and mora mentioned the zerg having to build a second hydra to defend against scouts?
another hydra vs an opening that doesnt do any damage when a second hydra is made hmm.. who's ahead?
we can agree that a star opening cant do any damage to a prepared zerg (inside the zerg base).. but scout has no applications after the opening... Well it does, but the corsair does it better -_-
yup my zerg perspective too.. i like NEVER lose when they open with that.. and VERY rarely has a protoss been able to get past the 15 min mark against me... but then again sair to reaver or sair to zeal rush can really catch a zerg off guard... that's really all this strat is for.. catching the zerg off guard
ok guys well lets assume the protoss player is actually good : P im still more interested in weather a scout is stronger on maps where the zerg has no expansion that has a gas natural... what do you guys think of MAPS WITH NO GAS NATURAL and using scouts.
On March 10 2005 11:32 MyLostTemple wrote: ok guys well lets assume the protoss player is actually good : P im still more interested in weather a scout is stronger on maps where the zerg has no expansion that has a gas natural... what do you guys think of MAPS WITH NO GAS NATURAL and using scouts.
it's probably less effective, b/c most zergs with no gas nats go ling lurk, or even 3/4 hatch hydra or ling hydra so even if you "surprise" them with scouts, they'll probably already have a den and some hydra.
On March 09 2005 20:21 FakeSteve[TPR] wrote: as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)
i think making only 1 hydra is retarded, and making spores is even worse
How exactly do u counter sairs and/or scout without making a hydra or a spore?
Most zerg players make drones when they see a stargate opening. So either they make 1-4 hydra or a spore at their choke.
1 hatch scourge? xDDDD
only one hydra
this means i think that going 2hatch spire when i know they're going 1gate star is retarded
reading comprehension is strong
If you have an expansion and a main base and you know that scouts move faster than upupgraded hydras, than u need 2 hydras minimum per base. that's 4 hydralisks. And that's just to protect your mineral line. If you have a single overlord that is outside your mineral range, the scout will kill the overlord before dieing. Even vs 2 hydralisks.
A corsair on the other hand cannot kill even a single overlord if even a single hydra is attacking it.
And if im going scout, its usually with the intention of urging you to go hydra. It is much easier to adapt to a zergs play when you are forcing them into a situation. Sair does not force anything. Scouts do.
But on the whole, i am not a big fan 1stargate opening. However, i do feel that 9 times out of 10, if you ARE going to make a starport as fast tech, that a scout is better. Map and positions and the zerg opening build are also obviously important.
Thansk to Chill for coming to save me. Chill and Steve, you are both some of my greatest bnet friends, so pls do not quabble.
briefly, scout is better if either he's unaware of the stargate or the stargate comes really fast, which forces him to go spore rather than hydra. so if he went spore and you went scout you can own his drones, works really well. sair is better if he has hydra or muta fast enough rather than spore, since obviously spore > sair.
If I buy over Blizzard, I will implement several changes. First, Infested Terran Splash Damage Range is increased to that of Reaver's Scarab. Second, Sunken Colonies be returned to 400 HP and 1 Armour. Third, Ultralisks gain base 3 Armour. I have my reasons for this, if anyone wishes to know, just reply here.
Infested Terrans also do full damage while under the Dark Swarm, instead of just Splash Damage.
One more thing: Zealots be returned to 80 HP and 80 Shields. And the Scourge should be slightly faster in speed, while the Sunken Colony's attack should be unaffected by Dark Swarm.
Perhaps have the Attack Upgrade of the Ultralisks be +4? Also, when a Scourge hits, the Unit automatically dies, instead of having a delay in the death animation. The Devourers have an Attack Range of 7, and the Scout has a Ground Attack value of 10, while gaining Detector for a Range of 6, after Researching Apial Sensors, at a cost of 200 Minerals and 200 Vespene Gas. The Scout's Sight Range is increased from 10 to 12 too with the Upgrade. Finally, the Overlord's Evolution, Antennae, costs 100 Minerals and 100 Vespene Gas.
How about Spawn Broodlings costing 125 Energy? And of course lifting the object limiter for the Valkyrie.
With the power of MPQ editing you can make all (most) of those changes come true! Overall the Scout is just underused because it's slow and expensive, and with PvZ you need a "scout" ASAP since zerglings are denying all of your scouting probes.
Since we're talking about scout vs corsairs, here's my buff that will never see the light of day:
I would make it a true "scout" by making it only cost 1 supply, cost 75/100. Half stats and build time. Ground attack halved (4 +1) changed to concussive. Air attack reduced (6x2 +2). Starts with speed and give it an upgrade that gives its ground attacks splash damage.
But I also feel bad for zerg so give hydras +1 air range with the range upgrade (yes the hydra can actually have separate ground/air attacks like the goliath). While I'm fantasizing zerg buffs I'd also like 125 energy broodlings to be cloaked, have 5 armor, and the number created is double the supply of the unit killed. Which wouldn't really change anything but would be cooler.
I can get behind your change aokces, although as you said it's never going to see the light of the day and I do think that is fair, because cmon BW is just awesome as is <3 Yeah sure maybe some races have advantages over others in general but that can all be balanced with different means i.e. maps. As for the thread bump... Let's not talk about that, but you really can see what race he is playing :D
I thought scouts should have came with speed for quite some time. Jaeyun mentioned that the speed upgrade should have came via the cybernetics core and that makes more sense. Imagine being able to one shot drones with a 5 +1 scout timing that doesn't take ages to build because of the fleet beacon/speed upgrade and time and cost? I do a scout opening after gateway expand vs zerg but it comes a bit too slow. 6 of them with speed and +1 attack usually comes right before 9 minutes.
famous game of a scout opening for all the immediate naysayers; no doubt its less efficient than a sair opening, but one should never dismiss the power of novelty.
How about giving it some way to have or use detection? Adding a stargate detector in SC2 was great cause you were no longer forced down a tech path just for seeing invisible units. I think this change would have very interesting results.
On January 17 2019 02:35 EndingLife wrote: I thought scouts should have came with speed for quite some time. Jaeyun mentioned that the speed upgrade should have came via the cybernetics core and that makes more sense. Imagine being able to one shot drones with a 5 +1 scout timing that doesn't take ages to build because of the fleet beacon/speed upgrade and time and cost? I do a scout opening after gateway expand vs zerg but it comes a bit too slow. 6 of them with speed and +1 attack usually comes right before 9 minutes.
why would you attack with 6 scouts? 7 is the magic number. (oneshotting overlord is way better than oneshotting drones)