As far as we know Terran could discover some mech play that carriers are the answer for, or zerg could use a style that sprinkling in 1-3 BC's becomes an essential part of maintaining map presence.
Buffing unused units? - Page 8
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KhAmun
United States1005 Posts
As far as we know Terran could discover some mech play that carriers are the answer for, or zerg could use a style that sprinkling in 1-3 BC's becomes an essential part of maintaining map presence. | ||
theBizness
United States696 Posts
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Soulish
Canada1403 Posts
On August 14 2011 05:53 Bleak wrote: Care to elaborate instead of spitting out pointless words? I'm a diamond terran and I'm not trolling. Read the second line (the one with change it to be in-line with the above change). Read it again. Read it aloud. If you don't understand, I'm going to assume your comment above for you. Think about what hsm can do in TvT with army positioning (how it forces air back half a map). Raven's need NO buff, they're already strong. If they only had pdd and couldn't detect, they'd still be strong. Raven's out of reactors? Why? | ||
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The_Templar
your Country52797 Posts
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The_Templar
your Country52797 Posts
On August 14 2011 08:05 Soulish wrote: Think about what hsm can do in TvT with army positioning (how it forces air back half a map). Raven's need NO buff, they're already strong. If they only had pdd and couldn't detect, they'd still be strong. Raven's out of reactors? Why? I would like to say that a low gas army+Starport play such as MMM would be a good idea for ravens and that raven auto-turret harass is (almost) free. (Just a small energy cost) However, mass ravens are expensive, and are very slow and fragile. I would like to see *maybe* a small speed buff. Currently, one is only able to get maybe a few ravens for detection+PDD. | ||
emc
United States3088 Posts
Give back the ultralisk splash, or give them an in between of the splash now and then. Perhaps increase their movement speed slightly more? Ultras are fine though, it's just that zerglings are so fast that they end up getting in the way of the ultra, so a way to fix this could be to give more movement priority for ultras over zerglings but no priority over other units like roaches, hydras, infestors, queens and banelings probably. So either return the splash or give them movement priority over zerglings. Mothership should just be removed, give the protoss the arbiter back for HotS. And the Carrier is also a fine unit, it's hard to get to but it's possible and it's strong. | ||
Bleak
Turkey3059 Posts
On August 14 2011 08:05 Soulish wrote: Think about what hsm can do in TvT with army positioning (how it forces air back half a map). Raven's need NO buff, they're already strong. If they only had pdd and couldn't detect, they'd still be strong. Raven's out of reactors? Why? Because the production facilities that you need to churn them out are needed for another unit, Medivacs, which is the backbone of Terran army in every matchup! Unless you make them early in the game (in which case you get behind, unless you're preparing to all-in) you don't have time or attention or the money to get some techlab starports to make ravens. Especially to get the upgrades. It just doesn't work, you need gas for tanks, medivacs and upgrades. A lot of gas. You can't afford to get thme both unless you're on 6-7 bases and your opponent is so clueless that you can pull of anything and survive. | ||
RacerX
United States168 Posts
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emc
United States3088 Posts
On August 14 2011 08:30 Bleak wrote: Because the production facilities that you need to churn them out are needed for another unit, Medivacs, which is the backbone of Terran army in every matchup! Unless you make them early in the game (in which case you get behind, unless you're preparing to all-in) you don't have time or attention or the money to get some techlab starports to make ravens. Especially to get the upgrades. It just doesn't work, you need gas for tanks, medivacs and upgrades. A lot of gas. You can't afford to get thme both unless you're on 6-7 bases and your opponent is so clueless that you can pull of anything and survive. How are ravens hard to get? You maybe stop medivac production for 1 cycle? Terrans greatest assets are switching tech labs with reactors. Switch a reactor starport with a tech lab on another building, make a raven then switch back to reactor. Suddenly you now have an great unit which clears creep and baneling mines in TvZ, PDD and detection for DTs in TvP and PDD for TvT which is invaluable for air control. | ||
DarkRise
1644 Posts
Too bad can't say anything about the other 2 race ie hydras,mothership,prism ... | ||
Arterial
Australia1039 Posts
On August 14 2011 06:18 theBizness wrote: Obviously there needs to be an option to turn a a Nexus INTO a mothership for low cost. You know people will put this aside, but if anyone ever played Dawn of War 1 and played the Necrons...their base started off as being immobile..and when you hair tier3 it was a fully functional moving tower with contruction abilities... just a thought.. | ||
Existor
Russian Federation4295 Posts
On August 14 2011 08:34 Arterial wrote: You know people will put this aside, but if anyone ever played Dawn of War 1 and played the Necrons...their base started off as being immobile..and when you hair tier3 it was a fully functional moving tower with contruction abilities... just a thought.. I want ground walking Leviathan, morphing from Hive. prism - Sentry drop - mobile pylon with dark templars and powerful warp - colosus fast drop | ||
Micket
United Kingdom2163 Posts
The other unused units such as warp prism and Raven are actually really good. Raven is a staple of TvT, part of the unbeatable TvP build and should be used vs Zerg for land mines and clearing creep. The warp prism is really good against Zerg. As Zergs try and create more deathballish armies and not mobile ones which can secure more bases, warp prisms can be used to great effect. Sniping key tech structures and annoying expansions with zealots is great against Zergs who don't make roaches. Lings get eaten if the zealot engages at the correct spot. Banelings waste gas on mineral only units. Infestors must use energy, and brood lords are too slow. Protoss players need to realize that against a death balling zerg, they can defend far away expansions with nothing but cannons, 1 archon and a few ht. | ||
DarkRise
1644 Posts
On August 14 2011 08:39 Existor wrote: I want ground walking Leviathan, morphing from Hive. - Sentry drop - mobile pylon with dark templars and powerful warp - colosus fast drop Sentry drop? it's not cost effective and they do so little damage. In contrast to stim marines medi drop, you can't try throw away those high gas units. who does Colossus drop? prism is so fragile | ||
MacDubhghaill
United States41 Posts
But I do think that the ultra hasn't really been that explored. Sure infestor/ultra is a good composition against Terran, but what is the benefit of using it over infestor/broodlord? Because I think the latter could be pretty devestating as well. SC2 is still evolving and I don't really see unit changes being necessary to get it to a stable state at the moment. | ||
Eknoid4
United States902 Posts
On August 14 2011 04:53 Plume wrote: Scouts in SC:BW were unused. Now they are just used to bm. WE NEED MORE BM UNITS :D i endorse this idea 1000% | ||
Pwnographics
New Zealand1097 Posts
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Jaxtyk
United States600 Posts
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Asymmetric
Scotland1309 Posts
I watch a shitload of Sc2 tournaments but theres only one unit that really falls into that section. The Carrier. I've seen zergs use ultras successfully in every match up*, seen dozens of reaper openers, raven uses, transistions to BC's, motherships popping and even bloody hydra's have there niche's. But carriers, man, carriers never get used seriously. Probably because the only Terran in the world that seems to go pure mech against protoss on a regular basis is Goody. *Check Nestea vs July in GSL July for Ultralisk ZvZ. | ||
Tiamat
United States498 Posts
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