Psi Storm took pretty good care of M&M in SC1, I dont see why it's any different now.
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Psi Storm took pretty good care of M&M in SC1, I dont see why it's any different now.
well with the +15 hp upgrade, you kinda have more time to move em outta the way....and i think since marines are more massable with the reactor, there will generally be more of em...plus there is no reaver and early anti-caster units like the ghost can make dealing with templars a little easier
So you're suggesting that the Terrans can easily amass a large enough group of M&M before a Protoss player can get Colossi and/or High Templar out? In SC1, Zealots and Dragoons weren't exactly the best against Medics and Marines; it was only after the tech to Psi Storm/Reavers that M&M becomes a really bad idea. However, since a Protoss player could easily tech to that before the Terran player massed enough M&M to beat them back, M&M simply isn't viable vs. Protoss except in an all-in situation.Quote:
Then you're suggesting moving the High Templar and the Colossus to tier 1.5 and lowering their prices?
And that's assuming that tricks like Hallucinate won't help.
Right, because the only spell Disruptors have is Force Field. :rolleyes:Quote:
You block your slowed-down Zealots with Force Shield, then attempt to bring down the Marauders with the Disruptors?
Do they still have that spell that bounces back and forth doing damage like chain lightning?
No.
Anyway, the scenario in my head is that because Marauders do bonus vs. armored, and Zealots and Disruptors are light, they'lll only be half the damage that they'd do to Stalkers. The biggest asset both Marauders and Marines have is range. Once that range is closed, they will die to the Zealots quite fast. And how do you stop M&M from getting away to fire from range? Charge, and trapping them with Force Field.
Well, i expect after all this time that they can even make tier 1 balanced by itself, instead of resorting to Psi Storm completely raping infantry, and the Terrans just skipping it again 100% of the time. The Marauder has 120 HP, so he can probably dodge a Psi Storm, specially with Medevac support. The Ghost can EMP High Templars, also.
Difficult to say if Hallucination can play a role so early. It must be researched, and it's 100 energy for 2 Zealots. But Beta will surely tell.
mmm... i don't know. I have seen Marauders trying to run away from Zealots, but the situation maybe wasn't favorable for them (Zealots had charge, probably they were damaged, and there were more Zealots).
If you can block a choke, and trap them in melee, it could work, but that requires careful planing and execution.
At 3:28 of the second video, did I just see the Marauder missile make a sharp turn?