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Warning. Useless comments that are deemed to be flame/troll bait = ban. If you have criticism, thats fine but you better have amazing support to back up your opinion. Otherwise ban. |
On February 25 2011 21:25 Elefanto wrote:Show nested quote +On February 25 2011 21:19 freetgy wrote: Protoss has no Cost efficient Unit against Mass Hydralisk cost to cost except colossus.
any to colossus has to be thought out, well cause Hydra Timing pushes will screw Protoss over. So any Colossus Nerf will have to be in conjuction with a Gateway (Stalker) buff.
a Hydra does twice the DPS to Stalker than Stalker does to Hydras, but hydras are cheaper and scale way better with upgrades Lonely hydras aren't a problem, its the beefy roach that tanks so much damage, and also deals much. The dps of roach / hydra is just way way way way to much to handle without aoe against both, even against masssssssssssssssssssssssss roaches you need aoe
yeah but against Roaches we would have at least the option of going immortals, to keep us alive, but without colossus you just frickin die against any sizable (Roach)/hydra push.
But if we prepare for Roaches with Immortals also any Hydra switch kills you again. Thats why Colossus are way more preferable against Zerg army composition. Immortals are only cost efficient against Armored, and crap against light Colossus are great versus light, and decent versus armored.
Also 1 Colossus doesn't do shit, you need atleast 3 Colossus to deal cost effecient dmg.
I guess Immortals/Stalkers would need a buff while Colossus could be nerfed to balance this out.
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On February 25 2011 21:25 Elefanto wrote:Show nested quote +On February 25 2011 21:19 freetgy wrote: Protoss has no Cost efficient Unit against Mass Hydralisk cost to cost except colossus.
any to colossus has to be thought out, well cause Hydra Timing pushes will screw Protoss over. So any Colossus Nerf will have to be in conjuction with a Gateway (Stalker) buff.
a Hydra does twice the DPS to Stalker than Stalker does to Hydras, but hydras are cheaper and scale way better with upgrades Lonely hydras aren't a problem, its the beefy roach that tanks so much damage, and also deals much. The dps of roach / hydra is just way way way way to much to handle without aoe against both, even against masssssssssssssssssssssssss roaches you need aoe
Mass roaches can actually be handled by good ff+lots of immortal(in the 6-7 range) but it is not at all cost effective.
Of course 1 misclick of ff and if you let roaches get in your army's face they will just focus down the immortals since immortals have to be in the semi front to figre.
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On February 25 2011 21:28 xbankx wrote:Show nested quote +On February 25 2011 21:25 Elefanto wrote:On February 25 2011 21:19 freetgy wrote: Protoss has no Cost efficient Unit against Mass Hydralisk cost to cost except colossus.
any to colossus has to be thought out, well cause Hydra Timing pushes will screw Protoss over. So any Colossus Nerf will have to be in conjuction with a Gateway (Stalker) buff.
a Hydra does twice the DPS to Stalker than Stalker does to Hydras, but hydras are cheaper and scale way better with upgrades Lonely hydras aren't a problem, its the beefy roach that tanks so much damage, and also deals much. The dps of roach / hydra is just way way way way to much to handle without aoe against both, even against masssssssssssssssssssssssss roaches you need aoe Mass roaches can actually be handled by good ff+lots of immortal(in the 6-7 range) but it is not at all cost effective. Yeah, a ton of Immortals really clean up Roaches, but by the time you have enough to go head to head, Zerg already has enough money for a decent sized Hyra army, then you get pooped on
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On February 23 2011 07:29 smacky wrote: flying zetglings from the hive, or even the lair. i propose to call them flings. how would that impact the protoss and terran mid/late game? could be a nice micro ability. So you want a short-range, extremely fast flying unit to do flanking attacks, hit and runs, and harassment? So like... mutalisks?
As for dealing with the roach hydra comp sans colossus, I've been seeing Immortal+psi storm compositions a lot lately, and it absolutely demolishes zerg off creep with no hope or prayer. ("WHY DIDN'T HE MICRO HIS HYDRAS WHAT A NOOB?!?!" "I wasn't aware you could micro hydras off-creep")
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On February 26 2011 01:52 sylverfyre wrote:Show nested quote +On February 23 2011 07:29 smacky wrote: flying zetglings from the hive, or even the lair. i propose to call them flings. how would that impact the protoss and terran mid/late game? could be a nice micro ability. So you want a short-range, extremely fast flying unit to do flanking attacks, hit and runs, and harassment? So like... mutalisks? As for dealing with the roach hydra comp sans colossus, I've been seeing Immortal+psi storm compositions a lot lately, and it absolutely demolishes zerg off creep with no hope or prayer. ("WHY DIDN'T HE MICRO HIS HYDRAS WHAT A NOOB?!?!" "I wasn't aware you could micro hydras off-creep") Ah, IST, the other fun protoss "deathball"
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On February 25 2011 20:28 Piledriver wrote:Show nested quote +On February 25 2011 14:07 ChefStarCraft wrote:On February 25 2011 13:59 Whitewing wrote:On February 25 2011 13:51 ChefStarCraft wrote:On February 25 2011 13:46 Tyrant0 wrote:And force toss to work on another source of tech strategy with or without there cols, once players find ways to explore this change. I don't feel its really a nerf wut Would removing friendly fire from tanks be considered a buff then? o.O It would be, then they would make allot more tanks It would be a nerf, don't get me wrong. A nerf not in the sense that takes away its effectiveness, but rather just limits it. They would be unusable, they'd just make zerglings and swarm your army while your colossi kill your own units for them. That could be one scenario, don't forget forcefields though if the toss dosent use those then its likely to be a game losing combination. It will only prove ff being more useful vs the zerg army Nice troll, disguised as an attempt at constructive criticism. By the same token, lets also make banelings damage friendly units. Any nerf to collosus should be offset by a buff to gateway units, which are frankly horrible in mid/late game vs zerg. Cost for cost, roach/hydra (or even pure roach) beats every single gateway unit, and become 10x more effective once upgrades start to kick in because of horrible unit scaling. Also HTs are horrible vs roaches which almost seem to regenerate health faster than storm damages them when burrowed. However any buff to toss gateway will lead to strategies like 4 gate being extremely hard to counter, so blizzard has to walk a fine line in balancing. Meanwhile I would like to request arm chair quarterbackers like yourself to stop offering balance suggestions, because they are frankly shit.
I wasn't trolling, I was disusing my thoughts and opinions, much like all of you are. It makes me sick how people can throw around words, and be such hippocrates.
This thread is used to discuss. Not insult
WE all have our opinions, whether some are true or biased they are not meant for you to label and put fellow players down.
Everything can be said and achieved the same in a civilized discussion, insults are never needed.
I may be a zerg player but that dosent make my advice bad. Theres 2 sides to each 1vs1. Getting the other races perspective will teach you to know there vulnerabilities, and whats hard for them to deal with.
Besides who crowned you king, to be able to judge others and label them to you see fit, no matter how insulting it is ?
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On February 26 2011 01:52 sylverfyre wrote: "I wasn't aware you could micro hydras off-creep"
If you can micro Zealot/Marines/Marauders why aren't you able to micro Hydras? they have the same fucking Speed as Zealots, and Marines, Marauders.
It is incredible how whiny Zergs can get...
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On February 26 2011 05:28 freetgy wrote:Show nested quote +On February 26 2011 01:52 sylverfyre wrote: "I wasn't aware you could micro hydras off-creep" If you can micro Zealot/Marines/Marauders why aren't you able to micro Hydras? they have the same fucking Speed as Zealots, and Marines, Marauders. It is incredible how whiny Zergs can get...
To be fair, you can't micro hydras out of storm well off creep. Marines and marauders are much faster with stim, and you can't really get marines out of storms well either because they don't have enough health. Marines and hydras off creep just die to storm. Luckily for Z, it's really hard to get storm on even footing, and it's not good against roaches, broodlords or ultras. Storm is faaaaar from OP in PvZ.
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who goes Storm for real in PvZ anyway before lategame...that should be a non issue takes way to long to not die before hand.
T has Stim P has Charge Z has Creep
each race has his own unique ability to speed up their specific slow unit.
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On February 26 2011 05:28 freetgy wrote:Show nested quote +On February 26 2011 01:52 sylverfyre wrote: "I wasn't aware you could micro hydras off-creep" If you can micro Zealot/Marines/Marauders why aren't you able to micro Hydras? they have the same fucking Speed as Zealots, and Marines, Marauders. It is incredible how whiny Zergs can get...
Uhm. Marines and Marauders almost universally micro while stimmed. Zealots have charge, but mostly it's that zealots actually can take a hit. I don't really understand. Have you ever tried to avoid a storm while not stimming? No, because its stupid.
It's not necessarily horrible that hydras are both fragile and slow (kind of like the colossus, honestly). My problem is that when you compare the power of colossus and hydralisk, it's no question. Power and mobility are a tradeoff. Colossi are way more powerful and threatening. However Hydralsiks are just as "immobile" as its protoss counterpart. Hydras really do not have a mobility advantage over colossi, and yet are not nearly as powerful.
I don't like how the weaker army is also less mobile. It's like a strictly bad strategy.
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Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units.
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A couple weeks ago when this is posted I would have agreed that void/colossi is imba, but alot of zergs are starting to learn how to properly deal with it. Void colossi sucks in smaller numbers, so it basically means that zerg can get a free 4th base. At that point you just max out on corruptor/muta with maybe like 20 roaches and then start trading armies. It becomes such an uphill battle for the protoss simply because every void ray or colossus you kill is huge since they take forever to replace. The key is to focus almost entirely on air and trade armies with the protoss before he gets to that 180+ food ball, and even then, if you don't invest too much into a ground force you can make more that enough corruptor/muta to kill all the voids and colossi. (Make sure to use corruption on the voids and upgrade air attack). Once the void rays are dead P can't really push you.
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On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units. Damn you're so boring. Everything you say is so bias since the beginning. Can't you undesrstand that mobility =/= speed ? Colossi can walk off cliff, their mobility is pretty good. Sure immortal's mobility suck, but thankfully man immortal are tough units that you have in low number, and they are very effective this way. Hydra are sucky units, seriously... it's not even arguable. They cost a lot, twice as much gaz as a roach, 25 more mineral, they are slow like shit off creep, they have 80 hp which is less than a freeking marauder.
User was warned for this post
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I'd like to point out something about Protoss - dealing AoE damage is what defines Protoss as a race. I don't think nerf to AoE damage will happen because that's simply the way Protoss deals with enemies.
Think about - do you want to see games where other races equivalents of Marines and Hydras are shooting at each other, with nothing else happening?
Compared to Brood War, High Templars are already nerfed (125 damage in BW and 80 in SC2). I don't think that Colossus is stronger than Reaver - first of all it costs way more. But Colossus is used throughout the games because it's much more mobile and beefy in HP. For me, it was bewildering to see Reavers brought with the main army in Shuttles in some of the recent (and not only recent) BW games... but Shuttles are fragile, BW Z has Scourge, etc.
It's a shame SC2 Storm carriers such a huge risk when attempting to tech to it and because of that is not seen as much. But then it's going to be really interesting to see Protoss players devising strategies that force opponents into something that Storm is deadly against. And I wonder how big of a potential HTs have in TvP with just a Feedback against Ghosts. I really liked ZeeRax games in TL Open and if P learns how to fit few Stalkers into that to deal with the Hellion threat then Ghosts is all T is left with when opening with bio.
But back on the topic:
On February 25 2011 03:16 WhiteDog wrote:Show nested quote +On February 25 2011 00:07 Ribbon wrote:On February 24 2011 21:59 WhiteDog wrote: GSL is irrelevant. If you only have zealot void ray and colossi, then it's your loss for not making sentries or stalker But that's the build we're talking about. Idra declared 2-gate Voids and 1-robo colo w/Zealots imba. This is the discussion. You can not add stalkers into this build because the voids and colos take all your gas once you start producing them. but if you see 8 muta (you know the cost of 14 mutas ? it does not come easily) you can easily pop out 4-5 stalker with gatelolzway almost instantly, with the sentries you already have, it will be enough to kill the muta. 4-5 stalkers means less VR and colo (and zealots, because you're using the gates), and a muta-ing player with have a bajillion lings. The protoss can't move out because he only has a small gateway force, and one or two Colo and VR at this point. That means a.) Zerg has map control and b.) The big imba imba imba push is delayed, allowing Zerg more time to expand and have more money to throw at the ball. Mutas are good, but it's not a solution meta game wise. It's situationnal, you will see it sometime, once in a while in a BO3, but it will never be basic play because you know what, it suck in fair fight if the opponent prepare just a bit for it. A big-ass Muta ball is actually ludicrously powerful, to the point that it was considered imba for a while before toss discovered the 6-gate (This sound familiar...). Besides, if you force a lot of stalkers, no rule saying you have to stick to Mutas beyond the first few. Nothing is an all-all in else Catz's standard was 7 pool against toss on steppes of war. He doesn't even call it cheese because its not. He knew it as long as he does more damage to the toss with the 7 pool than he lost by going 7 pool he is ahead in the end. Nothing is an absolute all in. Very aggressive builds trades a lot of econ to hope to kill opponent but guess what if you go 7 pool and killed all but 2 scvs are you still all in? I mean 7 pool is about as all in as it gets. It's not all in ok, but it's poker play: if you don't do damage, you loose instantly. I'm not sure that's the kind of play that is good in high level, CatZ I think would say the same. On February 22 2011 23:58 CatZ.root wrote:I can tell 7 pool on steppes into gold expansion is perfectly viable, and very economical, and in most cases unless hard countered, safe. 1) You are wrong, he never said only void ray colossi & zealot, he pointed zealot as a mineral sink for an heavy void ray & colossi build, but I'm pretty sure he is talking about a 3 gate expand that require a fair amount of sentries (4 to 6) that you build before hand. That's the popular build, or are you talking about a MASS void ray MASS colossi that only works on lost temple were you make so many tower that you are safe ? That's not what they were talking about cauz that build is easily counterable if you scout it in time. Actually, they talk about the size of the gateway army at one point. 2) The big ass muta ball is not valid unless the toss don't see it, that doesn't change my point a bit. Muta in a little number are not fighting units, they get melted in a fair fight even against a composition such as void ray stalker. Now try hiding that you go for a big ass muta ball for 10 minute, because that's the time you need to gather the gaz. And one colo less is nothing really since you basically need fixe to negate any ground force the zerg throw at you, except ultras lol. Delay the muta push for one colo, which is aprox 1 minute, you think that will help the zerg in any way ? The zerg already got all the time he need supposed the protoss go for a 200/200 hundred push, that's the whole point, the unit combo is so good that no matter what you throw at it, you loose. You already have map control in the first place, since the protoss is turtling up. One zergling in patrol is enough. 3) Hahaha, yeah sure, CatZ will soon explain us that a 7 pool into gold expansion is the next basic build order for zerg... The point is, if you know it's coming, you prepare for it, you counter. That's a poker play that you do once in a best of three, not the solution against void ray colossus build... He is just saying that economically it's viable, meaning you have to deal little damage and you are not necessarily at a disadvantage unlike other 6 pool or 7 pool were you absolutly need to make damage or you instantly loose the game. I think he is also pointing out that when you go for a 7 pool, the protoss usually respond by turtling himself, sometimes bringing some cannons up, so you are safe to expand whereever you want. He used the example of 7 pool as something that can abuse the fact that opponent doesn't have enough stuff to deal with it, and can deal more than enough damage to make up for the economy sacrifice that is required to do it. He used it as something that has a very similar concept to proposed Mutalisk tech. He didn't propose it as an answer to 2 base Void Ray Colossus.
You are just blind enough to say you didn't even play Zerg when Mutalisk play in ZvP was rocking asses, you are blind enough to say it's a "thing of a past" and "GSL doesn't matter". You can't even add Protoss tech cost when you compare Mutalisk cost to what Protoss is supposed to have and can not have in this build. Robotics Facility 200 mins and 100gas + Robotics Bay 200mins and 200gas + 2x Stargate 2x 150 minerals and 150gas = 700 minerals and 600 gas, with Colossus range upgrade being another 200 minerlas and 200 gas. Suddenly, where did your Stalker supplement disappear to? I envy his patience when he was typing his reply to you.
Here http://pl.justin.tv/gosucoachingtv/b/280274556 you have a VOD of Liquid vs Empire GCPL Week 7 where Mutas where used successfully in one of the games.
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On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units.
I didn't say anything about counters. This has nothing to do with counters. The Hydralisk is not nearly as powerful as the Colossus. It just isn't. It doesn't deal nearly as much damage. It's comparable to Tanks. Tanks do tons of damage, but to do so they can't move. So Hydras actually do have a mobility advantage over them. There's no doubt about that.
The weaker units have mobility advantages over stronger units. That's how the game works. The problem is that the "power army" of the protoss has no mobility disadvantage over the "power army" of the zerg while at the same time being way more powerful. Colossus should have a speed nerf IMO.
Creep spreading honestly is not hard to nullify. But if you bring up creep spreading then I'll just bring up cliffwalking/blink as well. Yawn. It's a comparative balance thing between mobility and power. Colossus are too fast for their power.
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On February 26 2011 08:30 WhiteDog wrote:Show nested quote +On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units. Damn you're so boring. Everything you say is so bias since the beginning. Can't you undesrstand that mobility =/= speed ? Colossi can walk off cliff, their mobility is pretty good. Sure immortal's mobility suck, but thankfully man immortal are tough units that you have in low number, and they are very effective this way. Hydra are sucky units, seriously... it's not even arguable. They cost a lot, twice as much gaz as a roach, 25 more mineral, they are slow like shit off creep, they have 80 hp which is less than a freeking marauder. 2 hints: 1 - there is terrain Colossi have to pass before getting to cliffs 2 - Hydras are supposed to work not alone but with something else to back them up.
Also Zerg underusing Queens has already been proven, it's a matter of time before someone finds a way to really fit them in.
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On February 26 2011 08:37 DoubleReed wrote:Show nested quote +On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units. I didn't say anything about counters. This has nothing to do with counters. The Hydralisk is not nearly as powerful as the Colossus. It just isn't. It doesn't deal nearly as much damage. It's comparable to Tanks. Tanks do tons of damage, but to do so they can't move. So Hydras actually do have a mobility advantage over them. There's no doubt about that. The weaker units have mobility advantages over stronger units. That's how the game works. The problem is that the "power army" of the protoss has no mobility disadvantage over the "power army" of the zerg while at the same time being more powerful. Colossus should have a speed nerf IMO. Creep spreading honestly is not hard to nullify. But if you bring up creep spreading then I'll just bring up cliffwalking/blink as well.
Zerg should not focus on a Power army. It is not how the race works. Zerg is a swarm race while toss is a heavy hitting units w/ weak support units that provide protection. Toss strong army doess have mobility issues. If you just say "oh walk speed of these units are xxx" of course it doesn't seem like toss have mobility issue.But if toss push to middle of map you run 30-40 zergs into his base. What is he going to do especially with a unit composition that really only allows 3-4 gateways max.
The thing mobility of toss race is extremely low with void/colo build. You have no high warpgate counts. Your army goes at speed of colossus/void ray which is basically same speed of hydra off creep since if void/colo are left unprotected and killed you just lose.
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On February 26 2011 08:37 DoubleReed wrote:Show nested quote +On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units. I didn't say anything about counters. This has nothing to do with counters. The Hydralisk is not nearly as powerful as the Colossus. It just isn't. It doesn't deal nearly as much damage. It's comparable to Tanks. Tanks do tons of damage, but to do so they can't move. So Hydras actually do have a mobility advantage over them. There's no doubt about that. The weaker units have mobility advantages over stronger units. That's how the game works. The problem is that the "power army" of the protoss has no mobility disadvantage over the "power army" of the zerg while at the same time being way more powerful. Colossus should have a speed nerf IMO. Creep spreading honestly is not hard to nullify. But if you bring up creep spreading then I'll just bring up cliffwalking/blink as well. Yawn. It's a comparative balance thing between mobility and power. Colossus are too fast for their power. Why you don't mention Corruptors (and Mutalisks with them)? What about burrowed Roaches?
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I can't even bring myself to watch this show. Anyone saying one race is seriously OP should just go play that race for a few games and see how the other side feels.
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On February 26 2011 09:35 deathly rat wrote: I can't even bring myself to watch this show. Anyone saying one race is seriously OP should just go play that race for a few games and see how the other side feels.
... They have. Please don't comment unless you have watched the show.
On February 26 2011 08:44 xbankx wrote:Show nested quote +On February 26 2011 08:37 DoubleReed wrote:On February 26 2011 06:49 freetgy wrote: Hydras have the same speed as colossus off creep (another P unit that is "slow") Immortals too have the same speed as hydras and i see no point in comparing the weakness of Hydras with their counter...in Colossus. if you lose 1 colossus without it dealing enough dmg can mean you lose the game against Zerg because you just can't kill all the masses cost efficient enough to keep up.
thats like a Terran crying that Banelings kill Marines...too costeffective
if zerg thinks they need more Speed get additional queens and spread creep as hell, it is such an important ability of the Race. And Queens are by far not useless combat units. I didn't say anything about counters. This has nothing to do with counters. The Hydralisk is not nearly as powerful as the Colossus. It just isn't. It doesn't deal nearly as much damage. It's comparable to Tanks. Tanks do tons of damage, but to do so they can't move. So Hydras actually do have a mobility advantage over them. There's no doubt about that. The weaker units have mobility advantages over stronger units. That's how the game works. The problem is that the "power army" of the protoss has no mobility disadvantage over the "power army" of the zerg while at the same time being more powerful. Colossus should have a speed nerf IMO. Creep spreading honestly is not hard to nullify. But if you bring up creep spreading then I'll just bring up cliffwalking/blink as well. Zerg should not focus on a Power army. It is not how the race works. Zerg is a swarm race while toss is a heavy hitting units w/ weak support units that provide protection. Toss strong army doess have mobility issues. If you just say "oh walk speed of these units are xxx" of course it doesn't seem like toss have mobility issue.But if toss push to middle of map you run 30-40 zergs into his base. What is he going to do especially with a unit composition that really only allows 3-4 gateways max. The thing mobility of toss race is extremely low with void/colo build. You have no high warpgate counts. Your army goes at speed of colossus/void ray which is basically same speed of hydra off creep since if void/colo are left unprotected and killed you just lose.
How are you not saying that Hydralisks are terrible and too slow? Hydralisks can't do hit-and-run tactics. Hydralisks can't do anything that you're suggesting. That's the problem. If Hydralisks were able to do those things, there's no problem, because they would have an advantage over the more powerful army. If you have hydralisks in your army as zerg, you have given up your mobility just like a colossus player has.
I agree. Zerg should not focus on a Power Army. Zerg shouldn't get Hydralisks. They are bad units.
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