts
June 01 2010 22:10 GMT
#62
The Archon is just a weird unit now unit now, it is good in broodwar against zerg mainly due to emp making it a very silly unit against terran, but the splash damage against lings makes them good in an early push. Maybe this unit is viable in PvP since it might be able to deal with zealots and the shield regen has been improved.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
June 01 2010 22:13 GMT
#63
You don't build these just to have archons. The only reason you get them is if you need them in an emergency (rather than 2 high temps).
You require more vespene minerals?
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 01 2010 22:20 GMT
#64
just dont make archons before you stormed/feedbacked and they become effective.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Piousflea
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-06-01 22:24:59
June 01 2010 22:23 GMT
#65
Archons are really tanky because they don't take bonus damage from anything. Also, EMP does a maximum of 100 damage, it's not the instakill like in BW. One EMP totally screws an immortal, one emp only takes 30% of an Archon's hp.

They are still not an efficient usage of gas, but they are a great way to extend a push - after your psi storm kills a bunch of hydralisks, you merge archons and warp in stalkers and keep pushing the zerg base.

Lore-wise it would make sense for Archons to be immune to all slows, stuns and mind controls (similar to the Zerg frenzy spell). The problem is, the last thing PvT needs is templar tech being even more dominant.
Seek, behold, and reveal the truth
Bibdy
Profile Joined March 2010
United States3481 Posts
June 01 2010 22:24 GMT
#66
I don't get the EMP argument...most units lose 33-50% of their total 'life' to one EMP...an Archon loses 28%. The only downside is if they literally spam EMP, but if you've got Archons, you've got HTs to Feedback with. Or, you've got Archons because both of your armies just collided and most of the shit on either side of the battle got smished and it'll take a while before EMP-ready Ghosts are back in action.
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-06-01 22:30:52
June 01 2010 22:26 GMT
#67
On June 02 2010 06:20 Bane_ wrote:
Do Archons see much of a boost in performance from the shield upgrades? Or when within range of a sentry's guardian shield? Or both at the same time?

yes: guardian shield is the only thing that can actually reduce damage to 0.

alas, with all this evolution of damage, this is (still) only mentionably viable against mutas' 2nd and 3rd glaive.




aaaand yes, they may not receive any bonus damage, but alas they're not massive either: they can be lifted by phoenixes and can be slowed by marauders. forcefields hold them back, too
rock is fine.. paper could need a buff, but scissors have to be nerfed
Williowa
Profile Joined April 2010
129 Posts
June 01 2010 22:30 GMT
#68
the "emergency only" thing about these is really annoying, it's about as effective as using infested terran in an emergency to boost your forces, except those only cost energy to a still functional unit.

They should have a place....hey I want to go zealot, DT, archon so I only have to tech down 1 part of the tree against zerg...which is all biological.

Or maybe you could do an archon drop...at their current rate of fire they aren't effective at wiping out a bunch of little units quickly...or buildings for that matter.

How sweet would it be if you could compare an archon drop to a thorship?
even providing that an archon doesn't have the special ability, if it could just kill drones effectively that would be a plus.

If "emergency only" otherwise broken kinda goes against everything Starcraft is known for imo
It's A Zergling Lester
JoelB
Profile Joined May 2010
Germany311 Posts
Last Edited: 2010-06-01 22:39:55
June 01 2010 22:38 GMT
#69
I actually like the idea of the archon beeing and "emergency unit" because it makes sense lore wise. High Templars would not sacrifice their life except when they face a real thread for their people. i know noone here cares about lore but i really like this generell concept - it's just a matter of how you implement this in the game to still make the unit viable

maybe it's just me but i always have a bad feeling when i turn high templars to archons
Stropheum
Profile Joined January 2010
United States1124 Posts
June 01 2010 22:39 GMT
#70
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?

Four emp's for a single unit? That's a lot of energy to be wasting.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
June 01 2010 22:42 GMT
#71
archons are actually very good if you go pvz temp tech and zerg has heavy ling composition. 1 or 2 of them in your ball make all your zealots and stalkers 1 shot many lings.
Bane_
Profile Joined October 2005
United Kingdom494 Posts
June 01 2010 22:44 GMT
#72
On June 02 2010 07:26 roemy wrote:
Show nested quote +
On June 02 2010 06:20 Bane_ wrote:
Do Archons see much of a boost in performance from the shield upgrades? Or when within range of a sentry's guardian shield? Or both at the same time?

yes: guardian shield is the only thing that can actually reduce damage to 0.



alas, with all this evolution of damage, this is (still) only mentionably viable against mutas' 2nd and 3rd glaive.




aaaand yes, they may not receive any bonus damage, but alas they're not massive either: they can be lifted by phoenixes and can be slowed by marauders. forcefields hold them back, too


If only sentries didn't also need a lot of gas to produce...it's pretty hard to see them being used in reasonable numbers when you're also building HTs and morphing the occasional archon, although the combination feels like it should be great not just against mutas but any 'ticklers' which do lots of little attacks like lings, marines and so on. Your last couple of sentences are making them seem a bit less awesome though!
Kibibit
Profile Blog Joined July 2009
United States1551 Posts
June 01 2010 22:46 GMT
#73
Another note is that in BW, the high templar's default ability was essentially warping into archons, whereas now they also come with feedback. From Blizzard's balancing role (which, I feel, is more of a "laying down rules and letting the players run away with it" than anything else), the high templar itself is also pointing towards the archon having the role it has now.
R.I.P. 우정호 || Do probes dream of psionic sheep?
Housta
Profile Joined April 2010
United States57 Posts
Last Edited: 2010-06-01 22:51:54
June 01 2010 22:50 GMT
#74
Nah guys archons are meant to be "recycled" units for when your HT's are out of energy. Oh btw other than feedbackinglol u need ATLEAST psi storm researched too in order for your HT to be useful and circlet upgrade for it to be half decent. gg blizz
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
June 01 2010 22:53 GMT
#75
On June 02 2010 07:39 Stropheum 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?

Four emp's for a single unit? That's a lot of energy to be wasting.


The OP says that he wants to mass Archons. I think that is a silly thing to do. I think I'm right on this one.
"I made you a zergling, but I eated it." - Defiler
Ideas
Profile Blog Joined April 2008
United States8091 Posts
June 01 2010 22:53 GMT
#76
On June 02 2010 06:15 EvilSky wrote:
When were archons ever good in PvT in bw lol


they floated over mines bro!
Free Palestine
Twilexia
Profile Joined May 2010
United States62 Posts
Last Edited: 2010-06-01 23:07:28
June 01 2010 22:55 GMT
#77
The sucky thing about archons is that by the time you realize you need one, you're probably already dead.

Their main problem isn't their high cost necessary, or their vulnerability to EMP, but rather their low range and slow speed. The SC1 Reaver was compensated for having a super-slow speed, by having an extremely powerful ranged attack. But the Archon is like the Reaver but weaker. It can move semi-fast, but it has a melee attack. In PvZ it's supposed to be for destroying lings and mutas, but is too slow to catch up to either, and will be only useful if the zerg is forced into a direct fight. In PvT, it really has no use except to kill clumped up marines, but will get killed by the time it reaches the main terran army anyway. And if you're making an archon after storming, chances are, by the time you finish making it, either your army's dead, or their army's dead, rarely in-between.

So it's a weird unit, it's an emergency unit, and I guess in many ways it's a harass unit. I think the main problem with the archon is that in terms of army composition, it's just not that effective. The Archon's counterpart, the ultralisk, may only be able to attack ground, but for the zerg force to have a tank, that is huge. On the other hand, zealots in themselves are much cheaper, more expendable tanks, and immortals are probably more useful. As a damage dealer, it rarely gets to the enemy army in time, and as an anti-air, it's not nearly mobile enough. The main thing is that protoss already has enough units to solve all their needs, without needing the archon.

Edit: I just thought of a good way to buff archons. Make them fly.
Hello, I am ready to eat.
101TFP
Profile Blog Joined May 2010
420 Posts
June 01 2010 22:57 GMT
#78
i think currently the biggest problem of the archon (just like the ultralisk) is its collision size

if you try to mass them (i did that several times in placement matches) they get really weird pathing and clumping because of their size. the collision size should be reduced, visual size is fine
People get what they get, this has nothing to do with what they deserve.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
Last Edited: 2010-06-01 23:04:17
June 01 2010 23:03 GMT
#79
Yes, archons kill mutalisks. Yes, archons can soak marginally more damage than an Immortal. My biggest problem with archons is that they are just not cost-efficient relative to other available units. While they may be decent, there's no need to build them. While they are slightly more viable as 'recycle units' now that their build time now takes 12 seconds instead of approximately forever, I'd rather just run my spent HTs away and let them recharge than turn them into something that gets vaporized as soon as its spotted by the opponent. Those things are visible as hell, and in my short and clumsy experience they get focus fired first.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 01 2010 23:08 GMT
#80
I don't know why any of you would want to depend on a unit costing 250/250 or 100/300 to be a counter to anything.

"Oh shit! He's sending Mutas at my expansion! Let's hope I can gather 600 gas and have 17 seconds (5 to summon HTs, 12 to merge) to create them, within the next 10 seconds"
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