Just do one or two from every building except greater spire and defence structures. They will have their HP back eventually. And if need for more buildings come up, just make few macro hatches. More larva and place to spend inject is always good.
[D][G] Vipers - flying and unnerving casters - Page 3
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Tuczniak
1561 Posts
Just do one or two from every building except greater spire and defence structures. They will have their HP back eventually. And if need for more buildings come up, just make few macro hatches. More larva and place to spend inject is always good. | ||
Existor
Russian Federation4295 Posts
just make few macro hatches Sometimes it can be not that effective, like extractors, or when you need faster consume but you don't have building nearby - extractor wins again | ||
Iranon
United States983 Posts
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Existor
Russian Federation4295 Posts
Quick question -- can you use consume on a building that's still morphing? (and then cancel it...) Have you read article? Note. You can't consume buildings, that are in building process. | ||
Seigifried
United States60 Posts
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JmpEax
Australia6 Posts
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LOLItsRyann
England551 Posts
On September 26 2012 10:06 JmpEax wrote: I find it interesting how zerg can convert minerals into energy with consume, and terran can convert energy into minerals with mules. And Protoss can convert energy into more energy with Mothership Core. | ||
Existor
Russian Federation4295 Posts
Try to consume as many buildings at time, as you can. Like one building per Viper. Because average health regeneration will be higher, than regeneration of one building. Under term "Average regeneration" I mean summarized regeneration of 2+ buildings. Two and more Zerg buildings will regenerate slowly more HP, than one at same time. If you consume one building with many Vipers, that building will regenerate always at same speed which is slow. Try to consume more buildings at same time and you will have more regenerating buildings, more than one. In other word, try to consume as many buildings, as many Vipers you have. Also try to consume buildings that are maxed at health, so later they will regenerate too! | ||
HelloSon
United States456 Posts
Also, I think if I go the evo chamber route for vipers, I'm going to start spamming them around my production buildings like Greater Spire, Infestor pit, etc. | ||
wassup
17 Posts
On September 26 2012 10:09 LOLItsRyann wrote: And Protoss can convert energy into more energy with Mothership Core. Still, toss op | ||
ZjiublingZ
United Arab Emirates439 Posts
On September 16 2012 01:41 Existor wrote: Spread tanks and only 1-2 tanks will be under clouds Even in the best possible scenario, where the Terran has every single Tank spread out 1.5 range away from every other one (which is so far apart in some terrain that some of the tanks won't even be in range of the fight, mind you), a single 3 supply/200 gas Viper can still negate 2x 3 supply/125 gas Tanks. That's really cost effective for the Zerg. It's hard for Mech when it isn't cost-effective. And a full Energy Viper isn't a huge deal like it would be for other casters. Not to mention spreading 12+ Tanks while trying to be offensive at all with them just isn't possible. It isn't a matter of good micro, it's a matter of the time it takes for Tanks to move 1.5 hexes AND Siege before an army has already closed the distance. If Blinding Cloud is OP, and I'm definitely not saying it is, I think the best solution would be to make it a range deduction spell. That way it's just as effective against all other units, but the longest range units like Tanks aren't completely negated. If the spell made all tanks 6 range, that could be a lot more reasonable. | ||
Existor
Russian Federation4295 Posts
Even in the best possible scenario, where the Terran has every single Tank spread out 1.5 range away from every other one (which is so far apart in some terrain that some of the tanks won't even be in range of the fight, mind you), a single 3 supply/200 gas Viper can still negate 2x 3 supply/125 gas Tanks. That's really cost effective for the Zerg. It's hard for Mech when it isn't cost-effective. And a full Energy Viper isn't a huge deal like it would be for other casters. Blinding cloud now is 2.5 range | ||
LOLItsRyann
England551 Posts
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ZjiublingZ
United Arab Emirates439 Posts
lol even worse. | ||
lhr0909
United States562 Posts
Not 2.5 range, but 2.5 radius, range i am pretty sure it is 9 | ||
BigRedDog
461 Posts
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Existor
Russian Federation4295 Posts
If you Abduct burrowed units, they become unburrowed. Probably this is a reason, why Vipers officially considered good versus Swarm Hosts | ||
Markwerf
Netherlands3728 Posts
Great design for a spellcaster and finally a spellcaster that you don't want to mass if you go for it. It does seem to die to vikings a bit too easily, vikings can float a bit in front of the tanks while still being safe from fungal etc. and often kill a viper before they get to do anything. I think it would make more sense to make it just psionic and not have be light or armored. Being armored it dies too quickly to vikings and stalkers i think | ||
Existor
Russian Federation4295 Posts
I think it would make more sense to make it just psionic and not have be light or armored. Being armored it dies too quickly to vikings and stalkers i think It can be op then. Right now protoss stalkers and terran vikings can counter it, when it can do a lot damage, like shut down your siege tanks or grab some colossies. | ||
Callynn
Netherlands917 Posts
Can't wait to play this unit. | ||
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