About Arbiters
Blogs > TheAntZ |
TheAntZ
Israel6248 Posts
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da_head
Canada3350 Posts
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riptide
5673 Posts
Probably some of the most famous arbiter play in all of Starcraft. | ||
StarN
United States2587 Posts
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geegee1
United States618 Posts
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Musoeun
United States4324 Posts
I'm curious though, when did arbs become standard in PvT? | ||
Waffles
Romania605 Posts
On October 01 2009 12:01 StarN wrote: people used arbs back in the day, but carriers was generally the lategame unit of choice in PvT. and until flash made +1 gol counter vs that im guessing that was the general idea? | ||
TheAntZ
Israel6248 Posts
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Manifesto7
Osaka27097 Posts
- Terran upgrades came much faster (Flash and Katrina) - The macro game accelerated to close the window of time necessary to build up carriers. With faster upgrades and better timings, terran players can run over protoss players when they are vulnerable and building carriers. To counter stronger pushes that had upgrades, protoss players needed stasis to freeze chunks of the army. They also needed to force terran players to invest in, and be worried about, recall. It is just part of the metagame evolution. Perhaps in the future it will swing the other way again. | ||
TheAntZ
Israel6248 Posts
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Cloud
Sexico5880 Posts
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RoieTRS
United States2569 Posts
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Chef
10810 Posts
That's why they're more common/more or less standard now. But they were never not used. If you wanna see lots of Carrier play, watch pro games on Ride of the Valkaries. Lots of cliffs to abuse there esp. in the late game. | ||
numLoCK
Canada1416 Posts
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Mora
Canada5235 Posts
On October 01 2009 12:15 Manifesto7 wrote: Carriers were the better late game option until - Terran upgrades came much faster (Flash and Katrina) - The macro game accelerated to close the window of time necessary to build up carriers. With faster upgrades and better timings, terran players can run over protoss players when they are vulnerable and building carriers. To counter stronger pushes that had upgrades, protoss players needed stasis to freeze chunks of the army. They also needed to force terran players to invest in, and be worried about, recall. It is just part of the metagame evolution. Perhaps in the future it will swing the other way again. while i certainly agree with what you've said, i would also say that [in general] a unit who has indirect impacts on a game will not get as much as attention as a unit that does. Defilers were not seen for quite some time in pro-gaming (hell, they didn't become popular until after i quit playing actively) and now they are considered a staple. I don't think it was a forced evolution where other zerg play styles were superior to this because of the current meta, they simply hadn't been discovered/mainstreamed yet. Part of that 'discovery' is also an increase in multi-tasking/control. I don't think pros are of the opinion that queens suck, they are simply just too hard to use. An increase in mechanics would allow for queens to realize their usage (as could be said of defilers in the foreign community). | ||
Nevuk
United States16280 Posts
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Sentenal
United States12398 Posts
On October 01 2009 13:08 Nevuk wrote: You also have to consider that arbs are very gas heavy and light on minerals while carriers are very very mineral heavy, so maps with more gas favor arbs over carriers. It used to be somewhat common for gasless nats to exist. I don't really think thats the case, since Carriers require alot of gas as well. While an Arbiter itself would cost more gas than a single Carrier, you are generally making several Carriers at the same time, so you need roughly the same amount of gas. Maps are the main reason, I think. Combined with Flash's goliath/upgrade builds making Carriers not as good. | ||
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