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Where did all of the terrans go? - Page 76

Forum Index > SC2 General
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Talack
Profile Joined September 2010
Canada2742 Posts
March 18 2012 04:12 GMT
#1501
On March 18 2012 11:25 Aquila- wrote:
Show nested quote +
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 04:33 GMT
#1502
On March 18 2012 13:12 Talack wrote:
Show nested quote +
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.
Can't elope with my cantaloupe
OtoshimonoU
Profile Joined December 2011
United States509 Posts
March 18 2012 04:39 GMT
#1503
On March 18 2012 13:33 Fig wrote:
Show nested quote +
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


Please stop posting in this thread.


User was warned for this post
God Young ho
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
March 18 2012 05:28 GMT
#1504
My only problem with toss is that warpgate essentially gives them the same remaxing capability as zerg, but with units that actually do damage and against fragile T units.

TvZ you have the marine/tank/medivac, maybe ghosts, maybe vikings, most of the time a thor or three, or you can mech. And pretty much all of those can be cost efficient against muta/ling/bling or infestor/ling/bling, which means the folllow-up wave is often ends the fight with a slightly T-favored trade (since zerg econ is ahead most of the time).

Against Protoss, you have to fight efficiently the first time-and then fight super-efficiently the second time, even though P units are actually better 1 on 1 than terran units. Effectively, you have to fight TvZ without any of the advantage you get from having more cost-efficient compositions/units than the zerg.
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 05:44 GMT
#1505
On March 18 2012 13:39 OtoshimonoU wrote:
Show nested quote +
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


Please stop posting in this thread.

Is this a "terran posters only" thread or something? If you are going to make the decision to dismiss any advice and just wallow in defeat then you are going to have to explain to every other terran in the thread that because you don't want help, none of them are going to get any either.

Obviously you don't want advice from pros because you can't copy their mechanics and APM, so why not take advice that doesn't require anything more than adding a new unit to your composition? This is a thread about how to get more midlevel players to play terran, and my suggestion is a fix to a common problem for terrans that are trying to emulate pros at this skill level.
Can't elope with my cantaloupe
ChaosTerran
Profile Joined August 2011
Austria844 Posts
March 18 2012 05:55 GMT
#1506
On March 18 2012 13:33 Fig wrote:
Show nested quote +
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


not sure if troll or actually serious?
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
Last Edited: 2012-03-18 06:01:54
March 18 2012 06:01 GMT
#1507
On March 18 2012 14:55 ChaosTerran wrote:
Show nested quote +
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


not sure if troll or actually serious?


I have extensive experience experimenting with Hellions in TvP. Under certain specific and limited circumstances, they can be useful. However, I feel that their use becomes sharply limited as the game goes on. Although they are a strong unit in specific situations against zealots (early game, no charge, etc), even with Blue Flame, they struggle to fight chargelots lategame except with very large numbers on both sides, when their distinctive shape for splash damage becomes more useful.

However, in the presence of supporting units such as archons and colossi, chargelots become much more effective. Hellions, on the other hand, become LESS effective when coupled with slower bio or mech units-- because they can't use their kiting fully. the chargelots will end up attacking the slower bio or mech units, which means the chief method whereby hellions mitigate damage is effectively neutralized.

However, in specific build orders/openers, 1 base and 2 base play and allins, hellions can be a useful, even devestatingly useful unit. In this respect I find them to be much like banshees and thors in TvP-- useful in limited circumstances in the early game, fun in general, but declining in viability as the game wears on.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2012-03-18 06:04:59
March 18 2012 06:03 GMT
#1508
On March 18 2012 13:33 Fig wrote:
Show nested quote +
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.
All we have to decide is what to do with the time that is given to us.
ChaosTerran
Profile Joined August 2011
Austria844 Posts
Last Edited: 2012-03-18 06:15:38
March 18 2012 06:09 GMT
#1509
On March 18 2012 15:01 Blazinghand wrote:
Show nested quote +
On March 18 2012 14:55 ChaosTerran wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


not sure if troll or actually serious?


I have extensive experience experimenting with Hellions in TvP. Under certain specific and limited circumstances, they can be useful. However, I feel that their use becomes sharply limited as the game goes on. Although they are a strong unit in specific situations against zealots (early game, no charge, etc), even with Blue Flame, they struggle to fight chargelots lategame except with very large numbers on both sides, when their distinctive shape for splash damage becomes more useful.

However, in the presence of supporting units such as archons and colossi, chargelots become much more effective. Hellions, on the other hand, become LESS effective when coupled with slower bio or mech units-- because they can't use their kiting fully. the chargelots will end up attacking the slower bio or mech units, which means the chief method whereby hellions mitigate damage is effectively neutralized.

However, in specific build orders/openers, 1 base and 2 base play and allins, hellions can be a useful, even devestatingly useful unit. In this respect I find them to be much like banshees and thors in TvP-- useful in limited circumstances in the early game, fun in general, but declining in viability as the game wears on.


Which is exactly the point. Hellions can be used in certain all-ins just like pretty much any unit in the game can be used for certain all-ins, but lategame they get absolutely destroyed by the protoss deathball and are even worse than marines. They have no upgrades, have lower DPS than stimmed marines and cost more. Not even on paper you could argue that hellions are better to have than marines. The problem is that the only terran units that could counter chargelots are light units (marines, hellions) but both have ridiculous drawbacks (hellions are mechanical so no bio upgrades effect them, they are relatively expensive and die instantely do collossi splash due to being light units, marines have very little health anyway and are light on top of that which makes them not only terrible against collossi splash damage but also storm, storm and collossi destroy marines, but marines are the only way to really deal with chargelots lategame, the alternative - hellions - is too expensive, doesnt get affected by the same upgrades and has a different movement speed than the rest of the army, which means you can never kite all your units as a ball). His suggestion is simply ridiculous, go to the unit tester and try that shit out before you post complete nonsense on the forum. All this theorycrafting by people who have obviously never even used the unit they are talking about is extremely annoying.

edit: I can tell you exactly how I would fix TvP.

I'd add an upgrade in the fusion core that gives tanks +25 damage vs protoss shields. (that way it wouldnt affect TvZ and make tanks OP vs Zerg and it would not help the 1/1/1 push either since it's only available mid-lategame on at least 2 bases I would say).
I'd make charge manual cast and not autocast
I'd remove auto-surround from chargelots so that protoss players have to micro them in order to get a full surround on terran units.

Done.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-03-18 06:17:00
March 18 2012 06:11 GMT
#1510
On March 18 2012 15:03 Scila wrote:
Show nested quote +
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.
The actual key units in both matchups are Marines and Medivacs. Marauders in TvP are the equivalent of Tanks in TvZ, Thors to Vikings, and Ghosts to Ghosts.

You're right of course; Marine Medivac is too good to buff T3; that would result in total Imbalance.



On March 18 2012 15:09 ChaosTerran wrote:
Show nested quote +
On March 18 2012 15:01 Blazinghand wrote:
On March 18 2012 14:55 ChaosTerran wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


not sure if troll or actually serious?


I have extensive experience experimenting with Hellions in TvP. Under certain specific and limited circumstances, they can be useful. However, I feel that their use becomes sharply limited as the game goes on. Although they are a strong unit in specific situations against zealots (early game, no charge, etc), even with Blue Flame, they struggle to fight chargelots lategame except with very large numbers on both sides, when their distinctive shape for splash damage becomes more useful.

However, in the presence of supporting units such as archons and colossi, chargelots become much more effective. Hellions, on the other hand, become LESS effective when coupled with slower bio or mech units-- because they can't use their kiting fully. the chargelots will end up attacking the slower bio or mech units, which means the chief method whereby hellions mitigate damage is effectively neutralized.

However, in specific build orders/openers, 1 base and 2 base play and allins, hellions can be a useful, even devestatingly useful unit. In this respect I find them to be much like banshees and thors in TvP-- useful in limited circumstances in the early game, fun in general, but declining in viability as the game wears on.


Which is exactly the point. Hellions can be used in certain all-ins just like pretty much any unit in the game can be used for certain all-ins, but lategame they get absolutely destroyed by the protoss deathball and are even worse than marines. They have no upgrades, have lower DPS than stimmed marines and cost more. Not even on paper you could argue that hellions are better to have than marines. The problem is that the only terran units that could counter chargelots are light units (marines, hellions) but both have ridiculous drawbacks (hellions are mechanical so no bio upgrades effect them, they are relatively expensive and die instantely do collossi splash due to being light units, marines have very little health anyway and are light on top of that which makes them not only terrible against collossi splash damage but also storm, storm and collossi destroy marines, but marines are the only way to really deal with chargelots lategame, the alternative - hellions - is too expensive, doesnt get affected by the same upgrades and has a different movement speed than the rest of the army, which means you can never kite all your units as a ball). His suggestion is simply ridiculous, go to the unit tester and try that shit out before you post complete nonsense on the forum. All this theorycrafting by people who have obviously never even used the unit they are talking about is extremely annoying.

Marines are actually fine late-game with good micro; They do much more DPS to Zealots and Archons than marauders, and with proper micro are resilient enough to be cost effective, and last leave more gas to use making Ghosts and Vikings. Though, if you don't have as much APM to micro the Marines with, you should definitely use Marauders instead.
This is my signature. There are many like it, but this one is mine.
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 06:19 GMT
#1511
On March 18 2012 15:03 Scila wrote:
Show nested quote +
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.

It's true that hellions do not deal with chargelots super well, but unmicroed, equal costs of BFH and 1/1 chargelots, the BFH win, and if you have time to micro, the hellions win by a lot. I was saying that hellions are much more effective against chargelots than anything else terran has, so mixing them in should help. Whether it's worth it to have another group of units with micro potential, I don't know. But at plat and diamond, where there is not a large amount of micro, they would be useful.

And I agree about the need to nerf bio. I actually figured that Blizzard would be removing the marauder when they announced the battle hellion and warhound. That way going straight bio would no longer be beefy and terrans would have something to gain by going to higher tech.
Can't elope with my cantaloupe
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 18 2012 06:25 GMT
#1512
On March 18 2012 13:39 OtoshimonoU wrote:
Show nested quote +
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


Please stop posting in this thread.

Plz trust me when I say that hellions do NOT work. It's been tried by lots of people, they simply die too fast and shoot too slow / ineffeciently for them to be worth it in big fights.

Plus you need a 4th upgrade path (infantry armor and attack, air attack for vikings and now vehicle attack for hellions).

Not worth it sadly, nor is it even that effective.
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
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 06:28 GMT
#1513
On March 18 2012 15:09 ChaosTerran wrote:
Show nested quote +
On March 18 2012 15:01 Blazinghand wrote:
On March 18 2012 14:55 ChaosTerran wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


not sure if troll or actually serious?


I have extensive experience experimenting with Hellions in TvP. Under certain specific and limited circumstances, they can be useful. However, I feel that their use becomes sharply limited as the game goes on. Although they are a strong unit in specific situations against zealots (early game, no charge, etc), even with Blue Flame, they struggle to fight chargelots lategame except with very large numbers on both sides, when their distinctive shape for splash damage becomes more useful.

However, in the presence of supporting units such as archons and colossi, chargelots become much more effective. Hellions, on the other hand, become LESS effective when coupled with slower bio or mech units-- because they can't use their kiting fully. the chargelots will end up attacking the slower bio or mech units, which means the chief method whereby hellions mitigate damage is effectively neutralized.

However, in specific build orders/openers, 1 base and 2 base play and allins, hellions can be a useful, even devestatingly useful unit. In this respect I find them to be much like banshees and thors in TvP-- useful in limited circumstances in the early game, fun in general, but declining in viability as the game wears on.


Which is exactly the point. Hellions can be used in certain all-ins just like pretty much any unit in the game can be used for certain all-ins, but lategame they get absolutely destroyed by the protoss deathball and are even worse than marines. They have no upgrades, have lower DPS than stimmed marines and cost more. Not even on paper you could argue that hellions are better to have than marines. The problem is that the only terran units that could counter chargelots are light units (marines, hellions) but both have ridiculous drawbacks (hellions are mechanical so no bio upgrades effect them, they are relatively expensive and die instantely do collossi splash due to being light units, marines have very little health anyway and are light on top of that which makes them not only terrible against collossi splash damage but also storm, storm and collossi destroy marines, but marines are the only way to really deal with chargelots lategame, the alternative - hellions - is too expensive, doesnt get affected by the same upgrades and has a different movement speed than the rest of the army, which means you can never kite all your units as a ball). His suggestion is simply ridiculous, go to the unit tester and try that shit out before you post complete nonsense on the forum. All this theorycrafting by people who have obviously never even used the unit they are talking about is extremely annoying.

edit: I can tell you exactly how I would fix TvP.

I'd add an upgrade in the fusion core that gives tanks +25 damage vs protoss shields. (that way it wouldnt affect TvZ and make tanks OP vs Zerg and it would not help the 1/1/1 push either since it's only available mid-lategame on at least 2 bases I would say).
I'd make charge manual cast and not autocast
I'd remove auto-surround from chargelots so that protoss players have to micro them in order to get a full surround on terran units.

Done.

Colossi do not do bonus damage to light units. So hellions would die to colossi only slightly faster than marauders, due to having slightly less hp than marauders.

And also I actually did use a unit tester before I posted.

As for the movement speed issue, Protosses have had to deal with that more than anyone else. And it is possible. And I also know that you shouldn't have all your units in one ball in the first place. Terran should be creating small engagements with drops (and maybe even hellion runbys) around the map to destroy the protoss infrastructure and economy. That way the toss can't just warp in an absurd number like 30 zealots anytime they lose their army.
Can't elope with my cantaloupe
ChaosTerran
Profile Joined August 2011
Austria844 Posts
March 18 2012 06:30 GMT
#1514
On March 18 2012 15:19 Fig wrote:
Show nested quote +
On March 18 2012 15:03 Scila wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.

It's true that hellions do not deal with chargelots super well, but unmicroed, equal costs of BFH and 1/1 chargelots, the BFH win, and if you have time to micro, the hellions win by a lot. I was saying that hellions are much more effective against chargelots than anything else terran has, so mixing them in should help. Whether it's worth it to have another group of units with micro potential, I don't know. But at plat and diamond, where there is not a large amount of micro, they would be useful.

And I agree about the need to nerf bio. I actually figured that Blizzard would be removing the marauder when they announced the battle hellion and warhound. That way going straight bio would no longer be beefy and terrans would have something to gain by going to higher tech.


THIS IS SUCH A LIE.

I just tried this in the unit test map. 10 BFH unmicroed vs 10 chargelots with 1/1 - 6 Chargelots survived. It wasn't even close, now stop trolling this thread. You are obviously lying, you actually pulled that one right out of your anus.
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 06:32 GMT
#1515
On March 18 2012 15:25 Liquid`Jinro wrote:
Show nested quote +
On March 18 2012 13:39 OtoshimonoU wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


Please stop posting in this thread.

Plz trust me when I say that hellions do NOT work. It's been tried by lots of people, they simply die too fast and shoot too slow / ineffeciently for them to be worth it in big fights.

Plus you need a 4th upgrade path (infantry armor and attack, air attack for vikings and now vehicle attack for hellions).

Not worth it sadly, nor is it even that effective.

That is unfortunate then. I'll take your word for it because I don't play at a super high level, but they do seem to start turning the tide when my plat/diamond opponents add them in during long games against me. That's why I brought it up, since it seemed like it could be useful at lower levels. And those levels are where we find the fewest terrans.
Can't elope with my cantaloupe
FinalForm
Profile Joined August 2010
United States450 Posts
Last Edited: 2012-03-18 06:33:58
March 18 2012 06:33 GMT
#1516
Hellions and marine/maurader have substatially different attack speeds. That means you can't select both of them and kite optimally.

If you select a group of marine/marauder/hellion and wait for the hellions to get a volley off during the kiting, then you reduce the dps of your stimmed marine/marauder by almost 50% by having them wait for the hellions.

If you try to kite with both groups separately chances are you will do a poor job at both and end up taking extra zealot/collosus swipes.

When I have mixed blue-flame hellion into my 200 vs 200 battles against protoss I generally just have to keep the hellions on A-move and reserve my apm for kiting and storm dodging with the bio. I just can't manage to fit APM in to kite with hellions, so therefore they usually just get a decent volley against the charglots then proceed to die.
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 06:34 GMT
#1517
On March 18 2012 15:30 ChaosTerran wrote:
Show nested quote +
On March 18 2012 15:19 Fig wrote:
On March 18 2012 15:03 Scila wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.

It's true that hellions do not deal with chargelots super well, but unmicroed, equal costs of BFH and 1/1 chargelots, the BFH win, and if you have time to micro, the hellions win by a lot. I was saying that hellions are much more effective against chargelots than anything else terran has, so mixing them in should help. Whether it's worth it to have another group of units with micro potential, I don't know. But at plat and diamond, where there is not a large amount of micro, they would be useful.

And I agree about the need to nerf bio. I actually figured that Blizzard would be removing the marauder when they announced the battle hellion and warhound. That way going straight bio would no longer be beefy and terrans would have something to gain by going to higher tech.


THIS IS SUCH A LIE.

I just tried this in the unit test map. 10 BFH unmicroed vs 10 chargelots with 1/1 - 6 Chargelots survived. It wasn't even close, now stop trolling this thread. You are obviously lying, you actually pulled that one right out of your anus.

Try 20 vs 20, that's what I used. I guess hellions get better the bigger the battle?
Can't elope with my cantaloupe
ChaosTerran
Profile Joined August 2011
Austria844 Posts
Last Edited: 2012-03-18 06:44:12
March 18 2012 06:39 GMT
#1518
On March 18 2012 15:34 Fig wrote:
Show nested quote +
On March 18 2012 15:30 ChaosTerran wrote:
On March 18 2012 15:19 Fig wrote:
On March 18 2012 15:03 Scila wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.

It's true that hellions do not deal with chargelots super well, but unmicroed, equal costs of BFH and 1/1 chargelots, the BFH win, and if you have time to micro, the hellions win by a lot. I was saying that hellions are much more effective against chargelots than anything else terran has, so mixing them in should help. Whether it's worth it to have another group of units with micro potential, I don't know. But at plat and diamond, where there is not a large amount of micro, they would be useful.

And I agree about the need to nerf bio. I actually figured that Blizzard would be removing the marauder when they announced the battle hellion and warhound. That way going straight bio would no longer be beefy and terrans would have something to gain by going to higher tech.


THIS IS SUCH A LIE.

I just tried this in the unit test map. 10 BFH unmicroed vs 10 chargelots with 1/1 - 6 Chargelots survived. It wasn't even close, now stop trolling this thread. You are obviously lying, you actually pulled that one right out of your anus.

Try 20 vs 20, that's what I used. I guess hellions get better the bigger the battle?


And when will you ever have 20 hellions?? Do you have any idea how long it takes to build 20 hellions even with a reactor on the factory? And how long does it take to warp in 20 chargelots? You are absolutely ridiculous.

And by the way, I just tried 20 vs. 20 (even though this is obviously unrealistic and if you really build 20 hellions chances are you'll just get rolled by collossi, due to 40 supply being essentially useless against everything but chargelots) and 11 Chargelots survived. So yeah, keep lying, I have no idea what game you are playing but it definitely isn't Starcraft 2.

edit: And I'm pretty sure lying is unethical and you can actually get banned for that. So please, keep lying and I'll contact a mod and actually for real get rid of you.
Fig
Profile Joined March 2010
United States1324 Posts
March 18 2012 06:44 GMT
#1519
On March 18 2012 15:39 ChaosTerran wrote:
Show nested quote +
On March 18 2012 15:34 Fig wrote:
On March 18 2012 15:30 ChaosTerran wrote:
On March 18 2012 15:19 Fig wrote:
On March 18 2012 15:03 Scila wrote:
On March 18 2012 13:33 Fig wrote:
On March 18 2012 13:12 Talack wrote:
On March 18 2012 11:25 Aquila- wrote:
On March 18 2012 11:21 Plansix wrote:
On March 18 2012 11:18 Aquila- wrote:
Ladder today was fun: 1 Terran, 2 Zergs and about 10 Protoss...I don't even know how to play TvT anymore lol.

Imo Chargelots need a change. They don't require micro while forcing a ton of micro from Terran. Also, they cost only minerals, can be reinforced during a battle and with armor upgrades they simply don't die...


Yeah, if only terran had a really good unit that cost only minerals that came really early in the game. Something with a range attack with really high DPS. And maybe an ability that allowed it to move really fast for a short period of time.

If only...



So you suggest making mass Marine all game or what? Obviously the Protoss doesn't have only Chargelots but also splash damage. What is this post...


Yeah it's really embarassing for the site as a whole when people post stuff like that guy did.

Chareglots are the problem because they tank SO much damage before terran can start doing "anything" about the real dps units behind the wall of chargelots. That's the issue here. When you mix in more marines they die insanely fast to collosus and storms, so you're losing a good 15-20 supply per second of the fight.

Why don't you try using hellions? I guarantee you that tosses are dreading the day when terrans stop scouting with their FACTORY and start making hellions. Hellions annihilate every gateway unit except stalkers, and even then stalkers are just as bad against hellions because stalkers have super low DPS vs light units. In fact the only quick way to take out hellions is with colossi, (or phoenixes, but tosses don't go air very often vs terran, for good reason). A midgame addition of some reactored hellions would definitely solve your chargelot problems, and give you more harass, and be another way to snipe HTs.


You do realize that the reason we are getting battle hellions in HOTS is exactly because they CAN'T deal with chargelots well, right? You have to micro your hellions super hard for like 20 seconds to kill off all the zealots, meanwhile your hellions and bio are dying within seconds of coming in contact with protoss AOE.

Blizzard just needs to nerf terran bio and buff mech/t3 already. That would make for such a better game instead of terran relying on Marine/marauder/medivac in TvZ and TvP the ENTIRE game and being unable to cost efficiently trade with Zerg and Protoss higher tech.

It's true that hellions do not deal with chargelots super well, but unmicroed, equal costs of BFH and 1/1 chargelots, the BFH win, and if you have time to micro, the hellions win by a lot. I was saying that hellions are much more effective against chargelots than anything else terran has, so mixing them in should help. Whether it's worth it to have another group of units with micro potential, I don't know. But at plat and diamond, where there is not a large amount of micro, they would be useful.

And I agree about the need to nerf bio. I actually figured that Blizzard would be removing the marauder when they announced the battle hellion and warhound. That way going straight bio would no longer be beefy and terrans would have something to gain by going to higher tech.


THIS IS SUCH A LIE.

I just tried this in the unit test map. 10 BFH unmicroed vs 10 chargelots with 1/1 - 6 Chargelots survived. It wasn't even close, now stop trolling this thread. You are obviously lying, you actually pulled that one right out of your anus.

Try 20 vs 20, that's what I used. I guess hellions get better the bigger the battle?


And when will you ever have 20 hellions?? Do you have any idea how long it takes to build 20 hellions even with a reactor on the factory? And how long does it take to warp in 20 chargelots? You are absolutely ridiculous.

And by the way, I just tried 20 vs. 20 (even though this is obviously unrealistic and if you really build 20 hellions chances are you'll just get rolled by collossi, due to 40 supply being essentially useless against everything but chargelots) and 11 Chargelots survived. So yeah, keep lying, I have no idea what game you are playing but it definitely isn't Starcraft 2.

Indeed I'm not playing the same game as you, since if I do 25 BFH vs 30 chargelots, all unmicroed, the hellions win with 7 remaining. So there is something weird going on.
Can't elope with my cantaloupe
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
Last Edited: 2012-03-18 07:11:49
March 18 2012 06:45 GMT
#1520
Hellions actually build faster than zealots, even after warpgate, though production capabilities are usually vastly different, of course.


edit was wrong here, sorry
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