2010-09-03, 00:26 | Link #4001 |
Did nothing wrong
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The true reason why SC2 is imbalanced:
http://www.teamliquid.net/forum/view...opic_id=149094
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2010-09-03, 01:08 | Link #4002 | ||
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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2010-09-03, 01:19 | Link #4003 | |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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2010-09-03, 01:22 | Link #4004 |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Critical mass Mutas are annoying, especially those that abuse the magic box. Basically your only defense against them is to prevent that Spire from going up or push out if you see it coming. As a toss player, you do have strategies against that, the most notable being sentries and pheonixes, but now, Terran can't rely on Thors or Marines so much. Maybe Point Defense Drones?
Last edited by Who; 2010-09-03 at 01:41. |
2010-09-03, 02:18 | Link #4005 |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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You know, it seems I either lose to protoss because of 3 reasons... One I don't prepare for void rays properly, dark templars own my workers when we fight and both wipe, and last, when they get enough high templars to pwn any MMM I build. I dunno, I usually don't have problems playing against zerg, and when it comes to other terran, it's basically who can get the better tank/viking build up lol.
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2010-09-03, 02:40 | Link #4006 | |
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 35
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^ Apparently MMM+ghosts are near-invincible against toss thanks to emp...really long and painful discussion about a week ago.
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2010-09-03, 05:42 | Link #4009 |
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 35
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That was the debate...it was said that HT cost a lot to produce though (being T3 they require a lot more time and money than rax+academy) and EMP has better range. Best counter I could find are DTs, who are marginally more expensive in gas but faster to produce if you count a silo and the tech.
Btw storm isn't as strong as people make it unless it's properly placed, stim-packed MMM can run through one and survive, healing the damage every second. |
2010-09-03, 07:57 | Link #4010 | |
うるとらぺど
Join Date: Oct 2004
Age: 44
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On one hand, Banshees takes a while to set up. Enough time for the other side to scout and get some air defense up. Muta, Vikings, Phoenix, etc. If not, Turrets. On the other hand, it seems cheap to attack worker units using Banshee for a huge dent in the opponent's economy. But we can blame the recieving side for not scouting enough. Should Blizzard nerf Banshee in a future update ? |
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2010-09-03, 08:05 | Link #4011 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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There is nothing "cheap" about using a unit for its intended purpose, any more than it would be "cheap" to build a depot wall at your choke. To prepare against air attacks is part of the game, unless you want to ban air units? The workers are there to be killed. That is why they are even exposed to begin with. Otherwise Blizzard would have created a harvesting mechanic that renders the workers invulnerable.
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2010-09-03, 08:06 | Link #4012 | ||
~Omedetô~
Join Date: Nov 2008
Location: Somewhere between heaven and hell !
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If you want to see a great replay with 2 Kor : |
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2010-09-03, 08:14 | Link #4013 | |
うるとらぺど
Join Date: Oct 2004
Age: 44
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2010-09-03, 08:32 | Link #4014 | |
MUDKIP MUD!
Join Date: Nov 2003
Location: Beside a road, next to a tree
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2) most first tier units are ground attack only, so you can have a fighting chance with DT while you are shit out of luck if they roll with banshee 3) DT are basically paper bags, you can pop them easy with just a hand full of marines or zlings. Banshee can tank air defense buildings and most ground to air units. I can keep going, but the bottom line is that you can deal with DT easier than banshee.
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2010-09-03, 08:38 | Link #4015 |
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 35
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I think it counts as cheese since you're going for an end-game, but it's usually more favorable than others, especially if your enemy is Z (detection is hard to come by, since they sacrifice two workers in the process). Ofc it also comes down to whether your opponent will scout or not...if they don't, you can crush them with relative ease, but if they do perhaps you should reconsider. Scouting comes early after all, so you'll have plenty of time to switch to turtling.
@^: DTs got almost twice the damage banshees do, even though they die fast they can kill just as fast. |
2010-09-03, 13:45 | Link #4016 | |
Counter Force
Join Date: Nov 2007
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1. DT has a permanent cloak. Banshee has an activated cloak that need to be researched first (200/200 cost). 2. The fastest a banshee can come out is 230 second, if you don't consider resource limit (have to cut workers so will have lower income, therefore slower than 230 second). If research cloak too, then the fastest will be 280 second, which normally is impossible because a lack of gas. DT take at least 265 second to build and can be immediately warp in. 3. Assuming there's no other unit/building being made, total cost for DT including awarp gate is 590/475. For banshee, it is 650/325 without cloak research, 850/525 with cloak research. 4. DT has a dps of 26.56. Banshee has a dps of 19.2 Considering above point, DT should be easier to dealt with than Banshee (which is still not hard to deal with if scout proper, same to DT) or else why make the banshee in the first place.
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2010-09-03, 14:02 | Link #4017 |
MUDKIP MUD!
Join Date: Nov 2003
Location: Beside a road, next to a tree
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you have to remember banshee is air, so they can get the fk out of there if things goes shit town, DT can't because they are bounded by where he can run to. Banshee can harase the minerial line and fly off cliffs when soemthing can pose a threat to them, then cirle around to harase some other important buildings and fly away. DT very much just run in there and get butt rape if the exit is blocked. Also, who doesn't block off their entrance to stop any grounds from entering their base? Does banshee need the entrance to be open to get in? HELL NO. They be strolling while you be hating.
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2010-09-03, 14:34 | Link #4018 |
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 35
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There is the matter of early detection to consider though. Banshees can run out of juice, DTs are perma-cloaked. Since we're talking about rushing, the enemy (if terran) will definitely MULE the very second he gets 50 energy, meaning you got enough time to burst the depot and kill a few workers, then retreat. Protoss getting an observer could be a problem, but toss don't block ramps so you can run away in that case. Zerg are most prone to cloaked attacks, they're pretty much doomed if they got banshees/DTs on their trail.
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blizzard, starcraft, windows |
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