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Active: 2002 users

HOTS Tips - lets look at Swarm facts - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
raf3776
Profile Blog Joined August 2010
United States1904 Posts
December 23 2012 16:00 GMT
#21
I learned some nice things. thanks for this. Ill try and notice some more things to possibly add
WWJD (What Would Jaedong Do)
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 23 2012 16:16 GMT
#22
On December 24 2012 00:56 DemigodcelpH wrote:
Show nested quote +
On December 23 2012 22:07 Bagi wrote:
Widow mine damage also ignores hardened shields, making them a decent counter to immortals.


Perhaps you might want to re-check the definition of a counter. The Widow Mine does not counter the immortal; it does 125 damage every 40 seconds and the unit it hits is pure chance at best, and at "worst" calculated by the Protoss player once obs are out.

But it still can do a lot damage to Immortals, like clear those super-shields.
Cyberblaster
Profile Joined November 2012
Russian Federation7 Posts
December 23 2012 17:15 GMT
#23
Blinding cloud affects planetary fortress and overcharged nexus.

Revelation used on drone lets to see a building which this drone morphs to.

Cloak when the widow mine missle is launched let's unit to take only splash damage (40).

Abducted massive units destroys forcefields on their path.
Sorry for my bad english
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-23 17:53:56
December 23 2012 17:53 GMT
#24
Cyberblaster
Thank you, adding it now
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-23 20:28:09
December 23 2012 20:27 GMT
#25
more added
  • Abducted units will land at place where Viper started cast Abduct. During Abduct process Viper can fly away. Graphically abduct tentacle can be larger, when Viper flying away from place where abduct process initiated.

  • Try to have as many buildings, as many Vipers you have. Try to consume buildings with full health. Only then average passive regeneration will be higher in long macro games. See the picture below to better understand this idea. More information about Vipers you can find in specific thread about this unit
    + Show Spoiler +
    [image loading]
Bagi
Profile Joined August 2010
Germany6799 Posts
December 24 2012 06:36 GMT
#26
On December 24 2012 00:56 DemigodcelpH wrote:
Show nested quote +
On December 23 2012 22:07 Bagi wrote:
Widow mine damage also ignores hardened shields, making them a decent counter to immortals.


Perhaps you might want to re-check the definition of a counter. The Widow Mine does not counter the immortal; it does 125 damage every 40 seconds and the unit it hits is pure chance at best, and at "worst" calculated by the Protoss player once obs are out.

Ehh, its still the best unit against immortals to come out of the factory, hence "decent" counter.

You can't just say the widow mine does 125 damage and is negated by the observer either, the better way to use them anyway is to bumrush the protoss army at the start of an engagement. With some good hits + splash, immortal shields will be depleted and your mech army will have a much better fighting chance.

But if you really wanna get technical I guess they aren't a literal counter.
SuperEight
Profile Joined December 2011
United States333 Posts
December 24 2012 06:48 GMT
#27
Nice list! Queen + Spore vs. Oracle is useful to know.
To rest is to rust; to be active is to achieve.
vol_
Profile Joined May 2010
Australia1608 Posts
December 24 2012 08:24 GMT
#28
Thanks! some very handy tips here.
Jaedong gives me a deep resonance.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 24 2012 15:07 GMT
#29
Some more facts and tips were added

  • Only 6 Marines can kill Oracle. 5 Marines will die to one oracle. But the more marines you have, the less effective Oracles become. 10 marines can kill 2 Oracles. But two Widow Mines can make this scenario better for Terran.

  • Try to drop Widow Mines, especially with faster burrow. It can be a new Terran answer to Protoss Storm Drop.

  • Try to make Oracle hallucinations to force enemy spend resources on anti-air, especially against Zerg try to fly near some of his Overlords. Oracles are more dangerous than Phoenixes, so it can cause a bit more panic for the enemy, than Phoenixes

  • Force Field does not blocks Widow Mine attack. It can fire missile when it's placed under Force Field

  • Try to experiment with Widow Mine and Siege Tank placing.
    • If Widow Mine range is not near Siege Tank, probably it will not trigger on Zerglings, so they will destroy Siege Tank
    • If Widow Mine range is closer to Siege Tank (it placed at 5-6 range from Siege Tank), it will trigger on zerglings, but with some splash damage on tanks
    • One zergling can't drain Widow Mine charge, Widow Mine is placed in Siege Tank radius. Even if Widow Mine placed at maxium radius from Siege Tank
    • Widow Mine have small delay before attack. As I said, try to experiment with WM and ST weapon ranges to reach better effect at defending specific location


  • You can't abduct units that are in warping process

  • You can abduct deployed Warp Prizm. It will stay in deployed mode, like abducted deployed Siege Tank.

  • You can abduct enemy SCV that building something. Of course building process will be stoped

  • Blinding Cloud is very effective against mass of Infested Terrans, because they're very slow and can't quickly leave cloud

  • You can abduct some enemy Ultralisks away from your army allowing some time to kill other Ultralisks. But it's not that effective

  • Blinding Cloud also works on Ultralisks, because they have 1 weapon attack range. Not much will be changed, just Ultralisks will stuck more around your units, also they can leave cloud quickly, so it's not that effective

  • Abducting Ghost cancels Nuclear Missile spotting
Herect
Profile Joined January 2012
Brazil216 Posts
December 24 2012 15:52 GMT
#30
Siege Tanks against Swarm Hosts (both in big numbers) always results with zero damage to Siege Tanks. But Blinding Cloud can change that scenario completely.


Even with locust splittung? They have a lot health so their splitting can be worth.

PDD blocks Tempest shots


This alongside with the new HSM make the Raven very attractive to Mech compositions. Can one-shot immortals and negate tempest attack (with the slow attack speed of its attack PDD can megate the damage for a long time).
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-24 16:17:01
December 24 2012 16:09 GMT
#31
Even with locust splittung? They have a lot health so their splitting can be worth.

Splitting gives a bit different results, but not that better. Also creep spread highly boost Locusts speed so they have chance to reach siege tanks quicker. It can be better, especially against Widow Mines.

Swarm Host splitting + creep spead will make them more dangerous against siege tanks, but not that much.

[image loading]

But this scenario will never happen, we always will have less hosts or less tanks, also with some support like widow mines, or vipers, or festors, or ling banes/muta
uikos
Profile Blog Joined October 2011
United States132 Posts
December 24 2012 16:58 GMT
#32
oh wow o__O i didn't know collapsible rock towers did damage. thanks thanks for all the tips! :D
I'm in love with Hero~
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 24 2012 17:34 GMT
#33
the new music is really nice
darish
Profile Joined February 2011
United States77 Posts
December 24 2012 19:01 GMT
#34
Can someone explain #73 to me? I love using swarm hosts in zvp and zvt but don't really understand it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-24 19:36:51
December 24 2012 19:09 GMT
#35
On December 25 2012 04:01 darish wrote:
Can someone explain #73 to me? I love using swarm hosts in zvp and zvt but don't really understand it.

Spawn locusts and then instantly unburrow all swarm hosts. Half of your swarm hosts will be stucked with locusts, that will move your hosts closer to enemy. Use hold mode on hosts and locusts will walk around Swarm Hosts, not moving them.

Just try to launch unit tester, create 20 swarm hosts, spawn locusts and instantly unburrow them. Locusts will try to leave swarm hosts and reach their rally point, slowly moving some of your Swarm Hosts in wrong direction.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-24 19:37:24
December 24 2012 19:37 GMT
#36
Added video about this tip

Pufftrees
Profile Joined March 2009
2449 Posts
December 24 2012 21:38 GMT
#37
My first day on the beta and all I can say is...

OMG THANK YOU OP!!!
Chance favors the prepared mind.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-25 00:10:30
December 25 2012 00:10 GMT
#38
Updated tip-suggestion about widow mine drops

Try to drop Widow Mines, especially with faster burrow. It can be a new Terran answer to Protoss Storm Drop. Splash damage is shared between air and ground units. it means if you damage enemy overlords, you can kill drones underneath it. Same as against Storm Drops, one of the best solutions is fast reaction from opponent. If he moves all workers quickly away from storms (came to your base on upgraded Speed Prizms) or mines (on Speedivacs), then he can save some workers. Even if there some static defence, Widow Mines are 90HP unit, so they can hold some damage to inflict maximum damage with rocket charges.


KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 25 2012 04:20 GMT
#39
Wow, cool Learned quite a few things I had no idea about. Wonder how many will be changed

I definitely want to try to abuse Oracles one shotting larva, but I don't know how practical that is. Hallucinating Oracles to force stronger air defenses also sounds incredibly useful.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
SolidHaze
Profile Joined December 2012
Canada44 Posts
December 25 2012 05:10 GMT
#40
I'm now switching to Zerg solely to pull ultras up cliffs
Excelsior!
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