• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:27
CEST 01:27
KST 08:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Power Rank - Esports World Cup 202552RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams7Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
The GOAT ranking of GOAT rankings Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread Jim claims he and Firefly were involved in match-fixing RSL Season 1 - Final Week
Tourneys
Esports World Cup 2025 Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion [Update] ShieldBattery: 2025 Redesign BGH Auto Balance -> http://bghmmr.eu/ Ginuda's JaeDong Interview Series
Tourneys
[Megathread] Daily Proleagues CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Post Pic of your Favorite Food! Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 666 users

The Archon

Forum Index > SC2 General
Post a Reply
Normal
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 01 2010 20:44 GMT
#1
So, after running numerous tests on the unit tester with the Archon. It pretty much dismantles anything in large quantities. The exception being the carrier, and broodlords. The topic is short, but I haven't seen a dedicated topic about the Archon so....why all the hatred towards this unit? What is it that makes the Archon so terrible?? I've used it in real game and it holds up just fine, so why is it that it's never used much at all?

Thanks.
"Infestors are the suck" - LzGamer
theqat
Profile Blog Joined March 2008
United States2856 Posts
June 01 2010 20:45 GMT
#2
to summarize: 100/300 for a unit with poor damage vs. non-bio that gets slowed by Marauders
oxxo
Profile Joined February 2010
988 Posts
June 01 2010 20:46 GMT
#3
Who knows, they might actually be good.

Same way tanks were 'bad' in the beginning, but are now 'OP'... when all that's changed is 10 hp (and slight splash change). For some reason there are people that think tanks didn't have splash in the first place.

Metagame is changing.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 01 2010 20:46 GMT
#4
Alright, thanks man.
"Infestors are the suck" - LzGamer
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
June 01 2010 20:46 GMT
#5
I remember someone said that archons should be considered massive. If this were the case along with the recent small buffs to archons I believe they would be a useful unit.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Denarius Jay
Profile Joined May 2010
42 Posts
June 01 2010 20:47 GMT
#6
Expensive, gets eaten alive to EMP, bad unit pathing, did I mention expensive?

Think of the Archon as the Zergs ultralisk, look great on paper or in small skirmishes, but generally just terrible all around...
State thy biding - Stalker
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
June 01 2010 20:47 GMT
#7
They cost a zillion gas, and get roflstomped by EMP?

Also, their range and size is hilaribad.
"I made you a zergling, but I eated it." - Defiler
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 01 2010 20:48 GMT
#8
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?
"Infestors are the suck" - LzGamer
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
June 01 2010 20:49 GMT
#9
Archons are no where near as powerful as they were in bw, so that was the initial reason people shied away from them. However, as tech builds have begun to spread away from the robo bay, more people have begun to use templar, and as their energy ran out, archons. I remember watching a stream the other night and being amazed at how well archons seemed to tank damage. For a unit made when another has passed all usefulness, it isnt as terrible as it is made out to be.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
G3nXsiS
Profile Joined July 2009
United States656 Posts
June 01 2010 20:50 GMT
#10
It attacks slow, has low HP for its cost and overall just not a very cost effective or powerful unit in terms of damage and HP. 1 EMP and its gone.
Hope is the first step on the road to dissapointment
Elite00fm
Profile Joined January 2008
United States548 Posts
June 01 2010 20:50 GMT
#11
It's not meant to be a powerful combat unit, but instead an option for when you have energy-less templars
tarsier
Profile Joined May 2010
United Kingdom223 Posts
June 01 2010 20:50 GMT
#12
they get roflstomped by emp... because emping the same unit 4 times is made of win?
Esseim
Profile Joined April 2010
34 Posts
June 01 2010 20:50 GMT
#13
Archons are a fairly good unit as is. Problems are: slowed by marauder so they can't get to the terran bio-ball to splash it, not good in mass combat due to large size/low range, (see ultras for further example) and the fact that 300 gas is just better spent on 1.5 collosus for AoE dmg in so many cases. Moving slower than any air unit with similar range also hurts the ability to shoot up.
Dying aint much of a living, boy.
GWash
Profile Joined May 2010
United States153 Posts
June 01 2010 20:51 GMT
#14
Against Terran, it basically is invalid. Normal units can be EMP'd to about half their effective hp, but ghosts would become stupid effective against Archons if you massed them. basically an army with a few ghosts and even a single tank should not be phased even slightly by Archons. Spamming EMP to remove sheilds as you normally would results in Archons dieing to even a single bit of splash. Is the splash big enough to hit multiple hydras in a hydra ball? If so I could see minor use coming out of that.
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 01 2010 20:51 GMT
#15
There are far better things to put gas towards than Archons. I have no incentive to ever get them.
Life is Good.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 01 2010 20:51 GMT
#16
Archons would be a lot better if depleted gases still gave 1-2 gas instead of 0, like in SC1.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
DarkShadowz
Profile Joined December 2008
Sweden321 Posts
June 01 2010 20:51 GMT
#17
every plash unit got a ton betetr since they changed form where the aoe damage comes from. It's not meta game splash has in general got a huge buff.
Jarvs
Profile Joined December 2009
Australia639 Posts
June 01 2010 20:51 GMT
#18
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


This is the reality as Blizzard have said this themselves. I feel that is poorly inspired design, frankly.
lyk503
Profile Joined May 2009
United States261 Posts
June 01 2010 20:52 GMT
#19
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?
z0mgz starcraft
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
June 01 2010 20:53 GMT
#20
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?
"I made you a zergling, but I eated it." - Defiler
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.
Logo
AncienTs
Profile Joined March 2010
Japan227 Posts
June 01 2010 21:18 GMT
#41
On June 02 2010 05:50 G3nXsiS wrote:
It attacks slow, has low HP for its cost and overall just not a very cost effective or powerful unit in terms of damage and HP. 1 EMP and its gone.


I just want to clarify that EMP does not take away all shields from one blast, but rather 100 shield points... this is a common misconception in SC2.

Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Bane_
Profile Joined October 2005
United Kingdom494 Posts
Last Edited: 2010-06-01 21:25:31
June 01 2010 21:20 GMT
#42
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?
Slunk
Profile Blog Joined February 2010
Germany768 Posts
June 01 2010 21:24 GMT
#43
On June 02 2010 06:15 SichuanPanda wrote:
Show nested quote +
On June 02 2010 06:05 BDF92 wrote:
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.


You know that SC1 ghosts didn't have EMP, right?
And archons were terrible in PvT in BW. Under all possible sircumstances.
DorF
Profile Blog Joined July 2009
Sweden961 Posts
June 01 2010 21:24 GMT
#44
I think it kills broodlords
BW for life !
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
June 01 2010 21:26 GMT
#45
...And what else are you guys going to do with dead-weight Templar? >.>

Warp 2 Templars in (when needed), cast 2 storms, warp in an Archon, and have fun. It's a powerful option when you need it.

It's sort of like Terran and their Marines. They don't buy Marines because they're powerful, but rather, because they have extra minerals lying around. Their power is more of an added side-effect.

You also make Marines you see Mutas. Same deal with Archons; warp in High Templar, use storm, and create an Archon to finish up the devestation if they aren't dead yet.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 01 2010 21:28 GMT
#46
Yeah, idk why you would ever get an Archon. In SC1 even if the Terran didn't have Science Vessels and EMP by then, they would probably have vultures and tanks which own Archons. The most the Archon could do is clear mines and tank.

In SC2 they rarely get a chance to do a lot of damage to a clump of units and they are essentially more expensive because of the added cost of the templar tech route and the lower rate of gas income.
What does it matter how I loose it?
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
June 01 2010 21:29 GMT
#47
On June 02 2010 06:28 Percutio wrote:
Yeah, idk why you would ever get an Archon. In SC1 even if the Terran didn't have Science Vessels and EMP by then, they would probably have vultures and tanks which own Archons. The most the Archon could do is clear mines and tank.

In SC2 they rarely get a chance to do a lot of damage to a clump of units and they are essentially more expensive because of the added cost of the templar tech route and the lower rate of gas income.


I thought the REASON Archons were used at all in PvT was because they DIDN'T trigger mines? >.>

Also, Archons are essentially FREE. Your mindset should be "I have High Templar, I'll make an Archon in the middle of the battle after I'm done with them," not "Let's warp in High Templar to make an Archon"
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-01 21:31:28
June 01 2010 21:31 GMT
#48
Archons are greatly improved by getting +3 shield upgrade. unfortunately most units aren't though templar, immortals, stalkers, DTs, motherships, buildings are however. so if you could make a stalker/immortal army with a transition to DT harrass and into archons. you could figure something out.
ZappaSC
Profile Joined May 2010
Denmark215 Posts
June 01 2010 21:32 GMT
#49
On June 02 2010 06:24 Slunk wrote:
Show nested quote +
On June 02 2010 06:15 SichuanPanda wrote:
On June 02 2010 06:05 BDF92 wrote:
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.


You know that SC1 ghosts didn't have EMP, right?
And archons were terrible in PvT in BW. Under all possible sircumstances.


He meant science vessels, dont misunderstand on purpose.
0neder
Profile Joined July 2009
United States3733 Posts
June 01 2010 21:33 GMT
#50
On June 02 2010 05:48 TheAngelofDeath wrote:
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?

So you get HTs to feedback ghosts to make archons? Not bad, since you have a counter if you have HTs before he has ghosts, so whether he addresses the archon issue or not it may still be viable.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2010-06-01 21:38:52
June 01 2010 21:37 GMT
#51
On June 02 2010 06:29 Zeke50100 wrote:
Show nested quote +
On June 02 2010 06:28 Percutio wrote:
Yeah, idk why you would ever get an Archon. In SC1 even if the Terran didn't have Science Vessels and EMP by then, they would probably have vultures and tanks which own Archons. The most the Archon could do is clear mines and tank.

In SC2 they rarely get a chance to do a lot of damage to a clump of units and they are essentially more expensive because of the added cost of the templar tech route and the lower rate of gas income.


I thought the REASON Archons were used at all in PvT was because they DIDN'T trigger mines? >.>

Also, Archons are essentially FREE. Your mindset should be "I have High Templar, I'll make an Archon in the middle of the battle after I'm done with them," not "Let's warp in High Templar to make an Archon"

That's a lot of money to get eaten by vultures near the mines, besides the fact that I already said it was the only thing you could really use them for in my post. Hell, I only used them when vultures where going to snipe the templar anyways.

Otherwise I might as well try to run the templar away, as you might as well do in SC2. 11 build seconds is still too much to really turn the tide of a battle in any significant way.
What does it matter how I loose it?
RailGuN
Profile Joined May 2010
Singapore73 Posts
June 01 2010 21:38 GMT
#52
Thing about warping in archons after you've used storm is, in a lot of cases the battle is over before the Archon can finish morphing.
Was kinda disappointed when I found out blizz wanted Archons to be a unit you only get when HTs are out of energy.

Btw was there any reason for removing feedback from the Archon? The only thing I can think of is that HTs have feedback now and if Archons kept feedback that would be slightly imba I guess. Would be cool though.

Also, what about a DT rush into 3-4 gate push with archons versus zerg? Archons seem to be ok versus zerg because they deal 35 damage against everything zerg has meaning the one shot zerglings + splash. Just theorycrafting...
Whatever floats your boat.
terranghost
Profile Joined May 2010
United States980 Posts
June 01 2010 21:39 GMT
#53
On June 02 2010 05:50 tarsier wrote:
they get roflstomped by emp... because emping the same unit 4 times is made of win?


I wouldnt really call it emp makes them get stomped but the heavy damage siege tanks and thors should be able to cut them to size even after 2. Also it only encourages the terrans to build more ghosts.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 01 2010 21:41 GMT
#54
I've made archons from DTs in your theoretical DT rush, but really only after he gets a couple of overseers or gets hydras.

DTs are fast now so they really give map control and eat roaches to boot. Archons are better against hydras than DTs, but you really need stalkers if you were to do that push, and you probably won't have many because of the cost of DTs.
What does it matter how I loose it?
BishopONe
Profile Joined November 2003
Spain242 Posts
Last Edited: 2010-06-01 21:43:17
June 01 2010 21:43 GMT
#55
everyone saying that emps own archons (which is true) I must say that archons are not the ideal unit when playing against terran, I see archons beings used against a massive ling style or a massive zealot protoss. I think they should improve archon speed also attack speed and maybe some move and attack ability phoenix style so they are more attractive.
:D
Dawme
Profile Joined May 2010
France58 Posts
June 01 2010 21:46 GMT
#56
I did some tests with the unit tester some weeks ago and one of the best uses I found with archons is vs mutalisks. 2 archons demolish 6-7 mutalisks easily, 3 can kill 12 muta if well positionned and targetting the center of a muta ball so it might be something to explore in PvZ if for some reasons you don't want to go stargate phoenix.
scudst0rm
Profile Joined May 2010
Canada1149 Posts
June 01 2010 21:51 GMT
#57
On June 02 2010 06:29 Zeke50100 wrote:
Show nested quote +
On June 02 2010 06:28 Percutio wrote:
Yeah, idk why you would ever get an Archon. In SC1 even if the Terran didn't have Science Vessels and EMP by then, they would probably have vultures and tanks which own Archons. The most the Archon could do is clear mines and tank.

In SC2 they rarely get a chance to do a lot of damage to a clump of units and they are essentially more expensive because of the added cost of the templar tech route and the lower rate of gas income.


I thought the REASON Archons were used at all in PvT was because they DIDN'T trigger mines? >.>

Also, Archons are essentially FREE. Your mindset should be "I have High Templar, I'll make an Archon in the middle of the battle after I'm done with them," not "Let's warp in High Templar to make an Archon"


Good example of this, except transitioning from DTs to archons.

I was playing a PvP where a guy went fast DTs and sacked my main. I cannoned up my natural and countered into his main. I took out all of his probes before the DTs killed me. I figured we were about even at this point, since he had no income and only DTs and I had no army, and started rebuilding my base. Then right away he comes into my natural with 10 archons and destroys me. gg.

I'm not saying that my opponent had the best strat but it does show how useful it is having the option to transition from DTs to archons.
You're like a one ranger army comin' at me...
drlame
Profile Joined February 2010
Sweden574 Posts
June 01 2010 21:52 GMT
#58
Most people in this thread seemed to have forgotten that there are 3 races in sc2. I mean come on, not only doesnt EMP take away all the shields, but the archons is doings its job by taking that EMP in the first place.

With the recent change in splash archons actually fare well against anything the zerg has except for like the hydra.
Wire
Profile Joined July 2009
United States494 Posts
June 01 2010 21:55 GMT
#59
I've been trying to do an early chargelot into chargelot ht build a la sc1 and it's worked out well in 2v2 matchups. I think archons are really underused because 2 of them can still take a fair amount of beating from mutalisks and after u storm with ht the merge ends up producing a still fairly powerful unit.

8 chargelots + 2 archon + 4 ht pretty much straight up owned a zerg base that had about 30 lings and 10 mutalisks

underused vs zerg imo. I would never specifically tech for archon as terran. maybe meld leftover templar to emp tank, if anything.
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Full
Profile Joined April 2010
United Kingdom253 Posts
June 01 2010 22:03 GMT
#60
No need to worry guys. The transform has been lowered by 5 seconds.

All is well in the land of SC2.
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 States8097 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"
brandonc
Profile Joined February 2008
United States72 Posts
June 01 2010 23:10 GMT
#81
You cant argue that archons arnt good because of EMP, first off, it takes 3-4 emps to take out ALL the sheilds (100 sheild removal per emp). Yes - ghosts are easier to get that sc1 sci vessel emp. Yes- ghosts are almost always gotten anyway vs toss. but seriously if someone is going to use 4 emps on an archon, they deserve to kill it.

Still... When were Archons ever really used vs terran in sc1 anyway, so dont argue that in sc1 archons were better (vs terran).

cant argue cost either, because they were the same in sc1

But yes, archons are still lacking, in sc1 you could get a few templars and archon them right out the gateway for quick muta defense. Now, without muta stack, smaller splash, crappy collision. They dont seem to be very useful against much.

Vip3ra
Profile Joined May 2010
Norway13 Posts
June 01 2010 23:13 GMT
#82
I say buff archon attack range from 2 to 3. Would make them more usefull.
They are not ment to be a main part of your army, they are there so HT without energy can do something. But they are a bit week even for that, but i think a slight range buff could fix that
Worm104
Profile Joined May 2010
England28 Posts
June 01 2010 23:17 GMT
#83
I think the Archon needs something to set it apart as at the moment it isn't really useful for its cost especially with EMP's. Maybe some kind of support spell that restores some shields to protoss units in an area around it?
RailGuN
Profile Joined May 2010
Singapore73 Posts
June 01 2010 23:19 GMT
#84
On June 02 2010 08:13 Vip3ra wrote:
I say buff archon attack range from 2 to 3. Would make them more usefull.
They are not ment to be a main part of your army, they are there so HT without energy can do something. But they are a bit week even for that, but i think a slight range buff could fix that


Range buff would make them more useful as they really aren't fast enough to get up that close. Maybe even an attack speed buff, just a slight one.

Maybe interesting stats:
-Archons 1 shot zerglings and deal splash
-Archons have barely enough range to attack over zealots (send in charge zealots first?)
-Archons deal bonus damage against everything zerg has
-With +2 weapons archons can 2 shot hydras and again plus splash damage
-During an Archons attack cooldown, a hydra can attack 3 times >_>

They seem kinda good on paper, but are still not all that useful =/
I'd really like to use them, cause they look really awesome DX
Whatever floats your boat.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
June 01 2010 23:23 GMT
#85
umm HT feedback/storms, then archons when no energy left like SC1? that semed to work then, why not now?
scottyyy
Profile Blog Joined April 2010
United Kingdom796 Posts
Last Edited: 2010-06-01 23:24:29
June 01 2010 23:24 GMT
#86
Does anyone know how big the splash damage is on the Archon? Say compared to a siege tank?

Unfortunately I haven't used the Archon much so I don't know anything about it, even though he's one of my favourite BW units.
RailGuN
Profile Joined May 2010
Singapore73 Posts
Last Edited: 2010-06-01 23:30:44
June 01 2010 23:28 GMT
#87
On June 02 2010 08:24 scottyyy wrote:
Does anyone know how big the splash damage is on the Archon? Say compared to a siege tank?

Unfortunately I haven't used the Archon much so I don't know anything about it, even though he's one of my favourite BW units.



I dunno about siege tanks, but Archon splash radius is like 1, so half their attack range.

Edit: Apparently tank spalsh radius is 1.25
Whatever floats your boat.
puril
Profile Joined April 2010
United States43 Posts
June 01 2010 23:30 GMT
#88
In general, i would rather keep my dt or templar to fight another day than warp it into an archon.

PvT, bad idea to get archons because bio builds and ghost emp are still very popular. ya it takes 4 emps, but who sends in one archon unit against a terran army? emping the archon will emp the units around it.

PvZ, archons are decent to support zealots against lings and small numbers of roaches, but i haven't found it useful against any other unit.

PvP, archons are useful but inefficient in this matchup, but the real killer is the introduction to good sentry forcefield placement.

i want to add, since it is not a popular unit, there are less innovative strategies that incorporate the archon. so archon lovers be patient. i'm sure a year into the game, people will be doing creative stuff like dropping archons in mineral lines and such. archons kill workers pretty damn fast. as far as changing the unit, maybe shortening the morph time, but i disagree with buffing because it would upset balance against zerg.
Dekoth
Profile Joined March 2010
United States527 Posts
June 01 2010 23:30 GMT
#89
Archon splash isn't that big, it was upped to 2 a few patches ago I believe.

Archon is a situational unit for me. I have and still do use it against Zerg going muta ling if I went templar and don't want to invest into a stargate. They are infact quite effective vs mutas, especially mixed in with stalkers and sentries.
Dawme
Profile Joined May 2010
France58 Posts
June 01 2010 23:31 GMT
#90
Siege tank splash is 1.25 radius, Archon's splash is 1, so siege tank area of dmg is 50-60% bigger.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
June 01 2010 23:31 GMT
#91
On June 02 2010 07:09 UnburrowedLurker wrote:
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.

This, it's kind of a big deal. I do think Archons need a point or two of armor, however, or possibly three range (or some sort of gliding shot so they don't bumble around clumsily).

I would like to see the Frothing Ball of Psionic Energy side to Archons played up a bit. They ought to be immune to most spell effects (not EMP), and possibly phase through force fields and/or units.
My strategy is to fork people.
KnowMe
Profile Blog Joined April 2010
Germany228 Posts
June 01 2010 23:32 GMT
#92
about the tank: thats not a tiny change on the splash.
about the archon: i actually used it a bit in the early days of the beta as i had trouble to counter mutas in pvz. they arent bad against them but they were somehow countered by lings which was pretty weird. also they have low mobility. after canons are stronger and the splash works better now, i think that they could be pretty usefull in pvz. you obviously need storms against mass hydra then and you might have trouble with roaches. still definetly worth to try em out.
additionally i dont think that they were useless before the patch. you have to feedback ghosts before deadly emps anyway and they work pretty well as meatshield and do at least some dmg to bioballs. so now you dont even need the amulet upgrade as fast in pvt as you can just feedback some ravens/ghosts/medivacs and create the archon pretty fast. i think thats actually pretty potent. storm drops with like 2 templars should be stronger now aswell as you might be able to finish some workers with the archon before help arrives.

conclusion: pretty intersting change and archons were slightly underused before, not because they were way too weak.
http://www.facebook.com/KnowMeSc2 https://twitter.com/YouBetterKnowMe
KnowMe
Profile Blog Joined April 2010
Germany228 Posts
June 01 2010 23:34 GMT
#93
uh didnt read the post about pvp before,
actually it could be pretty nice in pvp to counter 4/5 gate by feedbacking some sentrys and then morphing into archon. id love that actually
http://www.facebook.com/KnowMeSc2 https://twitter.com/YouBetterKnowMe
SkCom
Profile Joined May 2010
Canada229 Posts
June 01 2010 23:35 GMT
#94
they look awesome, that's a reason enough to use them in the first place in my book
Half
Profile Joined March 2010
United States2554 Posts
June 01 2010 23:46 GMT
#95
On June 02 2010 05:46 oxxo wrote:
Who knows, they might actually be good.

Same way tanks were 'bad' in the beginning, but are now 'OP'... when all that's changed is 10 hp (and slight splash change). For some reason there are people that think tanks didn't have splash in the first place.

Metagame is changing.


Tank Splash was bugged.
Too Busy to Troll!
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 01 2010 23:47 GMT
#96
Wow. Thanks for all the feedback guys! I wasn't expecting this kind of response lol.
"Infestors are the suck" - LzGamer
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
June 01 2010 23:57 GMT
#97
DT transitioning to archon is possibly one of the most powerful transitions availible in the early midgame to a protoss in PvZ and is rediculously underused. The protoss' i play with routinely destroy me and other top level zergs with this early mid-game transition. When it starts to become routinely more popular i think people will start to see how potent the archon can be in the PvZ matchup, expeccially against hydralisks in small numbers. however at the moment the current mis-understanding about the potential of archons works just fine for me all round

| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Mr.Eternity
Profile Joined May 2010
United States143 Posts
June 01 2010 23:59 GMT
#98
On June 02 2010 05:48 TheAngelofDeath wrote:
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?


the EMP of the ghost directly counters hgh templar by completely raping their energy and then easily sniping them in 4 shots
"Because nobody can make it alone"
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
June 02 2010 00:05 GMT
#99
On June 02 2010 08:30 puril wrote:

PvZ, archons are decent to support zealots against lings and small numbers of roaches, but i haven't found it useful against any other unit.


i want to add, since it is not a popular unit, there are less innovative strategies that incorporate the archon. so archon lovers be patient. i'm sure a year into the game, people will be doing creative stuff like dropping archons in mineral lines and such. archons kill workers pretty damn fast. as far as changing the unit, maybe shortening the morph time, but i disagree with buffing because it would upset balance against zerg.



Sorry for double posting, but definate advice i would have for you in the PvZ matchup. Archons are amazing units against small hydra balls, but i'll concede they are pretty terrible against roaches. The good news however is with decent forcefields, one of the most devastating early game counters to roaches is zeal/sentry/dt, as with +1 Dt's 3hit roaches and forcefields prevent both the roaches microing away and multiple roaches stacking their damage up on the front units (out of range behind forcefield). This unit combination is rather effective and not as heavily mapped out as DT tech seems to be an afterthough to most Protoss' these days.

Due to the DT/sentry/zeal > Roach and Archon/sentry/zeal > hydra dynamic, try going Dt's into Archons, rather than HT's into archons. Works wonders in the correct situations
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Mr.Eternity
Profile Joined May 2010
United States143 Posts
Last Edited: 2010-06-02 00:12:19
June 02 2010 00:12 GMT
#100
On June 02 2010 09:05 MooiSh wrote:
Show nested quote +
On June 02 2010 08:30 puril wrote:

PvZ, archons are decent to support zealots against lings and small numbers of roaches, but i haven't found it useful against any other unit.


i want to add, since it is not a popular unit, there are less innovative strategies that incorporate the archon. so archon lovers be patient. i'm sure a year into the game, people will be doing creative stuff like dropping archons in mineral lines and such. archons kill workers pretty damn fast. as far as changing the unit, maybe shortening the morph time, but i disagree with buffing because it would upset balance against zerg.



Sorry for double posting, but definate advice i would have for you in the PvZ matchup. Archons are amazing units against small hydra balls, but i'll concede they are pretty terrible against roaches. The good news however is with decent forcefields, one of the most devastating early game counters to roaches is zeal/sentry/dt, as with +1 Dt's 3hit roaches and forcefields prevent both the roaches microing away and multiple roaches stacking their damage up on the front units (out of range behind forcefield). This unit combination is rather effective and not as heavily mapped out as DT tech seems to be an afterthough to most Protoss' these days.

Due to the DT/sentry/zeal > Roach and Archon/sentry/zeal > hydra dynamic, try going Dt's into Archons, rather than HT's into archons. Works wonders in the correct situations


when do you ever see a SMALL hydra ball by the time you have archons?
"Because nobody can make it alone"
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
June 02 2010 00:14 GMT
#101
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.

pretty much this, and i'd rather suicide my two high templars than make that garbage unit, it does horrible vs non bio and gets slowed -_- and i don't think EMP is ALL that against archons, since they only take 100 shields instead of all your shields like in sc1, but that's the only good thing i see LOL
"So I turned the lights off at night and practiced by myself"
zZygote
Profile Blog Joined January 2007
Canada898 Posts
June 02 2010 00:19 GMT
#102
On June 02 2010 09:14 Sephy69 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.

pretty much this, and i'd rather suicide my two high templars than make that garbage unit, it does horrible vs non bio and gets slowed -_- and i don't think EMP is ALL that against archons, since they only take 100 shields instead of all your shields like in sc1, but that's the only good thing i see LOL


Still doesn't take away the fact that EMP is still bullshit on SC2. Really, no projectile?

I think reducing the build time from 17-12 will entice more Protoss player to make Archons though. Haha, still doesn't take away the fact that every Protoss player is scared to make HT's because of Ghosts.
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
June 02 2010 00:31 GMT
#103
On June 02 2010 09:12 Mr.Eternity wrote:
Show nested quote +
On June 02 2010 09:05 MooiSh wrote:
On June 02 2010 08:30 puril wrote:

PvZ, archons are decent to support zealots against lings and small numbers of roaches, but i haven't found it useful against any other unit.


i want to add, since it is not a popular unit, there are less innovative strategies that incorporate the archon. so archon lovers be patient. i'm sure a year into the game, people will be doing creative stuff like dropping archons in mineral lines and such. archons kill workers pretty damn fast. as far as changing the unit, maybe shortening the morph time, but i disagree with buffing because it would upset balance against zerg.



Sorry for double posting, but definate advice i would have for you in the PvZ matchup. Archons are amazing units against small hydra balls, but i'll concede they are pretty terrible against roaches. The good news however is with decent forcefields, one of the most devastating early game counters to roaches is zeal/sentry/dt, as with +1 Dt's 3hit roaches and forcefields prevent both the roaches microing away and multiple roaches stacking their damage up on the front units (out of range behind forcefield). This unit combination is rather effective and not as heavily mapped out as DT tech seems to be an afterthough to most Protoss' these days.

Due to the DT/sentry/zeal > Roach and Archon/sentry/zeal > hydra dynamic, try going Dt's into Archons, rather than HT's into archons. Works wonders in the correct situations


when do you ever see a SMALL hydra ball by the time you have archons?



I would consider a small hydra ball as anything less then 20-24 hydralisks. And seeing as that costs 2000/1000 it can't just appear out of nowhere. I think what you're mis-interpreting is that this is not a slow tech to DT's as you would see in a conventional game, this is a tech straight to DT's without sacrificing eco / with an expansion thrown in. If you FE --> DT's you will usually be able to crush any Zerg midgame with the appropriate push relevant to his unit composition (so DT's or Archons depending on Roaches or Hydras) if the Zerg tries for any kind of normally timed third base. Admittedly If the Zerg sticks to 2base Hydra / 2 Base Roaches it will be likely that the Zerg is approaching a number in which it can no longer be considered a 'small' ball of units, but in that respect there is no need to push, merely to expand with cannons and secure a macro advantage whilst harrassing with DT's
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
June 02 2010 00:52 GMT
#104
On June 02 2010 05:48 TheAngelofDeath wrote:
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?

EMP has more range, is AOE and ghosts also have cloak > really hard to feedback. Feedback is quite useful against medivacs for example but not against ghosts.

Archons damage and splash is great but the range and movement speed are just non-existent. They could only work if you have a ton of zealots in front of them to absorb the damage until the archons finally arrive and the opponent does not kite nor focus fire on them.

I've also tried archon drops to harras workers they happily run away with minimal loses.

They are pretty useful in PvT after you use all your energy for storm/feedback because the terran feels pressured and spends EMPs on them, which leaves the rest of your army in a better position but that's pretty much it.
im a roc
Profile Blog Joined April 2010
United States745 Posts
June 02 2010 00:59 GMT
#105
I've always thought that if archon merge was instant, they would actually but useable in the role Blizzard wants to put them in. The recent 5 second reduction is good, but I would like to try an instantaneous cast on merge. Is this really a horrible idea?
Beware The Proxy Pool Rush
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-06-02 01:02:31
June 02 2010 01:00 GMT
#106
On June 02 2010 05:47 pyr0ma5ta wrote:
They cost a zillion gas, and get roflstomped by EMP?

Also, their range and size is hilaribad.


EMP only takes off 100 shields in this game, down from all in BW.

Also, don't dismiss Archons too quickly. They are extremely useful in faster Storm tech builds for the unit recycle aspect, particularly when defending with storm.

Also, if i go Templar before Collosus in PvZ, I like a timing push involving Immortals, Stalkers, Sentries, Zealots and Archons. (while Storm is upgrading)
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
June 02 2010 01:01 GMT
#107
EMP only gets rid of 100 shields people!
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
June 02 2010 01:20 GMT
#108
I would bet you anything that someone is going to send one lone Archon in, waste 2 Ghosts' energy completely, then rofl stomp the Terran Mech with Immortals :D

High Templars tank 1 EMP and die
Archons tank 4 and die

In addition, you can send 2 Templars in, and regardless of whether or not you used Storm, you get to tank an additional 4 EMPs anyways (6 total if they got your HTs with EMP)

You just saved 8 Immortals from being Roflstompped by Tanks.

+ Show Spoiler +
And yes, I'm actually being serious. Stop dismissing Archons because they aren't "useful." They are a essentially free units that merge together from units that have already served their purpose. They might not be "lolmutas" anymore, but we have Phoenixes for that now (and by that, I mean that Phoenixes are a better counter to Mutas than Corsairs and Archons were combined). Sure, it's an entirely new tech tree, but did you really think that relying solely on a T3 "giant" unit was going to work?
indczn
Profile Joined April 2010
United States18 Posts
June 02 2010 01:37 GMT
#109
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.
afirlortwo
Profile Joined April 2010
United States161 Posts
June 02 2010 02:00 GMT
#110
I'd prefer to save my HT's and regen their mana to storm another day under most circumstances; only if it's a close fight would I want to make an archon. I'm not saying that archons are bad, it's just that high templars are better.
Just a momentary diversion on the road to the grave
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
Last Edited: 2010-06-02 02:07:20
June 02 2010 02:07 GMT
#111
On June 02 2010 10:20 Zeke50100 wrote:
I would bet you anything that someone is going to send one lone Archon in, waste 2 Ghosts' energy completely, then rofl stomp the Terran Mech with Immortals :D

High Templars tank 1 EMP and die
Archons tank 4 and die

Why would anyone waste an EMP on a lone Archon instead of one-shotting it with their army?
G3nXsiS
Profile Joined July 2009
United States656 Posts
June 02 2010 02:57 GMT
#112
I think they should move feedback to the archon so that they would be used more. I would also give it a higher attack rate.
Hope is the first step on the road to dissapointment
UnburrowedLurker
Profile Joined May 2010
United States41 Posts
June 02 2010 03:28 GMT
#113
Someone (read: someone better than me) should try zealots+sentries into dark temps+Archons. I think this might be a relatively powerful build if you can get a strong enough economy early. Archons with a few points in shields+guardian shield would be really powerful against Zerg.

Also, you shouldn't waste your high temps on Archons... 250/250 might be worth it, 100/300 is not. Vespene is just too valuable, you'd be better off waiting for another storm.
indczn
Profile Joined April 2010
United States18 Posts
June 02 2010 03:55 GMT
#114
On June 02 2010 12:28 UnburrowedLurker wrote:
Someone (read: someone better than me) should try zealots+sentries into dark temps+Archons. I think this might be a relatively powerful build if you can get a strong enough economy early. Archons with a few points in shields+guardian shield would be really powerful against Zerg.

Also, you shouldn't waste your high temps on Archons... 250/250 might be worth it, 100/300 is not. Vespene is just too valuable, you'd be better off waiting for another storm.


I haven't had much luck going DT tech before HT tech. I find it just takes too long to get the Dark shrine (more gas + twice as long build time), and its a tougher follow up with if the dt's dont accomplish too much. The zerg will have an overseer or 2 or at least lair tech by that point, especially with the threat of VR's. Against terran, they should have a bit of scan, probably will scout the tech, also ghosts + emp make dt's the same fodder ht's are, and 1-1-1 opening leads to ravens easily.

Also, i actually prefer the 100/300 for an archon moreso than the 250/250 because the extra mins = more zealots/gateways or earlier expansion. 250/250 is really close to 300/200 for collosus, at which point, collosus are without a doubt better than archons. The zealots/chargelots help immensely.

The biggest problem with the dt's is they are expansive, cloaked glass cannons, which just aren't practical after the first few, at which point you have to tech somewhere else anyway. They can win, but its not near as often as a surprisingly chargelot/1 sentry/2 archon ends up being an insta-win. Maybe this changes as people adjust, if more people play like this, as did with void rays (even before range decrease). Until then, ill keep at it.
UnburrowedLurker
Profile Joined May 2010
United States41 Posts
June 02 2010 04:26 GMT
#115
I'm not the Archon's biggest fan, but I feel the need to play devils advocate on this one. A Colossus would usually be a better investment, but if the enemy goes corrupters/vikings/mutas/banshees you're going to wish you had the Archons. At the very least, getting Archons makes you're army more versatile, as you can spend less on other forms of AA.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
June 02 2010 04:38 GMT
#116
Archons in sc1 were made when u have 2 templars that are out of energy. In sc2, high templars are are used much less frequently.

Archons in sc1 were also an end game unit when all the minerals are mined up. Psionic storms come at no cost and archons are only 100 minerals while assimilaters still gave 2 gas. The combination of the two units are Protoss's only option when all minerals are gone. In sc2, it is rare to get to the point where all minerals are mined out because without high ground advantage, there isn't nearly a big of a home field advantage in defending, so games are much shorter.

In sc2, gas is a lot more valuable because you need it for void rays and colossi. In sc1, zealots are standard in all 3 matchups so you do have gas to spend. In sc2, zealots are not used nearly as often.
Ryuu314
Profile Joined October 2009
United States12679 Posts
June 02 2010 04:42 GMT
#117
EMP hurts, but it's really not that bad. It'll rarely get hit by more than 1 EMP, which is only 100 shields depleted. When the unit has 350 total shields, it's not as bad as it could be. At least EMPs dont' instagib all shields now.

The archon is amazing, it's only "hated" because it only appears when the protoss player decides to go templar tech. however, they're not bad as a unit choice. they are great tanks, as shields no longer take "full" damage from all sources; they have a pretty good damage output, especially when upgraded; additionally, their splash recently got buffed, i believe. they're good units, but they just don't see much use until the HT or DT runs out of usefulness.
Chen
Profile Joined June 2009
United States6344 Posts
June 02 2010 04:42 GMT
#118
On June 02 2010 10:20 Zeke50100 wrote:
I would bet you anything that someone is going to send one lone Archon in, waste 2 Ghosts' energy completely, then rofl stomp the Terran Mech with Immortals :D

High Templars tank 1 EMP and die
Archons tank 4 and die

In addition, you can send 2 Templars in, and regardless of whether or not you used Storm, you get to tank an additional 4 EMPs anyways (6 total if they got your HTs with EMP)

You just saved 8 Immortals from being Roflstompped by Tanks.

And yes, I'm actually being serious. Stop dismissing Archons because they aren't "useful." They are a essentially free units that merge together from units that have already served their purpose. They might not be "lolmutas" anymore, but we have Phoenixes for that now (and by that, I mean that Phoenixes are a better counter to Mutas than Corsairs and Archons were combined). Sure, it's an entirely new tech tree, but did you really think that relying solely on a T3 "giant" unit was going to work?

lol no.
low # of phoenix hardcounter low #'s of muta. its been tested and proven that 30 mutas beat 20 phoenix straight up. and dont give me the infinite kite crap, it works with 3-6 phoenix vs 10-12 muta but not when you get that giant ass ball. and no zerg is stupid enough to fly after you while you shoot him.
archons and corsairs were MUCH better counters to mutas. its not even close.

also, who the fuck would emp a lone archon? if you send in a lone archon in terran just kills it and laughs. plus EMP is AOE, so you are probably hitting quite a bit of his army with the archon. unless you are stupid enough to EMP just the archon.

the numbers in this case dont lie. most units got a ~5% dps buff from BW to SC2. archon got NERFED by about 40% (15% vs bio) {note this is DPS, not burst damage}, not to mention the large splash radius decrease. they are MUCH less effective now
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115345 <-- where i got the numbers.

i mean what is the sc2 archon good at? ranged terran balls kill it before it does damage, it sucks vs hydras and roaches, and storm is pretty rare pvp as colossi are virtually always better.
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
June 02 2010 05:10 GMT
#119
On June 02 2010 13:42 Chen wrote:
i mean what is the sc2 archon good at? ranged terran balls kill it before it does damage, it sucks vs hydras and roaches, and storm is pretty rare pvp as colossi are virtually always better.


An overwhelming majority of PvZ applications, it is a fundermental part of many strong lategame Protoss army compositions against Z
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
indczn
Profile Joined April 2010
United States18 Posts
June 02 2010 08:13 GMT
#120
On June 02 2010 13:38 Chairman Ray wrote:
In sc2, gas is a lot more valuable because you need it for void rays and colossi. In sc1, zealots are standard in all 3 matchups so you do have gas to spend. In sc2, zealots are not used nearly as often.


I disagree with this. Gas is valuable, but it really depends on what unit composition you are going for.
----
For example against terrans, early game i use the following. 50 gas - stalker (for reapers) 50 gas, warpgates. 100 gas, sentry. The rest is devoted entired to teching to templar archives and immediatly warping in 2 templar for an archon. The extra minerals i have get spent on making gateways and zealots so i have several (sorry, don't have a count right now), and having 4 warpgates by the time the templar archives finish. The terran bio pushes right around the time i have the 1st archon out at about 7 minutes. Either way, if im slow or behind i can stall at the ramp and with zealots, because the terran will micro.

After that, i either spend the next 200 on charge, or next 300 on another archon depending on how soon it looks like the terran is going to push. Charge is more important than storm because it makes the mineral fodder zealots worth something, and its crucial to have fodder for the archons and templars, despite concussive shell being somewhat of a pain. Also helps with flanking easily.

If the terran is late on his push with MM, ill flank him in the open and he doesnt stand a chance. If he turtles up, ill expand (yay excess minerals) and get more gas which makes templar spam so easy along with map control.

I've run into various builds from the terran, and various pushes with some form of MM, marine tank, MMG, Marine ghost. And had success against all i've seen so far, except one who turtled and went mass thor "for fun" but, i played poorly and didnt scout.

The main point of opening like this is 1: it stops the annoying bio, often winning quickly (same as VR's used to until terrans adapted). 2:it opens up templar tech quickly (charge), and relatively safely, which is the most versatile tech tree in my opinion. Not to mention, against terran MMM, pretty much dominates between storm and feedback. Usually the terran is committed to 3 rax/whatever at this point, and will cost him alot to transition.

Other benefits are: it lets me expand faster than if i went collosus. It's different. I've gotten my fair share of "wtf? seriously? archon rush?" comments. I doubt anyone would have experience with it yet. Quick ghosts don't do anything from what ive seen so far. Emp is annoying, but its 100 sheilds hardly an army breaker at this point in the game, and he will only have 2-3 ghosts that early anyway. enough for maybe 3 emps, hardly a worry if he wants to blow all his energy on the obvious target archon (which obviously should be a bit spread out). Also, archons don't take bonus damage from marauders.

Any further in the game really depends on the map and scouting.

Other than that for now. any questions or feedback welcome.

Misc: Rank 1 diamond (meh, crappy division, but id assume i've played decent players having that spot), solely because of abusing terrans. Horrible pvp and average pvz. I'm by no means great, but id call PvT my best matchup, by far.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
June 02 2010 08:30 GMT
#121
Gom SC2 tournament, Maka vs some toss (sorry, forgot which, it was later last week though)

Toss rolls Maka with a great zealot/ht push. Hts merge into archons, archons are fat enough that they pretty much absorb the entire emp. Toss actually uses multiple hotkeys so his hts aren't grouped with his zealots, so terran has to either emp the zealots or the archon (ht are too far in back)

The archons do some damage, but not enough that they're really worth focusing. So they work out to be pretty annoying.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
June 02 2010 08:36 GMT
#122
(I made this earlier, but no one responded then )Considering Blizzard's intention for the archon is an emergency unit for if your high templar are out of energy and you need units right away, I don't think its design to have so many shields is very in line with that.

After all, having mainly shields ensures the following two things: first, the unit has very high regeneration, and second, the unit will be hard-countered by EMP. I don't understand why an emergency unit needs to have high regeneration since its very purpose is to help right away, not to be a unit that you just 'have' in your army and keep with you from battle to battle.

As far as the second part goes, one of the reasons for templars to go out of energy is to be EMP'd, and trying to counter that by turning two expensive high templar into an archon will most likely be less effective since another EMP will counter that unit. Of course, ghosts don't have infinite EMP's, but it's still a weakness for the archon.

Given these inconsistencies in the archon I would propose for Blizzard to either tweak them to better serve their current role as emergency fighters, or make them a valid unit to transition to from templar tech that has its own uses besides just a few niche cases.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
zifoon
Profile Joined June 2010
Australia4 Posts
Last Edited: 2010-06-02 09:05:37
June 02 2010 09:05 GMT
#123
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?

I wouldn't. Archon doesn't deal that much damage to your army and has a pitiful AOE. Why waste 300 Energy on Archons? If you do use EMP 4 times on the Archon, then the Archon has done his job.
Contradiction is learning.
bubusls
Profile Joined March 2010
Romania61 Posts
June 02 2010 09:09 GMT
#124
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.


Yeah, they'd be good crisis units.
Could I use the term " lings " to refer to ducklings ?
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
June 02 2010 09:19 GMT
#125
Obvisously archons are rather useless against terran because of emp's. They are neat when you spawn them in a middl of a battle after you have used your ht's, but they do not have a game changing role.
Against zerg they make little sense because of their bad pathing and because for some reason hydra/roach compositions always take out archons first, so even if you have like 5-6 archons most of them won't be able to shoot even once. Archons would be quite nice if zerg would go for ling/ultra like in bw, but this is not the case.
Sylvr
Profile Joined May 2010
United States524 Posts
June 02 2010 10:34 GMT
#126
When I think of Archons, what I see is a Warp Prism dropping 2-4 HTs near someone's mineral line, dropping 2-4 storms, morphing while the Warp Prism goes into Phase Mode, calls in 3-4 Zealots and finishes whatever the HTs started and possibly takes a chunk out of the player's army when they come running in to repel the harass (Either the Zealots tank for the Archon to get behind them and deal splash, or the Archon tanks for the Zealots to get in close and rip into stuff). If nothing else, you will force your opponent to send stuff back, cause an Archon is just powerful enough that he probably can't just swat it down with whatever he happened to have sitting back at base (like a Reaper, or maybe even a Banshee).

People here (and on the official forums) are always studying these units in a vacuum... Try to think of units as part of a plan. Or better yet, if you think a unit is useless, try to think up a plan or scenario where that unit is the core and you might surprise yourself.

A unit's value is not necessarily derived from what it would do when you put it in massive army A and throw it up against massive army B.
Wonderballs
Profile Joined April 2010
Canada253 Posts
Last Edited: 2010-06-02 10:43:23
June 02 2010 10:41 GMT
#127
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.


I don't think that makes them better, It makes entire games go longer than needed or promotes mad turt-lin.

...and archons could be WORSE!
I thought Jesus would come back before Starcraft 2.
OffResonance
Profile Joined April 2010
Germany10 Posts
June 02 2010 10:59 GMT
#128
I am aware of the fact that the archons role was different in BW, but as blizzard mentioned they are thought as sort of a recycle for high temps which ran out of energy. Given that purpose I think they are quite ok. I have to admit though that a small buff might be neccessary to get players to using them at all. Someone mentioned that archons should be massive units. I agree with that. Maybe I small increase in movement speed would also work.
Drogith
Profile Blog Joined May 2010
United States1350 Posts
June 02 2010 14:08 GMT
#129
I played a few 3v3 games last night using the clot-> DT-> archon approach and I have to say it worked quite effectively. They are definitely complimentary units to have in your army and great to have in quick situations. In PvP your opponent has carriers and you have DTs. You spot the carriers and morph some archons. Your archons now rip apart the carriers as they're splash damage hits the interceptors. What seems to help a lot is to tech ground attack and shield upgrades instead of armor. Even just 1 point in each one makes the archons bigger tanks and better AoE damage, just make sure to keep them behind you clots and in front of your stalkers and watch the pain.
Founder of the New England SC2 League
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
Last Edited: 2010-06-02 14:28:49
June 02 2010 14:25 GMT
#130
Blizzard should stop with their fucking intentions. They didn't intend most of what made SCBW the great game that it is. Blizzard should create units and let us decide what to do with them.

It's at best partially retarded for Archons' primary to be as a contingency once High Templar are out of energy. Stuff dies when it goes to fight. When High Templar go into battle, they die first of all. Everyone knows they have low HP and do enormous damage, so any player who cares to win, makes a point of killing High Templar first of all. If High Templar are expected to expend all their energy in battle before merging into an Archon, then you're just not gonna have Archons. Either you morph an Archon before a battle or you don't morph an Archon. Balance the unit appropriately.

I don't know what this thread is on about but the Archon isn't viable. It sucks. It is the worst possible use of a lot of Vespene, possibly even worse than mass Observers.

On June 02 2010 23:08 Drogith wrote:
I played a few 3v3 games last night using the clot-> DT-> archon approach and I have to say it worked quite effectively. They are definitely complimentary units to have in your army and great to have in quick situations. In PvP your opponent has carriers and you have DTs. You spot the carriers and morph some archons. Your archons now rip apart the carriers as they're splash damage hits the interceptors. What seems to help a lot is to tech ground attack and shield upgrades instead of armor. Even just 1 point in each one makes the archons bigger tanks and better AoE damage, just make sure to keep them behind you clots and in front of your stalkers and watch the pain.


Nope

On June 02 2010 19:34 Sylvr wrote:
When I think of Archons, what I see is a Warp Prism dropping 2-4 HTs near someone's mineral line, dropping 2-4 storms, morphing while the Warp Prism goes into Phase Mode, calls in 3-4 Zealots and finishes whatever the HTs started and possibly takes a chunk out of the player's army when they come running in to repel the harass (Either the Zealots tank for the Archon to get behind them and deal splash, or the Archon tanks for the Zealots to get in close and rip into stuff). If nothing else, you will force your opponent to send stuff back, cause an Archon is just powerful enough that he probably can't just swat it down with whatever he happened to have sitting back at base (like a Reaper, or maybe even a Banshee).

People here (and on the official forums) are always studying these units in a vacuum... Try to think of units as part of a plan. Or better yet, if you think a unit is useless, try to think up a plan or scenario where that unit is the core and you might surprise yourself.

A unit's value is not necessarily derived from what it would do when you put it in massive army A and throw it up against massive army B.


Yeah, and we should design nukes around the premise that they're really good in 2v2 if use them in conjunction with a Mothership's Vortex. Context is one thing but why are you so happy to relegate the Archon to post-drop-kamikaze-support?
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
funk100
Profile Joined May 2010
United Kingdom172 Posts
June 02 2010 14:36 GMT
#131
overall i think archons fufill their role as emergency units as, HTs with no energy are completely useless and merging them can make them have a use in a tense situation (only 12 seconds now, i think).

after every post "oh god I hope i've made sence"
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
Last Edited: 2010-06-02 14:48:56
June 02 2010 14:47 GMT
#132
N.B. Taking Quoted Fragments from the post 2 before mine, I believe they still reside in context

On June 02 2010 23:25 Failsafe wrote:
Blizzard should stop with their fucking intentions. They didn't intend most of what made SCBW the great game that it is. Blizzard should create units and let us decide what to do with them...

...I don't know what this thread is on about but the Archon isn't viable. It sucks. It is the worst possible use of a lot of Vespene, possibly even worse than mass Observers.

Show nested quote +
On June 02 2010 19:34 Sylvr wrote:
When I think of Archons, what I see is a Warp Prism dropping 2-4 HTs near someone's mineral line, dropping 2-4 storms, morphing while the Warp Prism goes into Phase Mode, calls in 3-4 Zealots and finishes whatever the HTs started and possibly takes a chunk out of the player's army when they come running in to repel the harass (Either the Zealots tank for the Archon to get behind them and deal splash, or the Archon tanks for the Zealots to get in close and rip into stuff). If nothing else, you will force your opponent to send stuff back, cause an Archon is just powerful enough that he probably can't just swat it down with whatever he happened to have sitting back at base (like a Reaper, or maybe even a Banshee).

People here (and on the official forums) are always studying these units in a vacuum... Try to think of units as part of a plan. Or better yet, if you think a unit is useless, try to think up a plan or scenario where that unit is the core and you might surprise yourself.

A unit's value is not necessarily derived from what it would do when you put it in massive army A and throw it up against massive army B.


Yeah, and we should design nukes around the premise that they're really good in 2v2 if use them in conjunction with a Mothership's Vortex. Context is one thing but why are you so happy to relegate the Archon to post-drop-kamikaze-support?



To be honest i don't understand where you get this overly negitive attitude in respect to this unit from and in addition you have completely exaggerated his argument to an obscenity. Slyvr is correctly stating that the archon is regulated to much more of a nieche than other units, and that it's correct uses can only truely be observed in sufficient contextual situations. It is not simply enough to judge a unit by it's stats but observe it's relationship with other units within a realistic game situation, the post - storm drop pressure example he gives is an excellent case of this. I can't force you to like the archon or believe that it has incredible potential and wide contextual uses but i strongly suggest you observe it's interactions in high level games and consider the positional requirements ingame for when they would be highly effective. It is far from a waste of gas but in many cases extremely cost effective when you consider it as a by-product of HT's or DT's.
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Drogith
Profile Blog Joined May 2010
United States1350 Posts
June 02 2010 22:59 GMT
#133
On June 02 2010 23:25 Failsafe wrote:
Nope


Because that sums everything up I'll just have to take your word for it and ignore what I saw with my own eyes.
Founder of the New England SC2 League
melfice
Profile Joined June 2010
Austria12 Posts
June 03 2010 00:26 GMT
#134
Archons should be at least massive and move a little faster, so they can hit once or twice before they evaporate.
orthopod
Profile Joined June 2010
United States3 Posts
June 03 2010 00:56 GMT
#135
hate hearing all this talk about archons being 'emergency units'. yes that's what blizz said they wanted it to be. but IMO such a waste of a cool concept for a unit.

archons have the real potential to be a great part of the toss army as the only real ground to air unit that the toss relies on is the stalker. sentries...meh. i say, all it needs is a nice bump to range, rate of fire, and better collision pathing and i wouldn't feel too bad if i morphed 2 of my hts into an archon right out of the gate.
Surrealz
Profile Blog Joined May 2010
United States449 Posts
June 03 2010 01:03 GMT
#136
bottomline is that archons are a really cool unit, and a really neat design, look cool, and are just a staple of a protoss army if you ask me. To turn them into what they are now is both vulgar, useless, and quite a slap in the face to protoss players like myself.

I really want to see some bigger archon buffs!
1a2a3a
Bidu
Profile Joined June 2010
United States29 Posts
June 03 2010 01:18 GMT
#137
They should give it some sort of "special ability" to make it more viable/used.
Possibly incorporate some new fancy mechanic where it uses shields instead of energy as a resource.
But what do i know, im just a little noob
stroggos
Profile Joined February 2009
New Zealand1543 Posts
June 03 2010 02:02 GMT
#138
make archons be able to spirit bomb like off dragonballz. Just a suggestion.
hi
CrunkOwns
Profile Joined April 2010
United States138 Posts
June 03 2010 02:13 GMT
#139
As a zerg player, I think Archons should have that scary anti-air feeling that thors have for terran. Protoss seems to be the weakest faction at dealing with mass mutas, so I think archons could fill that role pretty well. Just give them some more splash / damage vs air and I think some people may actually even morph templars that have some energy.
Religion is regarded by the common people as true, by the wise as false, and by the rulers as useful. – Seneca the Younger
mskaa
Profile Joined May 2010
Denmark155 Posts
June 03 2010 02:46 GMT
#140
Cool part about archons is they get the 350 life the second the merge. That way you can actually put HT in front of your army, storm like crazy and then merge. Whats even more fun is that while the archon's merging, the rest of your units can push the archons in front of them, like the big shiny shields they are.

When Archons are done merging they are really just meh..
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 03 2010 03:01 GMT
#141
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.
mskaa
Profile Joined May 2010
Denmark155 Posts
June 03 2010 03:03 GMT
#142
yup pretty much.
melfice
Profile Joined June 2010
Austria12 Posts
June 03 2010 12:20 GMT
#143
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
Profile Blog Joined September 2008
United States1520 Posts
June 03 2010 12:30 GMT
#144
i've played around with making archons. Ran into some problems....

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!
Kill the Deathball
Seltsam
Profile Blog Joined April 2010
United States343 Posts
June 03 2010 12:33 GMT
#145
I think another important note to make is that, while Archons are indisputably(?) less useful than they were in Starcraft and Broodwar, the new shield recharge rate helps them considerably. After a big battle, any Archon that remains alive will have a minimum of 350 health (health referring to shields + HP) by the time the next battle comes around. I'd also argue that Archons are incredibly cheap, since most of the time one High Templar doesn't live long enough to get more than 2-3 storms, and if your opponent knows anything at all about sniping them, you sometimes can't even get one.

I think a reasonable argument could be made that Archons are among the most cost-efficient units in the game.
Team Limited ftw! www.teamltd.net
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-03 12:43:54
June 03 2010 12:42 GMT
#146
The problem with the Archon and Ultralisk are that they are large, easily target fired. Melee units that are useful are fast, and in large numbers (zealot, zergling) while large powerful melee units don't mass up and are usually support units.

Edit: im aware Archons aren't melee, but they still have to be damn close.
Doko
Profile Joined May 2010
Argentina1737 Posts
June 03 2010 12:55 GMT
#147
I realize archons are not anywhere near as powerful in sc2 as in BW but I get the feeling a lot of people see one archon in their army and suddenly think its gonna kill an entire army by himself from the front line.

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
Profile Blog Joined December 2008
New Zealand742 Posts
June 03 2010 13:11 GMT
#148
I was playing some games where I went fast DTs into Archons, I got map control with DTs expand and then make archons when the get detection (this is mostly vs T) archons made from DTs are 250/250 which isn't too steep. The build was pretty powerful except when the archons had to attack up a ramp, man, they are as bad as sc:bw dragoons when attacking up a ramp.
refmac_cys.cys
Profile Joined June 2010
United States177 Posts
June 04 2010 03:34 GMT
#149
I was just wondering about potential uses for Archons, and was thinking that they would be pretty good tanks against mech. Their size, in this case, would be an asset, as it would allow them to eat up siege tank splash and emp. And while these archons are getting pummeled by the terran mech ball, other units, (say chargelots) could be moving into melee to attack the siege tanks. And, since zealots don't cost gas, it would allow for slightly less draw on vespene supplies. I'm not saying that they should be massed, but two or so just to use as a giant meat shield would help other units engage the mech blob without being annihilated. I think.
my helicopter example is less stupid than your helicopter example - Liquid'Drone
Pjonkan
Profile Joined April 2010
Sweden9 Posts
July 18 2010 03:30 GMT
#150
Well they are way expensive but they have a couple of uses for sure. The dps of an archon is really really high if the units are clumped up enough, you can literary kill an whole army in one second.
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
Profile Joined August 2008
United States4101 Posts
July 18 2010 03:39 GMT
#151
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"
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-07-18 04:56:04
July 18 2010 04:51 GMT
#152
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
Profile Joined May 2010
Canada505 Posts
July 18 2010 04:56 GMT
#153
What makes the Archon so clunky, though? I wanted to try chargelot+archons but I get so frustrated. They get caught in each other and get stuck on ramps. Is it just the size? Are other big units like that? Or maybe it's the short range yet not quite melee.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
July 18 2010 04:58 GMT
#154
People forget that archons are made after your templars have used all their Mana for storms or feedback? How is it too expensive when you get 3 units for 100/300? (2 high temps/storm/emp and an Archon with 300+ hp) ... Archons are not underpowered at all. It MIGHT make it more balanced if they were considered massive units
Skee
Profile Joined March 2010
Canada702 Posts
July 18 2010 05:26 GMT
#155
Archons do alot of extra damage after storms are used up. They have saved me before, they also morph quick enough to sometimes even help with storm drops.
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 18 2010 05:30 GMT
#156
Just throwing it out there, but don't forget that if you make archons with DTs than they only cost 250 gas
"You people need to just generally care a lot less about everything." -Zatic
jacen
Profile Blog Joined April 2004
Austria3644 Posts
July 18 2010 05:35 GMT
#157
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
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
SpiritAshura
Profile Joined March 2007
United States1271 Posts
July 18 2010 05:50 GMT
#158
On July 18 2010 14:35 jacen wrote:
Show nested quote +
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

Seriously, this is one of the things I've struggled with as well...I just can't find them.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
July 18 2010 05:52 GMT
#159
rofl stomped by EMP?

you realize it takes 4 emps to completely remove an archons shield.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
July 18 2010 05:54 GMT
#160
Everyone is saying EMP.

Okay, why do they suck in PvZ and PvP?
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Ballistixz
Profile Joined January 2010
United States1269 Posts
July 18 2010 05:55 GMT
#161
archons arnt bad as everyone think. in pvz for example i see toss players making like 20+ templars at times to storm the shit out of me. usually im able to dodge them to the point my entire army doesnt get wiped out but im still barely left with any units after all the storms. in those situations im still able to hold off there army because they rly dont have many units left either usually. so they just retreat till they can gain energy back for storm and regroup.

BUT if they simply merged all those templar into archons they would be able to easily clean me up after those storms. zergs entire army is bio and archons do insane dmg to bio. even zerg buildings are bio. archons work very well in zvp honestly. but luckily no one has caught on to this yet otherwise zvp would get alot harder.

archons also are pretty damn good against ultras. its a simple matter of actually recycling the templars after they exhausted energy on storms instead of rushing to templars and instantly making archons soon as the templars warp in...
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 18 2010 05:59 GMT
#162
On July 18 2010 13:51 ToxNub wrote:
Show nested quote +
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


You obviously have no idea what yo'ure talking about if you think archon/zealot is a harder counter to roaches than Immortals or stimmed marauders with medivacs.
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
July 18 2010 06:10 GMT
#163
On July 18 2010 14:59 FabledIntegral wrote:
Show nested quote +
On July 18 2010 13:51 ToxNub wrote:
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


You obviously have no idea what yo'ure talking about if you think archon/zealot is a harder counter to roaches than Immortals or stimmed marauders with medivacs.


ToxNub, In the Nicest possible way; You have absolutely no idea what you're talking about.
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
July 18 2010 06:15 GMT
#164
Archons would be alot better if Ranged units weren't so good in this game. Zerg gets tons of Hydras PvZ, which are good vs Archons. Terran is still pretty much a nightmare for Archons to. EMP does 100 damage in a single shot to them, plus ALL Terran armies consist of stuff like Marine Marauder Tank, which rapes them.

Zealots can do alright vs ranged stuff because of Charge, but Archon's can't close the distance like that. IMO the best thing to do would be to give Archons some sort of spell. Archons would be great if they could cast Maelstrom, for example lol
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
IronV
Profile Joined July 2010
Canada14 Posts
July 18 2010 06:18 GMT
#165
Archons are amazing vs zerg, but are more "janitors" than "core units". I call them janitors, because after a large battle againts a roach/hydra mix, the archons clean up any roach or hydra that are left with little hp after the storms. The only time I ever morphed 2 DTs into an archon was when two of my DTs were very low on hp and I actually noticed it, and morphed them to "save" them.

Note: If I want to make archons, Id rather spend the 50 extra gas for 2 HTs and save 200 minerals and use it to warp in 2 zealots. Plus as I mentioned, there are basicly very few instances where it's worth morphing DTs into archons.
mess with the best, die like the rest
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 18 2010 06:21 GMT
#166
they cost 100/300, making them one of the most expensive units in the game, and they take the time of two templars and the archon time to create. Going for archons for the purpose of archons is not viable, but after you finish storming, getting archons out is a great way to clean up.
Ideas
Profile Blog Joined April 2008
United States8097 Posts
July 18 2010 06:38 GMT
#167
i was doing a lot of thinking about it and i think archons would actually be useful in a matchup if they were considered massive units. that way in PvP they can be used to bust through forcefields.
Free Palestine
Brokengamer
Profile Joined April 2010
Philippines116 Posts
Last Edited: 2010-07-18 07:30:16
July 18 2010 06:59 GMT
#168
Archons will soon be popular for countering ultralisks. They might be useless now but sit tight and watch as how the metagame shifts.

Also: those who have been saying that ultralisks are still useless must have been living under a rock
leejas
Profile Blog Joined August 2007
United States440 Posts
July 18 2010 07:10 GMT
#169
I believe archons are still pretty viable. Tanks and Ghosts are both incredibly gas intensive.

A larger issue involves the cost. Archons are either:

250-250 = 2 DTs
175-275 = 1 DT/1 HT
50-300 = 2 HTs

This in theory is great! but rarely do we see people tech to both templar types. It isn't practical to develop so much midtier (especially when immortals and colossi are almost a requirement). You'd basically never have enough for both the templar archives and the dark shrine.
Phisk
Profile Joined June 2010
166 Posts
July 18 2010 07:18 GMT
#170
On July 18 2010 15:59 Brokengamer wrote:
Archons will soon be popular for countering ultralisks. They might be useless now but sit tight and watch as how the metagame shifts.


Yeah I agree to this 100%. This thread is over a month old, the meta game has changed. A large advantage of the Archon is that its only unit type is Psionic, which means they take very little damage from an ultralisk, and they do well against roaches and lings. An archon can tank Ultras REALLY well, and the splash is useful against roach ling.

On July 18 2010 14:52 PhiliBiRD wrote:
rofl stomped by EMP?

you realize it takes 4 emps to completely remove an archons shield.


Several people already commented on how it takes 4 EMPs a month ago, and the original discussion on this was about going mass Archons. 4 Emps removes the shield of 1 solo archon, or 6 clumped up archons.
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-07-18 07:25:32
July 18 2010 07:22 GMT
#171
On July 18 2010 14:59 FabledIntegral wrote:
Show nested quote +
On July 18 2010 13:51 ToxNub wrote:
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


You obviously have no idea what yo'ure talking about if you think archon/zealot is a harder counter to roaches than Immortals or stimmed marauders with medivacs.


Is that so?

Immortal does 50 damage per 1.45 sec = 34.5 dps
Marauder stimmed does 20 damage per 1.5 sec (x2 stimmed) = 26.66 dps
Archon does 35 dmg per 1.75 sec (splash) = 20 dps

If the archon splash hits even 1 other roach, you deal more DPS than an immo or a marauder. I think for cost, marauder might come out barely on top assuming splashing 1 unit, but roaches in clumps easily can result in 3-4 hits. They also decimate lings, leaving your zealots and stalkers, who do crap damage to lings, more time to focus on roach, and they can attack air, unlike either of the other 2 units. I guess you guys just know everything tho, so you should probably ignore my comment. ^^
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 18 2010 07:26 GMT
#172
On June 02 2010 06:24 Slunk wrote:
Show nested quote +
On June 02 2010 06:15 SichuanPanda wrote:
On June 02 2010 06:05 BDF92 wrote:
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.


You know that SC1 ghosts didn't have EMP, right?
And archons were terrible in PvT in BW. Under all possible sircumstances.


You know under all circumstances i really cant agree with that statement.

I think archons are absolutely great in SC2, granted my templar die most of the time before i can warp them in, but when i do they provide pretty decent DPS, since they get the +25(i think?) damage against bio which is what most terrans army consists of
Artillery spawned from the forges of Hell
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
July 18 2010 07:27 GMT
#173
id personally rather keep my dt and empty templars rather than waste them by turning them into a completely useless unit
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-18 07:30:09
July 18 2010 07:28 GMT
#174
On July 18 2010 16:22 ToxNub wrote:
Show nested quote +
On July 18 2010 14:59 FabledIntegral wrote:
On July 18 2010 13:51 ToxNub wrote:
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


You obviously have no idea what yo'ure talking about if you think archon/zealot is a harder counter to roaches than Immortals or stimmed marauders with medivacs.


Is that so?

Immortal does 50 damage per 1.45 sec = 34.5 dps
Marauder stimmed does 20 damage per 1.5 sec (x2 stimmed) = 26.66 dps
Archon does 35 dmg per 1.75 sec (splash) = 20 dps

If the archon splash hits even 1 other roach, you deal more DPS than an immo and marauder. Roaches in clumps easily can result in 3-4. I guess you guys just know everything tho, so you should probably ignore my comment. ^^

just a heads up here but dps got nothing to do with anything of what counters what. its 100 times more complicated than that
afaik archons splash is 1 radius and that isnt gonna reach another roach from a roach, not sure tho
archons r horrible and have so little use in the game. they say they wanna only use necessary units for sc2 and not lurker but still they keep archon which literally noone who is top tier makes unless they get out or energy and wants something juicy and temporary
remove archon or buff it is my vote, would be totally badass if they moved feedback from ht to archon for a starter so this ht isnt some kind of mighty master with no counter

On July 18 2010 16:27 SoMuchBetter wrote:
id personally rather keep my dt and empty templars rather than waste them by turning them into a completely useless unit

yes thats pretty much how most ppl would say too. making archon its kinda like EMPing and go out of energy and say, alright lets run to the frontline and tank my marines because this ghost is useless now
Progamerpls no copy pasterino
Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 18 2010 07:35 GMT
#175
The problem with Archons is that ranged units are much better in SC2. Its the same reason why Zealots aren't as good.
I am Terranfying.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 18 2010 07:37 GMT
#176
On July 18 2010 16:22 ToxNub wrote:
Show nested quote +
On July 18 2010 14:59 FabledIntegral wrote:
On July 18 2010 13:51 ToxNub wrote:
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


You obviously have no idea what yo'ure talking about if you think archon/zealot is a harder counter to roaches than Immortals or stimmed marauders with medivacs.


Is that so?

Immortal does 50 damage per 1.45 sec = 34.5 dps
Marauder stimmed does 20 damage per 1.5 sec (x2 stimmed) = 26.66 dps
Archon does 35 dmg per 1.75 sec (splash) = 20 dps

If the archon splash hits even 1 other roach, you deal more DPS than an immo or a marauder. I think for cost, marauder might come out barely on top assuming splashing 1 unit, but roaches in clumps easily can result in 3-4 hits. They also decimate lings, leaving your zealots and stalkers, who do crap damage to lings, more time to focus on roach, and they can attack air, unlike either of the other 2 units. I guess you guys just know everything tho, so you should probably ignore my comment. ^^


Doesn't matter if they splash, archon range isn't anywhere near that of a Marauder, and the DPS is much less than an Immortal. Roaches are a direct COUNTER to zealots, especially since they can just burrow and run feature to regen HP after battle. Archon splash is virtually negligible when it comes to Roaches, no you don't deal more DPS. Marauders also have slow.

Your entire comments concerning lings and air are incredibly stupid because you were talking about the "hardest counter to roaches." You're wrong, clearly, and yes, I'm nearly positive I know much more than you.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
July 18 2010 07:47 GMT
#177
On July 18 2010 15:59 Brokengamer wrote:
Archons will soon be popular for countering ultralisks. They might be useless now but sit tight and watch as how the metagame shifts.

Also: those who have been saying that ultralisks are still useless must have been living under a rock


again that goes back to the original statement that archons are just a way to convert your spent temps into something that's immediately useful rather than a direct counter.
The Show of a Lifetime
Comeh
Profile Blog Joined July 2008
United States18918 Posts
July 18 2010 07:55 GMT
#178
Give archons better splash, and they become desirable.
Whether or not we want Archons to be desirable is up to debate however.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
figq
Profile Blog Joined May 2010
12519 Posts
July 18 2010 08:01 GMT
#179
On June 02 2010 05:44 TheAngelofDeath wrote:
So, after running numerous tests on the unit tester with the Archon. It pretty much dismantles anything in large quantities. + Show Spoiler +
The exception being the carrier, and broodlords. The topic is short, but I haven't seen a dedicated topic about the Archon so....why all the hatred towards this unit? What is it that makes the Archon so terrible?? I've used it in real game and it holds up just fine, so why is it that it's never used much at all?
Thank you, I'm glad there's a topic for that. In late game turtling toss with enough cannons and max out archon ball is quite hard to stop. He'll just walk around the mighty archon ball to each enemy base one by one and destroy them. As zerg you could waste a couple of full waves to this walking wall, or lose your bases before catching them (carriers and BLs are slow).
If you stand next to my head, you can hear the ocean. - Day[9]
Broodie
Profile Blog Joined May 2008
Canada832 Posts
July 18 2010 08:04 GMT
#180
Terrible/expensive?

Well lets see, with two Templars you get 2 or 4+ storms(based on scenario) THEN morph mid battle to provide instant backup?

I think 100/300's a fair trade considering in a battle your zealots will tank out upwards of 1k(mid-late)

I dunno, I just dont think people are experimenting with them enough to use them effectively and thus properly

One thing I would suggest is a range upgrade or not take concussive dmg
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-07-18 08:13:02
July 18 2010 08:11 GMT
#181
I recommend you open a unit tester and try it before knocking it. Archon splash is not neglible: you'll find the damage very comparable to immortals.

As for "incredibly stupid" comments regarding the fact that archon does not exist in vacuum, perhaps you have a different understanding of "counter". I hardly expect to have my archons in isolation, and I hardly expect him to have roaches alone. Part of what makes the archon so good against roaches is that it synergizes so well with my other gateway units. It protects my stalkers from speedlings. Immortals are incredibly vulnerable to even a few speedlings, whereas archons almost prefer to fight a ling/roach mix. It also protects my zealots from banelings. It can soak damage and deal damage. And it sometimes deters him from switching to mutalisk, opting to stick with more ground. Since I already have templar tech, I'm well prepared to take hydras. So when I say it's the "hardest counter in the game" I mean if he goes roach when I go archons, the game is not going to go well for him. I don't have that confidence, in say immortals. Because he insta produces a few lings or hydras and suddenly my immortals can't kill those roaches anymore.

fatduck
Profile Joined April 2010
United States148 Posts
July 18 2010 08:12 GMT
#182
Has anyone actually tried to use large quantities of archons in SC2? The combination of shitty range, shitty splash, and horrible unit AI means your archons are barely ever even going to be attacking, so unit tester dps numbers don't mean much at all. Try it out in a real game and you'll see that they're just too big and short-ranged to be effective, and are constantly trying to maneuver around tiny units like zealots (similar to the ultralisk problem, except ultras actually have decent splash radius).
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
Last Edited: 2010-07-18 08:17:25
July 18 2010 08:14 GMT
#183
I actually find them quite usefull and use them all the time, if i face a roach/hydra army or mass zling, sometimes even mutas. They are just so usefull vs zerg, against terran however they are very situational but cause they're so fat they also help reduce the amount of damage tanks do overall.

In my opinion the unit is underrated atm, remember that an archon costs as much as 4 roaches, and an archon takes 4 roaches apart. Even more in greater numbers. And before you morph them they can use storm! Its a very viable unit, just not propperly used yet. they also have a bit of a flimsy feeling like ultralisks do when they're in your army, they always seem to have trouble getting in the front. They really do need to put in some "fat units get priority" kind of trigger, would make tank type units so much better. Including the ultralisk!

I'm gonna trie some feedback/archon without storm style, just today, might post my findings here after!
Rea
Profile Joined June 2010
Germany88 Posts
July 18 2010 08:18 GMT
#184
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 50 nerfs to other units during beta
(`.*(C=(`.´Q)
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
July 18 2010 08:19 GMT
#185
Phoenix to lift ghost(s) + throwing Archons and HTs into the mix would dismantle bio pretty quickly. from there it could be a quick clean up. but still its a lot of gas though the idea is encouraging for Protoss players.
Treatin' fools since '87
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
July 18 2010 08:49 GMT
#186
thats not just gas heavy, thats impossible :/
Silu
Profile Joined June 2010
Finland165 Posts
July 18 2010 08:55 GMT
#187
Show nested quote +
On July 18 2010 14:52 PhiliBiRD wrote:
rofl stomped by EMP?

you realize it takes 4 emps to completely remove an archons shield.


Several people already commented on how it takes 4 EMPs a month ago, and the original discussion on this was about going mass Archons. 4 Emps removes the shield of 1 solo archon, or 6 clumped up archons.


I find this argument absolutely hilarious.

So 4 EMPs practically kill an Archon. Whining about that is like saying that "4 storms remove ALL the hp of MANY UNITS!!! So obviously any unit that practically dies to 4 storms is useless! Right?!" Except at the point where Archons roam the battlefield, both the cost and opportunity cost of HTs is smaller than Ghosts, so maybe make that 5 or 6 storms.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2010-07-18 09:39:58
July 18 2010 08:56 GMT
#188
It is a very underated unit. I wouldn't say that it is a very good unit worth morphing your HT every but its reputation is not well deserved at all.

I was quite satisfied by it as a unit made of empty templars.

Now after having tested some confrontation in the tester with equal food (and around same ressources, it is hard to match archon gaz wise if you make 3 or 4) situations and mix armies. I am very confident that this unit will be used more.
Either we are alone in the Universe or we are not. Both are equally terrifying.
mmp
Profile Blog Joined April 2009
United States2130 Posts
July 18 2010 09:03 GMT
#189
What would be really cool is if you could unmorph them back into templars! o_O
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Mios
Profile Joined April 2010
United States686 Posts
July 18 2010 09:31 GMT
#190
archons, ultras, and cracklings dont work because that late into a game its all about terrible terrible rangecraft damage + kiting so they rarely get any hits in. zealots are the only useful melee unit late game because of charge.
if they were way faster and/or had longer range and/or counted as massive they would actually do some damage before dying. maybe having a ton of chargelots tanking the initial damage would be a decent combo for archons, which is why u see ht zealot combos used effectively, archons need zealots.
no LAN and intercontinental bnet = T_T
brain_
Profile Joined June 2010
United States812 Posts
Last Edited: 2010-07-18 09:42:26
July 18 2010 09:34 GMT
#191
On July 18 2010 17:12 fatduck wrote:
Has anyone actually tried to use large quantities of archons in SC2? The combination of shitty range, shitty splash, and horrible unit AI means your archons are barely ever even going to be attacking, so unit tester dps numbers don't mean much at all. Try it out in a real game and you'll see that they're just too big and short-ranged to be effective, and are constantly trying to maneuver around tiny units like zealots (similar to the ultralisk problem, except ultras actually have decent splash radius).



I agree. I was facing a Hydra player who rapidly transitioned to Roaches against my 2-base Zealot Templar. Zealots weren't cutting it anymore, and Storm isn't that great against Roaches (not the way it is vs Hydras) so I morphed a bunch of my spare HTs into Archons. They were utterly pathetic. The splash wasn't even noticeable- I was convinced that they didn't even HAVE splash. They weren't even that good of meatshields, especially since +2 armor does absolutely nothing for them.

They're an almost useless unit. The Archon does not hard counter anything, and its high cost, huge size, and upgrade incompatibility makes it completely inefficient for countering everything.


Buff range, buff splash. That should at least give it a niche role.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
July 18 2010 09:41 GMT
#192
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.


Don't be stupid, your not emp'ing ONE single archon obviousli, they'd be with an army, or other archon. Now wouldn't you emp 4 times to get 4+ units to 10hp?
Neuuubeh
Profile Joined July 2010
138 Posts
July 18 2010 14:38 GMT
#193
This thread is full of fail in my honest opinion...

Anyhow, archons CAN be amazing vs zergs (coming from a zerg player). Obviously useless vs Siege tanks and most terran units, also being extremely vulnerable to emp. But thats clear from the beginning isnt it??
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 18 2010 15:53 GMT
#194
Sure, EMP destroys them but in PvZ like in BW wouldn't they be VERY effective? I can't play BETA currently so my own testing will have to wait until release. Obviously they are expensive but morph them after you storm a bunch of lings etc. like BW and get your money's worth.
Being weak is a choice.
Noocta
Profile Joined June 2010
France12578 Posts
July 18 2010 15:53 GMT
#195
Archon sould be Massive atleast.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 18 2010 15:55 GMT
#196
Always hallucinate a few Archons to go along with your real ones.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
July 18 2010 15:57 GMT
#197
I have had some success with archons but they are just hard to get and quite heavy on the gas. So like you say they are ok in numbers but it's quite hard to get that critical number.
Ocedic
Profile Joined April 2010
United States1808 Posts
July 18 2010 15:58 GMT
#198
On June 02 2010 05:47 Denarius Jay wrote:
Expensive, gets eaten alive to EMP, bad unit pathing, did I mention expensive?

Think of the Archon as the Zergs ultralisk, look great on paper or in small skirmishes, but generally just terrible all around...


Actually the Archon is quite resistant to EMP. EMP damage is capped at 100, which is enough for the majority of Protoss units. But the Archon obviously not so. Typically Terrans will EMP enough to cover every or most Protoss units. But now you hit the Archon, surrounding units are drained fully... Do you spend 75 energy to do 100 damage to a single unit now when you could hit another cluster?
Ocedic
Profile Joined April 2010
United States1808 Posts
July 18 2010 16:00 GMT
#199
On July 18 2010 18:41 me_viet wrote:
Show nested quote +
On June 02 2010 07:39 Stropheum wrote:
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.


Don't be stupid, your not emp'ing ONE single archon obviousli, they'd be with an army, or other archon. Now wouldn't you emp 4 times to get 4+ units to 10hp?


Then spread out your archons? Now extra EMPs are just hitting one unit. Wow that was tough stuff.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
July 18 2010 16:03 GMT
#200
archons are good in pvz. rest is meh unless you have like 5 base gas.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 18 2010 17:11 GMT
#201
Archons are quite effective in pvz because they work very well with zealots to bust down hydra spine crawler defenses. If you think about it, a archon does 35 damage, almost comparable to an immortal, but much more effective at killing hydras and zerglings. Alternatively they can fend off mutas together with stalkers, although mobility is the protoss player's biggest problem.

In pvt, the archon is good against bio balls on paper, but in-game, they suffer from getting kited almost as badly as slow lots, and get focus'd fired pretty easily. They do see some usage in later game pvt's when hts have finished storming.

PvP, the most common use is if a player is going for dts, after harrassing, or to add muscle to an army (sentries are the other "gas" unit) for some kind of push. However, later game, the archon seems to get no use, because battles tend to be collosi stalker vs zealot immortal blink stalker.

Archons are used only occasionally, you only use them when they're useful. I don't see why 65% of this thread is arguing the point of the archon's value against a bio ghost army.
BaaL`
Profile Joined May 2010
297 Posts
July 18 2010 17:20 GMT
#202
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?


4 EMPs are at least as expensive as an Archon :>

Seems pretty good if you use the Templar first, HT/Archon would be ridiculous if Archons were good for their cost.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
July 18 2010 17:27 GMT
#203
Archons are only bad relative to their cost. They could be a decent unit if they didn't cost 300 gas.
+ Show Spoiler +
Floophead_III
Profile Joined September 2009
United States1832 Posts
July 18 2010 17:37 GMT
#204
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.


Very true. I really miss this change. It also REALLY hurts zerg who needs to mass expand for gas - lategame zerg has no gas at all and can't do anything but spam lings.

I think Archons are a very niche unit in this game. You are only going to make them as a way to recycle templar or as a counter to muta/ling. They actually do very well vs broodlords if they can get to them, and they tank ultras well for your other units.
Half man, half bear, half pig.
Ideas
Profile Blog Joined April 2008
United States8097 Posts
Last Edited: 2010-07-18 23:43:28
July 18 2010 23:41 GMT
#205
archons will most likely never be built "because you want archons" and will only ever be built in case of emergency (need AA fast or something) or just for the hell of it after a big battle and you got some templar leftover. blizzard claims that this is intentional but I cant help but feel that they barely touched protoss all beta and just decided to say it was intentional (archons sucking) while they tried to fix the terran and zerg more (who saw far far more changes in the beta). it would also explain why blizzard is content with carriers and motherships also being pretty useless.
Free Palestine
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
July 19 2010 05:26 GMT
#206
to be honest, Archon should be immune to all stun and slows like the Ultralisk.

It is not even a "physical" unit, it is suppose to be a ball of psi energy, it is very absurd to think that you can "slow down" an energy ball with a grenade. Lore-wise, balance-wise Archon should be immune to all harmful spells.
Dont be too humble, you are not that great.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
July 19 2010 05:31 GMT
#207
well archons are fine vs t, they are pretty damn tanky, no armor weaknesses, and just rape the shit outa mnm. only problem is that they get slowed, i think they are a good substitude to collosus.

i'd say wait before we make any rash decisions, the game seems pretty balanced. i have beef with banshees and how abusable they are, but meh build orders will probably gear to a faster lair tech later if that shit keeps happening
Pjonkan
Profile Joined April 2010
Sweden9 Posts
July 19 2010 05:41 GMT
#208
On July 19 2010 08:41 Ideas wrote:
archons will most likely never be built "because you want archons" and will only ever be built in case of emergency (need AA fast or something) or just for the hell of it after a big battle and you got some templar leftover. blizzard claims that this is intentional but I cant help but feel that they barely touched protoss all beta and just decided to say it was intentional (archons sucking) while they tried to fix the terran and zerg more (who saw far far more changes in the beta). it would also explain why blizzard is content with carriers and motherships also being pretty useless.


Watch the replay, I'd say both archons and mothership is very viable!
http://www.starcraftcheese.site90.com/replays.php?DL=52
Tho I guess a emp would stop the vortex, but u could feedback the ghosts first or sneak in with the mothership after engage. Donno wich has longer range, the feedback or the vortex?
Ocedic
Profile Joined April 2010
United States1808 Posts
July 19 2010 05:45 GMT
#209
On July 18 2010 14:50 SpiritAshura wrote:
Show nested quote +
On July 18 2010 14:35 jacen wrote:
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

Seriously, this is one of the things I've struggled with as well...I just can't find them.


Just show health bars when encountering the ball. Their energy bar will stick out like a sore thumb.
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
July 19 2010 05:47 GMT
#210
everyone complains about EMP , but in SC1 EMP was way more effective to archons than in SC2 where it only takes like 100 shields.
makoplux
Profile Joined April 2010
88 Posts
July 19 2010 05:49 GMT
#211
On June 02 2010 05:47 pyr0ma5ta wrote:
They cost a zillion gas, and get roflstomped by EMP?

Also, their range and size is hilaribad.


how do they get roflstomped by emp? you need 4 EMPs to clear an archons shield..
who is john galt?
bleh
Profile Joined June 2010
85 Posts
July 19 2010 06:27 GMT
#212
The archon is useful in a handful of situations, just not as a standalone unit. They really are just something to make templar somewhat useful when they're out of energy. I have had them tip the scales for me in close battles where we both wipe out one another's main army and I have maybe half a dozen gateway units and a bunch of empty HTs in the back . This is especially true against zerg because of the fact that everything is bio and move in clumps. When that close battle is over and 3-4 archons with a half a dozen gate units continue pushing they are super effective at cleaning up the smaller numbers of reinforcing units.

Grond
Profile Blog Joined June 2010
599 Posts
July 19 2010 06:54 GMT
#213
On June 02 2010 05:48 TheAngelofDeath wrote:
So wouldn't high templar castin feedback on the ghosts help solve the EMP issue?


EMP has longer range and Ghosts can cloak. Feedback effects 1 target, EMP is AoE.
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
July 19 2010 14:13 GMT
#214
On July 19 2010 14:47 Meatloaf wrote:
everyone complains about EMP , but in SC1 EMP was way more effective to archons than in SC2 where it only takes like 100 shields.


EMP in SC2 is cheap barracks tech instead of expensive high tier SC1 EMP/
LeDuck
Profile Joined July 2010
Germany152 Posts
July 19 2010 15:05 GMT
#215
Well Huk showed some nice archon play in the Day9 tournament, they make a nice addition to immortals against siege tanks, though I think they need just a tiny buff, because the cost just isn't worth it.
Quack
lamamitasche
Profile Joined July 2010
Germany11 Posts
July 19 2010 15:23 GMT
#216

in the 2. game TLO vs. HuK , HuK warps in 3 high templer (before getting the khaydarian amulet)
and imminently warps 2 of them into an archon.

isn't that a waist of gas? because he had the dark shrine up in the back of his base and he could have warped in two DTs instead of the ht...

i dont see the point a lot of people a afraid aof going mass archons because of the amount of gas

2 dt = 250/250 = 1 archon
2 ht = 100/300 = 1 archon

the fact that his gas was high at that point in the game might be the reason for that but in the late game he has like 10 archons and the 500 gas, he could have saved there, could have been very useful..
Grond
Profile Blog Joined June 2010
599 Posts
July 20 2010 06:47 GMT
#217
I can't see any reason to make Archons vs Terran other than having absolutely no use for your gas at all which can certainly be the case. If the Terran has decent numbers of Ghosts and Vikings gas units are pretty much nullifed but that certainly includes Archons as well.
Arnu
Profile Joined July 2010
Canada96 Posts
July 20 2010 06:55 GMT
#218
Honestly, I now respect the archon as a viable unit after watching some replay in which archons zapped everything in sight. Come release I plan on using them more often, possibly even getting ht's and skipping the storm tech and just getting archons
Grond
Profile Blog Joined June 2010
599 Posts
July 20 2010 07:14 GMT
#219
Shortly thereafter you will watch your 900 gas worth of Archons get roflstomped by 300 gas worth of Marauders, assuming he just doesn't EMP you. I think Archons will need a range of 4 and immunity to slow before it's a worthwhile unit.
Fenrir-Vice
Profile Joined May 2010
United States123 Posts
July 20 2010 07:16 GMT
#220
On July 20 2010 16:14 Grond wrote:
Shortly thereafter you will watch your 900 gas worth of Archons get roflstomped by 300 gas worth of Marauders, assuming he just doesn't EMP you. I think Archons will need a range of 4 and immunity to slow before it's a worthwhile unit.


I don't see this happening as blizzard has already stated that they don't intend archons to be a staple in armies like it was in sc1, but rather a clutch move to make when HT's run out of energy
Biscut Status: Buttered
Grond
Profile Blog Joined June 2010
599 Posts
July 20 2010 07:56 GMT
#221
I don't object to that philosophy but currently they are so bad they aren't even useful for that. You're better off at least trying to get them away and build their energy back up. If its a case where you need combat units now they morph too slow and will be mostly dead before they warp in.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
July 20 2010 08:00 GMT
#222
I find that the only time I make Archons is when I've already won the game and want to play around with them.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 20 2010 08:02 GMT
#223
Archon damage output is probably the same if not slightly higher than in Brood War, but theres just so many other units that do better AoE, and also that counter Archons better than in Brood War. They do have their uses, and throwing some into a late-game army definitely helps especially to support Zealots or DTs on the front-line.
i-bonjwa
Scruff
Profile Joined May 2010
Singapore509 Posts
July 20 2010 08:10 GMT
#224
Archon is never supposed to be a full fledged unit. I mean for 2 HT to morph into one Archon when they have no energy is good enough. You don't see Zerg having an option to morph their infestors into something else do you.

I think the unit is fine as it is, or well if you want them to power up archon maybe it should cost energy for morphing.
I astonish myself everyday
UnburrowedLurker
Profile Joined May 2010
United States41 Posts
July 20 2010 09:25 GMT
#225
I don't understand why everyone thinks that EMP makes the archon useless, every game. For one, the archon is big. One EMP could probably do more damage hitting a group of clumped stalkers than a group of clumped archons. And what about immortals? They have 100 hardened shields and yet people still get immortals against Terran.

And this isn't even to mention how dangerous they are to a Zerg army.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
Last Edited: 2010-07-20 09:40:41
July 20 2010 09:38 GMT
#226
so much bull**** in this thread. who seriously thinks that a terran would make mass ghost just to EMP an archon 4 times.

by the way, EMP radius is only slightly larger than the archon hitbox, so 2-3 archons are the maximum you can hit with a single EMP. if you have archon's and a load of zealots then the terran EMP's the archon and doesn't have any energy to weaken the zealots.


the real problem with archon's is that they're stupidly slow. they must be the slowest (almost) melee unit in the game. not even counting concussive shell, they're still too slow. they really need to be like upgraded zealot speed imo.


people moan about every protoss unit versus EMP, it's quite pathetic. really, immortal is the only unit which the EMP totally cripples. EMP'd immortal becomes an expensive stalker that's slow and can't shoot air.... imo immortal shield should be immune to EMP, then TvP would be well balanced because a single ghost couldn't render the 'armor counter' horrifically useless.
x7i
Profile Joined July 2010
United Kingdom122 Posts
July 20 2010 09:52 GMT
#227
only problem i have with them is they morph too slow, ht with storm(s) is too valuable to morph into archon before battle, and after you either...
- won and reinforcing/holding back in which case ht most likely can safely recharge energy for more storms
- decimated the enemy and immediately pushing further, its safe to morph but you can win wo archons and you dont have to wait for morphing x), still its the best scenario
- lost by a margin, slim chance of success with 12 second morph, even if morph completes rest of your forces have either died or retreated already...
- got decimated, obviously no go there

now, if morphing took some 3 seconds on faster...
TDC
Profile Joined May 2010
United States197 Posts
July 20 2010 16:39 GMT
#228
I think archons are fine as they are. i haven't been putting them to good use because I like colossi tech, but i definitely think it'll be put to good use in some situations.

archons are (practically) melee unit, and with its 2 range, it's weak against most ranged units. but what does most standard play based on? ranged units. MNM, Stalker+immortal, Roach Hydra. when archon will show its true power is when the opponent goes for some melee combination. Ultraling definitely would be great with archons, which any other protoss combination can't deal with efficiently. or if you're zealot heavy against a MnM ball, you could add the archon to take the damage so your chargelots wont die so easily. emp would only do 100 damage unlike in SC1 which took away all the shields. making them useful than 2 emped high templars. although if you're too low on HT, you won't have any storm at all after the emp, which would be bad. but yea i definitely think that archons can be useful, but not against ANY unit combination. people didn't go for mass archon against a terran mech which was fully ranged (and took full damage from all mech units)
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
nam nam
Profile Joined June 2010
Sweden4672 Posts
July 20 2010 16:43 GMT
#229
They are not great in the sense of "lets get a lot of archon and rotfl-stomp my opponent"-great, but they do fill a purpose and can be used fairly successful as a support unit. At least that is my experience.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 20 2010 16:46 GMT
#230
Archons hard counter ultras, some toss players have been complaing about ultras being hard to stop recently, the archon is your answear. Archons are not armored so ultras dont get the bonus, archons are reasonably large, so ultras do less splash, Ultras are bio and archons do thier bonus. Archons also have the advantage of hardly ever being used so lots of players dont know what to do
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 20 2010 16:48 GMT
#231
I would love for the Archon to cost additional reources but then be more of a menacing unit... like something to fear on par with, say, a CattleBruiser
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
fatduck
Profile Joined April 2010
United States148 Posts
July 20 2010 16:53 GMT
#232
I think game 2 of TLO vs HuK shows the biggest problem with archons - horrible range, giant unit size, slow attack speed. It's so large, it limits the surface area of the target, and only one row of archons can reach a given target. Add to that the "ultralisk problem" of blocking other melee units (Zealots), high gas cost, and archons for the sake of archons is one enormous liability.
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
dogen
Profile Joined June 2007
Belgium108 Posts
July 20 2010 16:55 GMT
#233
On June 02 2010 05:51 Jarvs wrote:
Show nested quote +
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


This is the reality as Blizzard have said this themselves. I feel that is poorly inspired design, frankly.

You sound like Heimerdinger in LoL ^^

and on topic; archons are pretty good in pvz; they don't even have to be 'recycled' from templars (thats just sounds so bad). they are very good vs roach/ling with chargezeals, and are certainly fairly better vs hydras than in brood war, if they are paired with chargezeals; because of the better pathing and the chargeskill, chargezeals wont get in the archon's way too much so they can actually engage a clustered hydraball a lot easier. They also still absolutely rape mutalisks.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-07-21 02:07:07
July 20 2010 16:57 GMT
#234
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.


This, and

On June 02 2010 05:51 Jarvs wrote:
Show nested quote +
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


This is the reality as Blizzard have said this themselves. I feel that is poorly inspired design, frankly.


this.

In the beginning of beta, I hated the Archon, especially considering there was no "Dark Archon". But once you come to accept the units place among everything else, it starts to make using that unit a lot easier. Archons serve the same purpose as a Zealot, they are there to eat up all that damage and EMP so your more important units won't have to. You can argue 'tanking' isn't the Zealots job also, but in all fictional reality, that's what it does best aside from cutting marauders in half.

The tactful use of Archons hasn't really been explored, people will stand by Blizzards word's and say that the unit has no purpose except when you have low energy HT's. Against a bio army, or Zerg, this is already not true. Archons 'counter' bio.

I have never seen a good player try to encounter a Protoss army directly when there are Archons in the front, why not make use of this scare tactic and use your 'useless' Archons to force your opponent to do something they wouldn't like. Archons probably have the fastest ground movement speed in SC2, and they do splash damage in a line. This being said, Archons are great with charge Zealots to flank and tank.

There are a lot of uses for Archons, I could go on, I truthfully think they are fine as is, the only change I'd like to see is with the morphing or the HT/DT tech.

When you are controlling your Archons, you can instantly kill lines of units. 3 to 4 Archons will 1 shot most units when focused, and if you focus your fire on a bio unit in the 4th row, most likely units from the first 3 rows are dieing too.

Archons may look totally fucking awesome and feel like they should do more, but they are there to make use of 2 units you wouldn't be able to make use of, and give you 1 monstrous tank CAPABLE of terrible terrible damage. If you don't agree with 2 HT = 1 Archon, then don't morph it and complain about it, save your HT energy like you said is better. IMO, Archons kick many an ass, you just have to know when to use them.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
brandonc
Profile Joined February 2008
United States72 Posts
July 20 2010 17:46 GMT
#235
Here is a question/discussion starter!

Everyone is saying, HT oom = archon, or why would u morph HTs into archons before the battle because you could storm and morph instantly, why take away the potential (even though u may be emped) to do great AE damage.

But in sc2, DTs morph into archons (not news to anyone) but no one has discussed how that could be useful? DTs into base kill few scvs morph? or sneak into back and morph? its like an insta archon somewhere random. This also means you do not have to build a Templar archives (since dts, unlike in bw, come out a diff building) Yes the argument is if you want an archon you would build a HT because its cheaper as opposed to spending more to get the same unit.

but just saying, anyone thought of this?
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-07-20 18:00:47
July 20 2010 17:55 GMT
#236
On July 21 2010 02:46 brandonc wrote:
Here is a question/discussion starter!

Everyone is saying, HT oom = archon, or why would u morph HTs into archons before the battle because you could storm and morph instantly, why take away the potential (even though u may be emped) to do great AE damage.

But in sc2, DTs morph into archons (not news to anyone) but no one has discussed how that could be useful? DTs into base kill few scvs morph? or sneak into back and morph? its like an insta archon somewhere random. This also means you do not have to build a Templar archives (since dts, unlike in bw, come out a diff building) Yes the argument is if you want an archon you would build a HT because its cheaper as opposed to spending more to get the same unit.

but just saying, anyone thought of this?


Eh, when it comes to Archons from DT's it really is hard to find a use that is efficient or as efficient. If you are going to use the Archon to harass, why not just use the Dark Templar? DT's do 50damage a swing, are invisible, are smaller, are as fast/almost as an Archon, they just can't hit air. DT's will force detection, scans, and unit relocation.

The only use I can see morphing 2 DT to a Archon is if you have too many DT's, or extra/non active DT's and needed more tanks/AA. Also, I can see DT's being used to make Archons if your opponent has mobile detection and you don't want your DT's in your army to be owned immediately, but that seems like a preference.

In all though, I think nobody makes Archons from DT's because going DT is pretty specific, and you want the DT's, not an Archon, the HT seem way more suited to be morphed to an Archon, as they have a state in which they are useless, plus HT's are slow as shit.


"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
sikyon
Profile Joined June 2010
Canada1045 Posts
July 20 2010 18:33 GMT
#237
OOM templars -> archons have won me games before. I was down signifigantly in the unit count, having only perhaps 20-25 zealots and 12 high templar to my opponent's 100 food ball of MMG. I went in, charged his army with my chargealots, stormed on top of him. He tried to dodge the storms but I kept warping in HT to storm his army. Eventually I was out of stockpiled gas and most of our armies were dead. I proceeded to warp in 8 archons and more zealots while he threw down buunkers and MM behind his wall.

The archons won me the game right then and there because I used my zealots to prevent my HT from getting sniped, cleaned up most of his army with mass serial storms and used my archons to kill the remainder of his army. Archons are incredibly good use of expended templar becuase a templar heavy army typically lacks direct firepower to finish up enemy units and press your advantage - archons do exactly this. When my opponent seems those archon balls warping in they should be going "OH SHIT WHERE IS MY ARMY" not "dohohoh I have a giant army anyways, it wouldn't matter if those were battlecruisers warping in"
Grond
Profile Blog Joined June 2010
599 Posts
July 20 2010 19:25 GMT
#238
On July 20 2010 18:38 tarsier wrote:
so much bull**** in this thread. who seriously thinks that a terran would make mass ghost just to EMP an archon 4 times.

by the way, EMP radius is only slightly larger than the archon hitbox, so 2-3 archons are the maximum you can hit with a single EMP. if you have archon's and a load of zealots then the terran EMP's the archon and doesn't have any energy to weaken the zealots.


the real problem with archon's is that they're stupidly slow. they must be the slowest (almost) melee unit in the game. not even counting concussive shell, they're still too slow. they really need to be like upgraded zealot speed imo.


people moan about every protoss unit versus EMP, it's quite pathetic. really, immortal is the only unit which the EMP totally cripples. EMP'd immortal becomes an expensive stalker that's slow and can't shoot air.... imo immortal shield should be immune to EMP, then TvP would be well balanced because a single ghost couldn't render the 'armor counter' horrifically useless.


I don't see why you wouldn't get Ghosts vs Protoss. They nullify HTs and Immortals which puts him at a severe disadvantage and are still quite useful against everything else.
revy
Profile Joined September 2009
United States1524 Posts
July 20 2010 19:28 GMT
#239
I like how 90% of posts say "they get owned by emp". As if that matters vs zerg or is any different than in SC1.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
July 20 2010 19:34 GMT
#240
On July 21 2010 04:28 revy wrote:
I like how 90% of posts say "they get owned by emp". As if that matters vs zerg or is any different than in SC1.


it is different then sc1, they actually dont get owned nearly as bad by emp as they used to
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Belegorm
Profile Blog Joined April 2010
United States330 Posts
July 20 2010 19:50 GMT
#241
On July 21 2010 02:55 v3chr0 wrote:
Show nested quote +
On July 21 2010 02:46 brandonc wrote:
Here is a question/discussion starter!

Everyone is saying, HT oom = archon, or why would u morph HTs into archons before the battle because you could storm and morph instantly, why take away the potential (even though u may be emped) to do great AE damage.

But in sc2, DTs morph into archons (not news to anyone) but no one has discussed how that could be useful? DTs into base kill few scvs morph? or sneak into back and morph? its like an insta archon somewhere random. This also means you do not have to build a Templar archives (since dts, unlike in bw, come out a diff building) Yes the argument is if you want an archon you would build a HT because its cheaper as opposed to spending more to get the same unit.

but just saying, anyone thought of this?


Eh, when it comes to Archons from DT's it really is hard to find a use that is efficient or as efficient. If you are going to use the Archon to harass, why not just use the Dark Templar? DT's do 50damage a swing, are invisible, are smaller, are as fast/almost as an Archon, they just can't hit air. DT's will force detection, scans, and unit relocation.

The only use I can see morphing 2 DT to a Archon is if you have too many DT's, or extra/non active DT's and needed more tanks/AA. Also, I can see DT's being used to make Archons if your opponent has mobile detection and you don't want your DT's in your army to be owned immediately, but that seems like a preference.

In all though, I think nobody makes Archons from DT's because going DT is pretty specific, and you want the DT's, not an Archon, the HT seem way more suited to be morphed to an Archon, as they have a state in which they are useless, plus HT's are slow as shit.




I think you missed his point; basically when you dt rush frequently when that's done you'll have some dt's left over which will be pretty useless for a good while after that. His idea is instead of letting them sit around, morphing them into archons and adding them to your main army
MUM GIVE ME SOME SCISSORS!!!
CrunkOwns
Profile Joined April 2010
United States138 Posts
July 20 2010 19:52 GMT
#242
The best situation I have seen for archons is vs. Mutas + lings. Archons are the perfect counter as they do splash and tons of damage vs bio.
Religion is regarded by the common people as true, by the wise as false, and by the rulers as useful. – Seneca the Younger
andrewlt
Profile Joined August 2009
United States7702 Posts
July 20 2010 19:52 GMT
#243
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.
blastedt
Profile Joined April 2010
United States29 Posts
July 20 2010 19:57 GMT
#244
If the archon continues to be bad after release, I think a viable buff would be to have it take the brunt of an EMP and stop it. Units directly behind the archon (relative to the EMP) wouldn't be hit by the EMP. This'd make it a lot more tanklike and it'd make sense to have a few in front of your casters and in your army to weaken EMPs.

Then again, I know nothing about balance so this would probably make roaches violently overpowered.
Aberu
Profile Blog Joined April 2010
United States968 Posts
July 20 2010 19:58 GMT
#245
Archons are great at hitting mineral lines, great at fighting zerg air, and are decent meat shields in most encounters (minus the non-feedback'ed ghosts).
srsly
Tone_
Profile Joined May 2009
United Kingdom554 Posts
July 20 2010 20:04 GMT
#246
On June 02 2010 05:44 TheAngelofDeath wrote:
So, after running numerous tests on the unit tester with the Archon. It pretty much dismantles anything in large quantities. The exception being the carrier, and broodlords. The topic is short, but I haven't seen a dedicated topic about the Archon so....why all the hatred towards this unit? What is it that makes the Archon so terrible?? I've used it in real game and it holds up just fine, so why is it that it's never used much at all?

Thanks.


In experience, it legitimately doesn't do well.
Hasta La Victoria Siempre | 톤
Trucifer
Profile Joined May 2010
United States108 Posts
July 20 2010 20:07 GMT
#247
Archon drops into mineral lines are amazing imo
sebsation
Profile Joined June 2010
Sweden33 Posts
July 20 2010 20:14 GMT
#248
maybe range 3, massive and a speed boost could help?
Mike Hawk is in your mouth .
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-07-20 20:17:11
July 20 2010 20:15 GMT
#249
On July 21 2010 04:50 Belegorm wrote:
Show nested quote +
On July 21 2010 02:55 v3chr0 wrote:
On July 21 2010 02:46 brandonc wrote:
Here is a question/discussion starter!

Everyone is saying, HT oom = archon, or why would u morph HTs into archons before the battle because you could storm and morph instantly, why take away the potential (even though u may be emped) to do great AE damage.

But in sc2, DTs morph into archons (not news to anyone) but no one has discussed how that could be useful? DTs into base kill few scvs morph? or sneak into back and morph? its like an insta archon somewhere random. This also means you do not have to build a Templar archives (since dts, unlike in bw, come out a diff building) Yes the argument is if you want an archon you would build a HT because its cheaper as opposed to spending more to get the same unit.

but just saying, anyone thought of this?


Eh, when it comes to Archons from DT's it really is hard to find a use that is efficient or as efficient. If you are going to use the Archon to harass, why not just use the Dark Templar? DT's do 50damage a swing, are invisible, are smaller, are as fast/almost as an Archon, they just can't hit air. DT's will force detection, scans, and unit relocation.

The only use I can see morphing 2 DT to a Archon is if you have too many DT's, or extra/non active DT's and needed more tanks/AA. Also, I can see DT's being used to make Archons if your opponent has mobile detection and you don't want your DT's in your army to be owned immediately, but that seems like a preference.

In all though, I think nobody makes Archons from DT's because going DT is pretty specific, and you want the DT's, not an Archon, the HT seem way more suited to be morphed to an Archon, as they have a state in which they are useless, plus HT's are slow as shit.

I think you missed his point; basically when you dt rush frequently when that's done you'll have some dt's left over which will be pretty useless for a good while after that. His idea is instead of letting them sit around, morphing them into archons and adding them to your main army

But unless if you need them in your army for tanking or AA, you're better on running the dts in your army instead. Their DPS will be much higher, and the enemy will still be forced to use scans everywhere you go. Yes, they can be sniped inside your army, but even if thats the case, thats time and micro your opponent is spending while you can take out his priority targets (or micro DTs to the back of your army and then bring them back right after). The same goes for vZ, with forcing Overseers (and sniping them to keep the zerg on his toes), though vZ they at least do decent damage with their bonus vs bio.

For their cost and dps, 2 DTs (250/250) aren't worth morphing to an archon most of the time (except for AA in emergencies or needing more tanks to beef up your army). 2 HTs (100/300) are more so, but even then its only once they've served their primary function (Feedback/Storm) and you want to get more of them right then and there, though vZ depending on army composition, HT -> archon off the bat makes sense sometimes. This isn't to say that you should never merge DTs, but just that its pretty situational.
I'm going to sleep, let me get some of that carpet.
Grond
Profile Blog Joined June 2010
599 Posts
July 20 2010 22:02 GMT
#250
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.


Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 20 2010 22:38 GMT
#251
On July 21 2010 07:02 Grond wrote:
Show nested quote +
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.




+1. Feed back is not as advertised (a spell which allows there to be spell tension between HT's and ghost).

On another note, I think a double archon drop would be killer on the mineral line, ESPECIALLY in the late game, where archons with the +3 upgrade 1shot scvs unless they have maxed armor. I have yet to see this in actual play, but on paper, it's looking pretty sweet.

waffling1
Profile Blog Joined May 2010
599 Posts
July 20 2010 22:43 GMT
#252
since archons can move while being morphed, what if morphing archons are microed to the back to block escape, sandwich, whatnot and when they finish morphing, there will be additional surface area utilized on the ball of enemy units.

Kinda hard to pull off though, cz normally templars aren't alone in the back as the other bun of the sandwich, nor is the archon movespeed very good for it. what if archon move speed was improved to go along with it?
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-07-20 22:46:58
July 20 2010 22:44 GMT
#253
On July 21 2010 07:38 Chronopolis wrote:
Show nested quote +
On July 21 2010 07:02 Grond wrote:
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.




+1. Feed back is not as advertised (a spell which allows there to be spell tension between HT's and ghost).

On another note, I think a double archon drop would be killer on the mineral line, ESPECIALLY in the late game, where archons with the +3 upgrade 1shot scvs unless they have maxed armor. I have yet to see this in actual play, but on paper, it's looking pretty sweet.



Double archon drop (i.e. 4 HT's or 4 DT's worth of units) won't do much, at least outside copper leagues, since players will pull scvs within seconds and then demolish your 2 large target units. There's a reason why storm drops are king (which only need 1-2 HTs btw), since your storms can destroy most of the scvs before the player has much of a chance to react, not to mention the fact that you will storm on their 'exit' path, so there's really no getaway. 2 Archons (200/600 from 4 HTs, or 500/500 from 4 DTs) are a HUGE investment, and will not be worth the handful of scvs you will kill, not even on paper. Hell, you're better off with a simple DT drop and hope the player doesn't notice or scan in time.
I'm going to sleep, let me get some of that carpet.
jackofclubs81
Profile Joined January 2010
United States196 Posts
July 20 2010 22:52 GMT
#254
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.

I still don't understand why blizzard changed this part of the game... I believe it adds to the game by creating an interesting late late game dynamic where all of a sudden minerals are worth more than gas.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2010-07-20 23:01:58
July 20 2010 22:54 GMT
#255
I've continuously seen people say Archons are slow, they are one of the fastest, largest collision radius units in SC2. They move slow cause you're probably dragging them with your army.

Zealot:
Movement Speed: 2.25w/o--2.75with charge

Archon
Movement Speed 2.8125

Reaper/Zergling
Movement Speed 2.9531w/o

Archons are quite fast for such a big unit.

"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 20 2010 22:54 GMT
#256
On July 21 2010 07:44 moopie wrote:
Show nested quote +
On July 21 2010 07:38 Chronopolis wrote:
On July 21 2010 07:02 Grond wrote:
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.




+1. Feed back is not as advertised (a spell which allows there to be spell tension between HT's and ghost).

On another note, I think a double archon drop would be killer on the mineral line, ESPECIALLY in the late game, where archons with the +3 upgrade 1shot scvs unless they have maxed armor. I have yet to see this in actual play, but on paper, it's looking pretty sweet.



Double archon drop (i.e. 4 HT's or 4 DT's worth of units) won't do much, at least outside copper leagues, since players will pull scvs within seconds and then demolish your 2 large target units. There's a reason why storm drops are king (which only need 1-2 HTs btw), since your storms can destroy most of the scvs before the player has much of a chance to react, not to mention the fact that you will storm on their 'exit' path, so there's really no getaway. 2 Archons (200/600 from 4 HTs, or 500/500 from 4 DTs) are a HUGE investment, and will not be worth the handful of scvs you will kill, not even on paper.


Storm drops don't exactly kill that many workers cause the splash radius is quite small. Storming on the exact path is rather dangerous because it usually puts you dead in the middle of thier base, hard to retreat. Also storms are rather valuable, where as archons are not so much (in a battle situation). It's similiar to an immortal drop. You are basically abusing the 2-6 seconds before the player can react and start sending units, I don't see how you could get around 4-8 worker kills in that time spawn. The most important thing is that the archon drop is repeatable, you threaten to come back any time, not just when you have gas/energy on your templars.
palanq
Profile Blog Joined December 2004
United States761 Posts
July 20 2010 22:59 GMT
#257
King of the Beta, Huk vs. TLO, game 2: archons not all that strong against tanks and battlecruisers =/
time flies like an arrow; fruit flies like a banana
Mr.Eternity
Profile Joined May 2010
United States143 Posts
July 20 2010 23:13 GMT
#258
On July 21 2010 07:59 palanq wrote:
King of the Beta, Huk vs. TLO, game 2: archons not all that strong against tanks and battlecruisers =/


thats not a surprise at all since neither of those are biological... so i dont understand why you brought this up, unless you wanted to show that archons have a counter just like all units...
"Because nobody can make it alone"
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 20 2010 23:13 GMT
#259
im saddened by how archons have turned out in sc2 as of right now. They could still change but right now they just suck. Theres no real reason to go archons except to do something with ur depleted templars. I find that offensive as a protoss fan, that one of the strongest units in the protoss arsenal(lorewise) is a unit you would never get directly. I really hope this changes, I saw a video of the SC2 campaign mission, where archons are approaching and the terran are all like "Wow, those are protoss archons!" acting like theyre so powerful(as they should be).

Now, i understand its a competitive game and doesnt need to follow lore, but there really should be a way to incorporate it into the game as a unit that is good vs something rather than just an extra meatshield.
Kill the Deathball
Tookie22
Profile Joined May 2010
United States187 Posts
July 20 2010 23:23 GMT
#260
to those who argue about feedbacking ghost I would like to see videos of you consistently picking out all the ghosts in a mmm ball and feedbacking them to deny emps
"Its a race between software designers to create more idiot proof software and the universe to create bigger idiots. So far the universe is winning"
wankey
Profile Joined May 2010
98 Posts
July 21 2010 00:02 GMT
#261
Archons, my suggestion:

Make archons all shield (no hp)

Speed them up slightly. Give them +1 range boost. Make them massive.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 21 2010 00:07 GMT
#262
On July 21 2010 07:59 palanq wrote:
King of the Beta, Huk vs. TLO, game 2: archons not all that strong against tanks and battlecruisers =/


This is what I wish happened in that game:

Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-07-21 00:13:33
July 21 2010 00:12 GMT
#263
On June 02 2010 05:45 theqat wrote:
to summarize: 100/300 for a unit with poor damage vs. non-bio that gets slowed by Marauders


More like a free unit with lots of HP, no modifiers, and good splash dmg vs bio balls.
Grond
Profile Blog Joined June 2010
599 Posts
July 21 2010 01:55 GMT
#264
On July 21 2010 07:54 Chronopolis wrote:
Show nested quote +
On July 21 2010 07:44 moopie wrote:
On July 21 2010 07:38 Chronopolis wrote:
On July 21 2010 07:02 Grond wrote:
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.




+1. Feed back is not as advertised (a spell which allows there to be spell tension between HT's and ghost).

On another note, I think a double archon drop would be killer on the mineral line, ESPECIALLY in the late game, where archons with the +3 upgrade 1shot scvs unless they have maxed armor. I have yet to see this in actual play, but on paper, it's looking pretty sweet.



Double archon drop (i.e. 4 HT's or 4 DT's worth of units) won't do much, at least outside copper leagues, since players will pull scvs within seconds and then demolish your 2 large target units. There's a reason why storm drops are king (which only need 1-2 HTs btw), since your storms can destroy most of the scvs before the player has much of a chance to react, not to mention the fact that you will storm on their 'exit' path, so there's really no getaway. 2 Archons (200/600 from 4 HTs, or 500/500 from 4 DTs) are a HUGE investment, and will not be worth the handful of scvs you will kill, not even on paper.


Storm drops don't exactly kill that many workers cause the splash radius is quite small. Storming on the exact path is rather dangerous because it usually puts you dead in the middle of thier base, hard to retreat. Also storms are rather valuable, where as archons are not so much (in a battle situation). It's similiar to an immortal drop. You are basically abusing the 2-6 seconds before the player can react and start sending units, I don't see how you could get around 4-8 worker kills in that time spawn. The most important thing is that the archon drop is repeatable, you threaten to come back any time, not just when you have gas/energy on your templars.



I think the key part of this post is storms are valuable and Archons are not and yet it takes 2 HT's to make an Archon.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 21 2010 03:22 GMT
#265
On July 21 2010 10:55 Grond wrote:
Show nested quote +
On July 21 2010 07:54 Chronopolis wrote:
On July 21 2010 07:44 moopie wrote:
On July 21 2010 07:38 Chronopolis wrote:
On July 21 2010 07:02 Grond wrote:
On July 21 2010 04:52 andrewlt wrote:
Yeah, I don't get why people are bringing up all sorts of Terran counters in this thread. Marauder/EMP counters them but it's not like Archons were used in PvT in BW anyway.


I think its general frustration with the current state of Protoss vs Terran.




+1. Feed back is not as advertised (a spell which allows there to be spell tension between HT's and ghost).

On another note, I think a double archon drop would be killer on the mineral line, ESPECIALLY in the late game, where archons with the +3 upgrade 1shot scvs unless they have maxed armor. I have yet to see this in actual play, but on paper, it's looking pretty sweet.



Double archon drop (i.e. 4 HT's or 4 DT's worth of units) won't do much, at least outside copper leagues, since players will pull scvs within seconds and then demolish your 2 large target units. There's a reason why storm drops are king (which only need 1-2 HTs btw), since your storms can destroy most of the scvs before the player has much of a chance to react, not to mention the fact that you will storm on their 'exit' path, so there's really no getaway. 2 Archons (200/600 from 4 HTs, or 500/500 from 4 DTs) are a HUGE investment, and will not be worth the handful of scvs you will kill, not even on paper.


Storm drops don't exactly kill that many workers cause the splash radius is quite small. Storming on the exact path is rather dangerous because it usually puts you dead in the middle of thier base, hard to retreat. Also storms are rather valuable, where as archons are not so much (in a battle situation). It's similiar to an immortal drop. You are basically abusing the 2-6 seconds before the player can react and start sending units, I don't see how you could get around 4-8 worker kills in that time spawn. The most important thing is that the archon drop is repeatable, you threaten to come back any time, not just when you have gas/energy on your templars.



I think the key part of this post is storms are valuable and Archons are not and yet it takes 2 HT's to make an Archon.


Ah, I see your point, I was unawaringly carrying over the fact that archon zealot pushes are pefectly good in PvZ, but not so much in PvT bio ball army. But perhaps against a PvT meching army, where storm is not so great, and archons way be preferable. Maybe you won't merge HT's specifically to drop them, but if you have them left over from a previous push or circumstance (to defend a push or some point, storm is too late), this could be a way to get additional ultility out of archons.
Kratisto
Profile Joined June 2008
United States199 Posts
July 21 2010 03:31 GMT
#266
It would be interesting if you could un-warp an Archon into its constituent templar.
waffling1
Profile Blog Joined May 2010
599 Posts
July 21 2010 05:17 GMT
#267
On July 21 2010 09:02 wankey wrote:
Speed them up slightly. Give them +1 range boost. Make them massive.



this.

User was warned for this post
Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 21 2010 06:11 GMT
#268
On July 21 2010 12:31 Kratisto wrote:
It would be interesting if you could un-warp an Archon into its constituent templar.


That would create a lot of interesting gameplay.

I am Terranfying.
zhul4nder
Profile Blog Joined July 2008
United States189 Posts
July 21 2010 06:35 GMT
#269
what would the benefit be by making archons massive?
beat me. hard.
pileopoop
Profile Blog Joined July 2010
Canada317 Posts
July 21 2010 06:37 GMT
#270
On July 21 2010 15:35 zhul4nder wrote:
what would the benefit be by making archons massive?


Not slowed by marauders.
Grond
Profile Blog Joined June 2010
599 Posts
July 21 2010 06:53 GMT
#271
I think range 4 would be the absolute minimum to make them competitive and 5 or 6 isn't out of the question. The Thor has range 7 vs ground and range 10 vs air and does about triple the damage of the Archon for 100 less gas.
Pocketokun
Profile Joined May 2010
Canada74 Posts
July 21 2010 07:07 GMT
#272
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.

Jinro just hit the spot... many heavy gas builds arent viable on just the idea of the fully depletion of the gas and thus forcing you to expand if you want more gas....
If you gotta do something, DO IT
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
July 21 2010 07:13 GMT
#273
Archons are good vs muta....
i dunno lol
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-07-21 07:25:17
July 21 2010 07:24 GMT
#274
On July 21 2010 16:13 OPSavioR wrote:
Archons are good vs muta....

Not with proper micro, since mutas outrange archons and are faster. Also, sentry/stalker are more cost effective and are also useful in your army outside of mutas, where as archons are situational depending on your opponent's army composition and positioning.
I'm going to sleep, let me get some of that carpet.
BabyFarkMcgeeZax
Profile Joined June 2010
Canada47 Posts
July 21 2010 07:29 GMT
#275
On June 02 2010 05:46 oxxo wrote:
Who knows, they might actually be good.

Same way tanks were 'bad' in the beginning, but are now 'OP'... when all that's changed is 10 hp (and slight splash change).


So true!

Same deal with the Archon's. Watch, when the game is released someone will have found a way to make Archon's look "OP".
Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. yrtlmafdwnd
SmoKe93
Profile Joined July 2010
Germany162 Posts
July 21 2010 07:31 GMT
#276
Yesterday i bought an audi for 5 thousand dollars it came with a nice jacket on it.

Did i seriously just spend 5 thousand dollars on a jacket?
Percutio
Profile Blog Joined April 2010
United States1672 Posts
July 21 2010 07:37 GMT
#277
On July 21 2010 16:31 Paradox_92 wrote:
Yesterday i bought an audi for 5 thousand dollars it came with a nice jacket on it.

Did i seriously just spend 5 thousand dollars on a jacket?

If you turned the audi into the jacket after it ran out of gas then yes you spent 5 thousand dollars on a jacket.
What does it matter how I loose it?
SmoKe93
Profile Joined July 2010
Germany162 Posts
July 21 2010 07:42 GMT
#278
On July 21 2010 16:37 Percutio wrote:
Show nested quote +
On July 21 2010 16:31 Paradox_92 wrote:
Yesterday i bought an audi for 5 thousand dollars it came with a nice jacket on it.

Did i seriously just spend 5 thousand dollars on a jacket?

If you turned the audi into the jacket after it ran out of gas then yes you spent 5 thousand dollars on a jacket.


Not really, if that was the case, i would have recycled my >useless< audi into a jacket
Percutio
Profile Blog Joined April 2010
United States1672 Posts
July 21 2010 07:44 GMT
#279
On July 21 2010 16:42 Paradox_92 wrote:
Show nested quote +
On July 21 2010 16:37 Percutio wrote:
On July 21 2010 16:31 Paradox_92 wrote:
Yesterday i bought an audi for 5 thousand dollars it came with a nice jacket on it.

Did i seriously just spend 5 thousand dollars on a jacket?

If you turned the audi into the jacket after it ran out of gas then yes you spent 5 thousand dollars on a jacket.


Not really, if that was the case, i would have recycled my >useless< audi into a jacket

Yes, because you totally turn your audi into a jacket rather than refuel it.

That makes perfect sense which is why I see audi's at gas stations and not at the tailor's.
What does it matter how I loose it?
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
July 21 2010 08:22 GMT
#280
Give archons cloaking and detection.
Turn off the radio
waffling1
Profile Blog Joined May 2010
599 Posts
July 21 2010 08:30 GMT
#281
On July 21 2010 17:22 Zealotdriver wrote:
Give archons cloaking and detection.


overlap with dt's. overlap with observers. there's better ways to fix em.


what if archons while warping were very very strong, kind of like eggs are? granted it doesnt solve the core issues, but they can be useful while warping.

decomposition back into HT i think is one of the more promising ideas though... if they don't find a way to truly make the archon good as an archon.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 11h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 221
Nathanias 217
StarCraft: Brood War
Sexy 19
ivOry 10
NaDa 8
Dota 2
monkeys_forever821
League of Legends
Dendi952
syndereN115
Counter-Strike
Fnx 1562
Stewie2K1062
Super Smash Bros
AZ_Axe81
Other Games
summit1g11395
tarik_tv6679
Day[9].tv628
shahzam400
ViBE215
C9.Mang0148
ToD118
PPMD40
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 95
• davetesta49
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21739
League of Legends
• TFBlade498
Other Games
• imaqtpie1671
• Day9tv628
• Shiphtur416
Upcoming Events
Esports World Cup
11h 33m
Serral vs Cure
Solar vs Classic
OSC
14h 33m
CranKy Ducklings
1d 10h
BSL20 Non-Korean Champi…
1d 14h
CSO Cup
1d 16h
BSL20 Non-Korean Champi…
1d 18h
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
2 days
BSL20 Non-Korean Champi…
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
4 days
[ Show More ]
Online Event
4 days
uThermal 2v2 Circuit
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.