[V] Starcraft 2 WWI VOD - Page 8
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heyitsme
153 Posts
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Nyovne
Netherlands19125 Posts
On July 01 2008 09:56 VIB wrote: So you think that even tho hydras and mutas cost the same, while mutas have more health and are more mobile. Hydras are still usually worth it because they do more dmg than mutas? Also, can the infestor use all it's spells while burrowed? And can it move through cliffs while burrowed like the old nydus worm would? Hydras are way worth it, alot more dmg, they're fast as hell and fire alot faster ontop of doing more damage per shot and behind a little zergling baneling swarm they real killers as far as my experience went. I'm just afraid that vs 3-5 tanks or 2+ collossi they are gonna get chewed by the AOE dmg like any other ground unit but I never got an opponent that got that far without being so passive off 1 base that I had the rest of the map. So from my experience and in this current build (which most certainly wont be the last so this is kinda all useless except for an indication it gives) hydras are really good units but they might get chewed up along with the other ground units without much of a problem by certain unit groups once they get out. It's all about the mix though as zerg, the zerglings draw fire, the banelings flank, hydras delivering the punch from range while infestors drop some swarms/disease on the ball and while all this is going on you pop one or two nydus worms in your opponents base or expansion and send in some drones/banelings to offensive spinal crawler + banelings on his workers. That's what my impression from midgame zerg was at least . | ||
Nyovne
Netherlands19125 Posts
On July 01 2008 09:57 MrRammstein wrote: If they will repair Mutas all will be good x) I wonder what they will do with Currupters... Did you try Swarm Guardians? Do they make Broodlings with every attack? edit: heh Good Night Yeah I did actually but not in a proper game, the lack of gas on the map (aka 1k gas geysers) resulted in the lack of endgame gas vs any good player since by the time you got alot of geysers the first ones would continually run out again, even with the new gas mechanic. So ultras and guardians didn't get a chance in my proper games to shine as they all ended in midgame so I can't really give a proper opinion about them. But yes, they are slow as hell, pack a punch (25 dmg a shot), look REALLY impressive imho they are huuuggeee ass and move really cool, and they spawn two broodlings per shot that have like a few hp and deal 4 dmg per hit. Guardians still seem to be the zerg siege breaker by far and having a handful of them in any major battle is awsome since they spawn so many of the little freaks that they draw so much fire and damage from your real units so they live longer to put the hurt to your opponent in those mass battles. At least, thats the feel I got from them so take it with quite a few grains of salt . Pure speculation. | ||
VIB
Brazil3567 Posts
So you think roaches are overshadowed by hydras when tech comes? I see it you liked the baneling. Is it viable to morph them in combat, ex.: you run speedlings to surround his depots/pylons, click morph just before they die, hope the egg armor can handle the fire -> boom? So can you totally open a T initial supply/rax door with banelings? What did you think about the new high ground system? Doesn't it seem like it makes no difference who is high or who is low ground once you get an overlord to spot who is up there? | ||
Nyovne
Netherlands19125 Posts
On July 01 2008 10:02 heyitsme wrote: any1 has info on reapers? They suck, are weak as hell, just do nice dmg vs small biological units like marines zealots or zerglings, but marines outrange them so rape them especially with marauders, zealots spank them pretty hard as well, not even starting on it when they got charge, but reapers rape lings pretty hard untill they just get swarmed and die to speed lings. Reapers are pretty weak, slow, and their damage sucks ass. They're just good to skirmish vs some casters at the back of a column or hit workers. Didn't see or try their mines myself or have seen them used against me so can't say. The merc haven building required to build a planetary fortress from your cc and needed to create the reapers feels like a building totally out of the way of gameflow I just kept thinking everytime I played terran that you got two academies now, the ghost academy and the merenary haven. Kinda like the HT and DT seperate buildings at toss. Couldn't really get a proper feel about the tech situation there but thats prolly cause I played T very little. Hope someone else can give you a proper answer on this one cause I felt like they sucked huge ass from what I saw from them. | ||
Nyovne
Netherlands19125 Posts
On July 01 2008 10:11 VIB wrote: Thanks a lot Nyovne, this helps so much you have no idea So you think roaches are overshadowed by hydras when tech comes? I see it you liked the baneling. Is it viable to morph them in combat, ex.: you run speedlings to surround his depots/pylons, click morph just before they die, hope the egg armor can handle the fire -> boom? So can you totally open a T initial supply/rax door with banelings? What did you think about the new high ground system? Doesn't it seem like it makes no difference who is high or who is low ground once you get an overlord to spot who is up there? Roaches are one psi slow skirmishers with something special going on, so they dont really compare but even in zvz hydras >>>>> roaches pretty damn hard. So yeah I'd pretty much go with that hydras overshadow roaches, perhaps except in zvp where your gas is prolly better spent (at least up till a point) on mass roaches with ling/baneling support and infestors and then head into hivetech with ultras and guards. Leaving hivetech for a while it might just as well be viable to go hydra lurk to add into that mix though, sounds just as powerfull. and YES baneling morphing takes no more then a second or 5 so midcombat morphing is definately possible. The eggs do NOT have any armor though so they die in a hit or two three I think from most units like a zealot for example. But when stuff is shooting at stuff they have a low autotarget priority so they finish most of the time. Personally I can advise to split a few of the (much faster) zerglings off from your main group of zerglings banelings and run them to where you want your banelings like into his workers in main and nat and there morph them into banelings right in his mineral line and if he runs his guys just burrow them there. Or if ur going tactical about it send like a few towards his main or nat and the rest burrow at his choke. In my second game vs Sea he maynarded his scvs from his main to his natural as he ran from some infested terrans which I spawned there, luckily for me I ran 3 lings into his base early in the game during a fight and morphed them into banelings after theyd been hiding there for 10 min and burrowed them at his ramp while I send my infestors at his rax, so when he maynarded his workers those 3 banelings took out about 20 scvs hehe. But as an important note, banelings absolutely SUCK versus buildings, they do 25 damage each against them which is absolutely nothing. Never ever blow banelings on a building, which can be challenging cause they auto attack any hostile building in range so they just suicide on the nearest enemy building which is a waste gotta keep tabs on that and keep them controlled. Just a few on a clutch of protoss cannons can be nice since their shields still take full damage. I really like the highground low ground system, but yeah once you spot it doesnt really seem to make a difference so it just goes as far as it goes. Zerg however does have issues dealing with cliffdancing units at this point. The only two things you can do against it is preemptively nydus up ramps or to have mutas or guardiands. Nydusses are mostly too late, mutas suck guts in hell and guards are endgame and sick expensive so tt there vs collossi and tank/viking drops there or banshees harassing from above a cliff. (banshees rule) REALLY OFF TO BED NOW -.-~~ | ||
Nyovne
Netherlands19125 Posts
Oh one cute little detail, when a hatchery/lair/hive gets destroyed all these little "hatchlings" spawn :D. They are like 10 hp, 2 dmg little buggers haha and like 20+ of them spawn its so cute haaha and they rage attack anything nearby. Shame they are on a timer and die like 5 sec-10sec (didnt pay attention) after they spawn from the destroyed hatch :p. So cute <3. | ||
VIB
Brazil3567 Posts
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MrRammstein
Poland339 Posts
On July 01 2008 10:29 VIB wrote: lol <3 Nyovne good sleep ^^ QFT :DD | ||
heyitsme
153 Posts
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IntoTheWow
is awesome32269 Posts
The hatch thing sounds so cute! | ||
MrRammstein
Poland339 Posts
What is the status on Carriers and Interceptors? I read it's 7 Interceptors, not a word on Escorts tho... edit: and another about Auto-mining: Well I read it was more annoying than MBS :D Does Zerg still have 2 rally points in Hatches? 1 for Drones, 1 for other units? edit2: Have you seen Mothership in action? I read she's slow as hell... and summoned above Nexus now?? edit3: I read Zealot can 2'shot'- kill Zergling so is SC2 like BW about that? 3 or 2 before upgrade? | ||
Ideas
United States8037 Posts
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Goosey
United States695 Posts
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JDPingpong
United States57 Posts
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thedeadhaji
39489 Posts
It was fucking awesome seeing him survive after having to face 6 lings with 1 marine that died instantly lol. | ||
MrRammstein
Poland339 Posts
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Invisible_Zergling
New Zealand4 Posts
All I saw was the old art of both in the latest screenshots. And even then I think they were outdated. Why? 1. No cobwebs on the hatcheries. Was there at wwi? 2. Old Infestor art/Lurker art. (karune said lurker art was updated months ago???? 3. Sunken and spore colonies present. (At wwi they were spine and spore crawlers.. Thanks. P.s. Do Baneling nests move around in one spot? I notice in all screenshots there "legs" are in different spots. | ||
prayanavita
Hong Kong86 Posts
Well I read it was more annoying than MBS :D Does Zerg still have 2 rally points in Hatches? 1 for Drones, 1 for other units? Yes zerg has two rally points, one golden for drones and one normal silver rally point for all the other units. Have you seen Mothership in action? I read she's slow as hell... and summoned above Nexus now?? Mothership is definatly slow as hell. I haven't used it myself so I can't tell you much about its abilities. The Mothership is built at the nexus. I read Zealot can 2'shot'- kill Zergling so is SC2 like BW about that? If you find a zerg opponent that actually masses zerglings against protoss you could go for 2 hit kill. The things is that I experienced upgrades are less important in SC2 than they were in the original. When you build zealots in as a P, in the WWI build, zerg would just get 4 banelings and kill all of them anyway No cobwebs on the hatcheries. Was there at wwi? Cobwebs were there. Old Infestor art/Lurker art. (karune said lurker art was updated months ago???? I did not like the new lurker, it looks so small and innocent compared to the original lurker. Do Baneling nests move around in one spot? I notice in all screenshots there "legs" are in different spots. Not sure about that, I do not recall seeing them rotate but I might have missed that. Hope that answers some of your questions | ||
VIB
Brazil3567 Posts
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