2011-10-05, 18:31 | Link #7224 |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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Why does this feel like we're playing the "Who's that Pokemon?" now But from the looks of the what could be shields on his arms. It's probably to keep the big-bad Zerg away from Terran units. It's gotta be a unit solely designed to deal with heavy-units and to act as a tank so Terran players can keep their Siege Tanks alive.
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2011-10-05, 21:04 | Link #7226 |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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I thought those were just legs? Maybe it's a transportation unit with self-defense mechanisms installed? When transformed, can fight heavy units. But can easily be swarmed by small units, and air units.
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2011-10-06, 08:59 | Link #7232 | |
<em style="color:#808080;">Disabled By Request</em>
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Quote:
Unless of course they remove friendly fire for spider mines. Or maybe they should change it to proximity mines so trigger is instant. |
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2011-10-06, 11:10 | Link #7233 | |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Quote:
IPL time. Last edited by Who; 2011-10-06 at 11:23. |
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2011-10-06, 20:04 | Link #7234 | |
Senior Member
Join Date: May 2010
Age: 33
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Quote:
Chargelots are around the speed speedlots were in SC1 maybe a wee bit faster. You put the mines far enough away to keep the protoss of of you but in siege tank range, and also keep your hellions/vultures in front of the tanks, so minedragging only hits vultures/hellions. |
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2011-10-06, 21:11 | Link #7235 | |
勝利は単純な魂の中に
Join Date: Nov 2010
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Quote:
And while the base speed for zealots is comparable between BW and SCII (same as a marine), speedlots only get a 50% speed boost. A charging chargelot has over 2x its base speed (that's including the tiny speed boost you get with the charge upgrade) making it the second fastest unit in SCII (speedling on creep being the fastest). Unless mines trigger a lot faster they're not going to detonate before the zealots reach your tanks. Also one of the great things about mines is that they're so spammable since vultures build fast and don't cost gas (mech needs a ton of gas). So unless this unit has unlimited mines or doesn't cost gas, I don't see how giving it spider mines makes mech more viable. |
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2011-10-07, 13:15 | Link #7238 | |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Quote:
And just use the bottom tabs 1-6 to shift between the channels. 1 and 2 are basic, free streams while 3-6 are premium package, although with the internet troubles, I think it's free today. |
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2011-10-07, 14:38 | Link #7240 | |
On a mission
Author
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Quote:
Vultures are supposed to form a meatshield and are expendable. Usually you get your money's worth from them once the mines are laid, and any extra damage they do is just a bonus. Factories will be constantly reinforcing with cheap and fast vultures. Tanks are the core of your push. If you lose too many tanks you already lost. Dragoons will roll you regardless of how well you plant mines near them. Terran cannot replace tanks nearly as well as they can replace vultures. Then consider Protoss are reinforcing from 12-15 gateways. You won't have enough machine shops. Although cost effectiveness is a very important factor, production ability and the logistics of getting fresh troops to the battlefield is frequently more important in the present. A dozen vultures sacrificed to save 3-4 tanks, is fine by me. This doesn't mean you would sacrfice 582609346 vultures for no reason. But preserving the tank line > all else.
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Tags |
blizzard, starcraft, windows |
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