It was nerfed a bit as of post pax09.
70 damage v bio archons were ridiculous lol. A single archon took down a stack of mutas.
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I'd love to see a match where a Terran builds extremely defensive, and stops any attempt at scouting, while building 10ish command centers, just to land them in the other guys base followed by upgrading them to PF :)
This sounds like something to make a video of in beta :)
Last we heard DTs don't Warp-In anymore. Or, anyway, we heard that at some point not too long ago, and I haven't heard anything about them changing it back.
But yes, in almost all of the BRs the loss resulted from poor unit combination. You DO NOT get Colossi against Marauders. Not to surprise him, not because you expect him to change units, ya just don't do it.
You also don't march them into the middle of the enemy army, as Squid said. The attack animation lasts a while, but his damage is dealt to everyone at once. BAM, move the Colossus back. BAM, move him over a cliff. BAM, move him down the cliff.
I mean, that's like the whole concept of the unit. Speaking of unit concepts:
The interesting thing is, in BR3 David Kim got PLENTY of Immortals against a Zerg army that never got past tier 2. He warped one in to defend from Roaches, then got another two while attacking the actual base, and at least one more for the final assault.Quote:
Yeah, i checked Marauder's damage and seems to be 6 (+6 vs Armored) x2 now, but they kept the insane shooting speed they always had. I think than the Marauder should have a stronger but slower attack. That would not only make sense for the unit's visuals, but would give the Immortal a more reasonable position against the Terrans. Hardly anyone would build them if you can counter by using any AtG unit, Marauders, Marines, Reapers, probably even Vikings (14 dmg fast attack). While they will be effective vs Tanks and Thors only. Vs the Zerg, they look even worse.
It could very well be that David Kim is just outplaying everybody by a margin so wide that the rest of these guys don't even know what units to get, or how to use them properly.
If DTs don't warp in, can you not build them from warp gates?
DTs still can be warped in. They still come from the Gateway/Warp Gate after all. It was the the Immortal that was moved to the Robotics Facility. However, I don't expect it to last since it would be the only Protoss unit aside from the probe that won;t be able to by pass terrain difficulty when it is produced. Everything from the Warp Gate can be warped in, everything in the Stargate can fly and everything in the Robotics facility can either fly or bypass cliffs. Before Immortals were moved to the RoboFac, you can build RoboFacs in critical high ground positions without compromising the movement of the units produced from it(like BR3).
We talked about this before. 6 range isn't very long, and is what most ranged units have at the very least, so it's too short for a unit that is supposed to be "safely" shooting outside range, specially if they are supposed to be using cliffs to their advantage.
The attack is also very position-dependant. Basically, your enemy determines where your Colossi must be, not you, so the chances to use cliffs are further reduced.
To compare, Siege Tanks get 12 range and have radial splash. Colossi should get at least 9 range from the beginning, and a really wide AoE line. Otherwise, they're just position-dependant standard ranged units with splash.
Yeah, what Norfindel said. They have the same range as Marauders, Kim had nothing but Marauders. I highly doubt putting them on a cliff makes a difference in that situation. At best you'll be pwning things like marines, but you don't even need cliffs for that.
I think Protoss players will just adapt to make builds where they get range 9 the moment they get their first colossus or whatever. Similar to how players finish researching storm right after their first high templars are out, or how players only move out with tanks when siege mode is nearly done.
Sure we'll see a few pushes or w/e similar to how we see early no stim marine pushes or no siege mode tank pushes, but that won't last long and they'll inevitably be useless as the game goes on until they upgrade.
Well, it's 13 now.Quote:
To compare, Siege Tanks get 12 range and have radial splash.