On June 09 2012 19:02 Bair wrote:
For that matter regular immortals could soak the mine with their shields. Still have to worry about the splash damage though.
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On June 09 2012 19:00 Miotonir wrote:
A briliant point I think the mine will be very interesting in TvP PvT early game you can put down halucination of lets say immortals or zelots and lead attack with them, Very curious to see how mech will do in hots TvP.
On June 09 2012 18:57 Yoshi Kirishima wrote:
Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).
On June 09 2012 18:52 Miotonir wrote:
Still more halucinations less forcefields I guess its a good trade.
On June 09 2012 18:51 Yoshi Kirishima wrote:
Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.
Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.
Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.
On June 09 2012 18:44 Bair wrote:
2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?
Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.
Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?
Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.
Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)
2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).
Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.
Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.
Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.
Still more halucinations less forcefields I guess its a good trade.
Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).
A briliant point I think the mine will be very interesting in TvP PvT early game you can put down halucination of lets say immortals or zelots and lead attack with them, Very curious to see how mech will do in hots TvP.
For that matter regular immortals could soak the mine with their shields. Still have to worry about the splash damage though.
Im not a protoss and dont know how protoss really works, but do you always lead your attack with immortals?;p