The Archon - Page 8
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PrinceXizor
United States17713 Posts
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mskaa
Denmark155 Posts
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melfice
Austria12 Posts
On June 03 2010 12:01 PrinceXizor wrote: Yesterdays Day9 Daily he showed him losing about 20 HT's to banelings over the course of the game, if he noticed the banelings he can't move away (slow HTs) he could have just archon morphed and absorbed ALL the baneling hits and been up units instead of down. I thought of the same thing. Since Archons are not "light" they would also gotten less damage per each baneling. Maybe I'll check out the math to see how many Archons you have to form to absorb a certain amount of banelings. It clearly is better not to sacrifice all HTs at once, only because to see some banelings rolling. Guarding your HTs with Zealot or Stalker wouldn't be ideal either. | ||
pzea469
United States1520 Posts
One big problem is that they are too big. They are actually bigger than they look. Which makes it harder for them to get into the battle. They also block each other out which leads to another big problem. Their range. I swear if they had just a tiny bit more range they wouldn't be as bad. Still bad, but not BAD. They're pathing size or whatever its called should be lowered and their range upped. Perhaps even speed increased so they don't die before they get into battle. But one of the main things that should be changed is...... BRING THEIR SWEET SPLASH BACK! | ||
Seltsam
United States343 Posts
I think a reasonable argument could be made that Archons are among the most cost-efficient units in the game. | ||
Skee
Canada702 Posts
Edit: im aware Archons aren't melee, but they still have to be damn close. | ||
Doko
Argentina1737 Posts
Their fire rate or range could use a buff but beyond that I find them awesome to deal with mass ling or mass mutas. Other than that yeah they are kind of lacking. | ||
RedTerror
New Zealand742 Posts
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refmac_cys.cys
United States177 Posts
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Pjonkan
Sweden9 Posts
I will give you an example: http://www.starcraftcheese.site90.com/replays.php?DL=52 Its a PvT Diamond 30 min long but no need to watch the whole game, the archons makes their mark in the last min! | ||
Archerofaiur
United States4101 Posts
On June 02 2010 05:51 Liquid`Jinro wrote: Archons would be a lot better if depleted gases still gave 1-2 gas instead of 0, like in SC1. But instead they decided to make gas "green minerals that are just harder to get" ![]() | ||
ToxNub
Canada805 Posts
On June 02 2010 10:37 indczn wrote: Ill fess up, I use archons just about every pvt and pvz. They are really good bridge while researching storm/energy upgrade. Zealot/Archon/sentry holds off most annoying terran bio attacks, is a good followup after 10gate pressure on a zerg xp. Archons are definitely useful, tanky, do good damage to bio, and are available before storm, and open up the templar tech tree, which in other threads, people are conflicted on which is better. Being cheap on minerals allows for more XP, more zealots, more warpgates. I think archon/zealot is the hardest counter to the roach in the game. It is stupid how effective archon + zealot is at killing roaches. They are also THE best damage absorber in the game if you are able to micro them since they can regenerate their entire enormous health pool, and they are quite fast. A raiding party with a couple of archons that never overcommits is a very strong force. But it's cool, none of you have to use them, I'll make it my signature build :p | ||
Back
Canada505 Posts
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bLuR
Canada625 Posts
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Skee
Canada702 Posts
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Backpack
United States1776 Posts
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jacen
Austria3644 Posts
On June 02 2010 05:48 TheAngelofDeath wrote: So wouldn't high templar casting feedback on the ghosts help solve the EMP issue? i ALWAYS have trouble doing this for 2 reasons. 1) EMP has range 10, not to mention the 2 (or just 1.5) range AE. Feedback has range 9. 2) ghosts don't stick out in a marine marauder ball ... templars stick out alot, whatever you have as toss it seems emp'ing is magnitudes easier than feedbacking ghosts. i have yet to find a way to effectively avoid getting emp'ed the shit out of me ![]() | ||
SpiritAshura
United States1271 Posts
On July 18 2010 14:35 jacen wrote: i ALWAYS have trouble doing this for 2 reasons. 1) EMP has range 10, not to mention the 2 (or just 1.5) range AE. Feedback has range 9. 2) ghosts don't stick out in a marine marauder ball ... templars stick out alot, whatever you have as toss it seems emp'ing is magnitudes easier than feedbacking ghosts. i have yet to find a way to effectively avoid getting emp'ed the shit out of me ![]() Seriously, this is one of the things I've struggled with as well...I just can't find them. | ||
PhiliBiRD
United States2643 Posts
you realize it takes 4 emps to completely remove an archons shield. | ||
sjschmidt93
United States2518 Posts
Okay, why do they suck in PvZ and PvP? | ||
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