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Thread: More air play?

  1. #1

    Default More air play?

    Looking at the current SC2 it really seems that there's a shortage in air play.
    Sure there's plenty of harrass and counter tactics to use air units for but nothing to really dedicate an entire game towards. I used to love playing the odd island map where air units was the primary strategy. And even the lore of air units intrigued me more back then: Carriers,Corsairs,Wraiths, Battlecruisers. It all appealed to a great game back then.
    Now, nothing really seems "space worthy" and has really cut out on (what i thought) was a big part of the Starcraft universe.

    So what do you guys think? Do you think HOTS will introduce new air units into the mix? Or should they even bother?
    KCCO

  2. #2

    Default Re: More air play?

    It will introduce new air units for sure, but I am pretty happy with the air strategies so far. I always disliked pure air play, I like it more this way, you see most of the air units in every match-up, every game. Usually it is mass ground with air support, but that support is really what makes the difference.
    "Living for the Swarm!"

  3. #3

    Default Re: More air play?

    Blizzard has done all they could to make terran and protoss air play worthwhile. Especially protoss! Cheap AtG units are the best!
    StarCraft wiki; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay, and member of the StarCraft II Fansite Program.

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  4. #4

    Default Re: More air play?

    I'd like to see more air play as abilities(calling bombing strike for example) instead of introducing more air units.

    The moment you make air more viable as the core of your army, you also diminish the strategy involved because terrain is no longer an issue. Of course, they could add specific elements in the sky to counter that problem. Gas that limits the movement of air units for example. Unfortunately, this might obstruct the players vision and so make it harder to see ground troops clearly. Anyways, it would be way too "innovative" for Blizzard

  5. #5

    Default Re: More air play?

    I see the problem with air being, "why go air when I can just move my cheaper, earlier ground units in transports?" Drop harass is far more common than straight up air play. This is what needs to change imho.

  6. #6
    Gradius's Avatar SC:L Addict
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    Default Re: More air play?

    The only time I ever went up vs. an air build that was viable was a PvT where he turtled into vikings and banshees. I went for the counter: HTs, but I couldn't attack because he owned the map with his air force, and would sack my base anytime I'd move out. Granted, he had a hidden expansion, but it was still a solid strategy.

    PvZ though, I pity the fool who plays against someone who knows how to use mutalisks and brood lords well. Protoss don't have good air units of their own and need to stick to Stalkers. PvP there's no air usage either (phoenix builds get obliterated by archons and void rays are only good if they surprise you).

  7. #7

    Default Re: More air play?

    Quote Originally Posted by Gradius View Post
    PvP there's no air usage either (phoenix builds get obliterated by archons and void rays are only good if they surprise you).
    I have a Zealot/Carrier build that can be effective versus Archon/Stalker.

  8. #8

    Default Re: More air play?

    Quote Originally Posted by Gradius View Post
    PvZ though, I pity the fool who plays against someone who knows how to use mutalisks and brood lords well.
    I disagree. Stargate openings are becoming increasingly popular in PvZ, mainly because of the map control it gives you. I

    Imo, mutalisks aren't very useful in ZvP, since probes are the only unit in the P arsenal that muta's are actually good against ; ). Unless the mutas catch you by surprise, you have ample time to prepare for them, once you scout the spire and/or mutas.
    I feel like, if the zerg plays greedy and goes for fast mutas, he'll die to a 6 gate push ( Very common these days ). Especially if the P went for a stargate into 6 gate opening.
    Lategame, they might be useful for denying expo's etc. but in a straight up 200/200 battle, they only take up important supply.

    In PvP, SG openings are only usable vs a robo opening. Even in that scenario, they get countered pretty easily by any kind of early push or expo.

    Quote Originally Posted by DemolitionSquid View Post
    I have a Zealot/Carrier build that can be effective versus Archon/Stalker.
    Still, PvP's rarely get to the point in the game, where you are able to produce carriers.


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  9. #9

    Default Re: More air play?

    Quote Originally Posted by Peanutbutter View Post
    Still, PvP's rarely get to the point in the game, where you are able to produce carriers.
    Is a rush to Carriers, not a gradual climb. Also early expo. All your gas goes to getting a few Sentries, then straight to Carrier. You stay alive with a heavy Zealot (Chargelot) force. Your Zealot production should be as constant as your Probes. Once you get Carriers, use their 9 range to harrass their probe lines from the gullies behind bases where Stalker (Blink) can't hit you. You NEED to harass with the Carriers to make up for the cost of the Carriers. Eventually, you'll want be targeting down Archons and Templar with the Carriers so the Chargelots can jump in and kill the Stalkers. If you let the Stalkers get under your Carriers, you'll be screwed, so stay in the gullies as much as possible.

    Remember, this only works if you see them going Stalker/Archon. If you scout anything else, do not use this build.

  10. #10

    Default Re: More air play?

    Quote Originally Posted by DemolitionSquid View Post
    Is a rush to Carriers, not a gradual climb. Also early expo. All your gas goes to getting a few Sentries, then straight to Carrier. You stay alive with a heavy Zealot (Chargelot) force. Your Zealot production should be as constant as your Probes. Once you get Carriers, use their 9 range to harrass their probe lines from the gullies behind bases where Stalker (Blink) can't hit you. You NEED to harass with the Carriers to make up for the cost of the Carriers. Eventually, you'll want be targeting down Archons and Templar with the Carriers so the Chargelots can jump in and kill the Stalkers. If you let the Stalkers get under your Carriers, you'll be screwed, so stay in the gullies as much as possible.

    Remember, this only works if you see them going Stalker/Archon. If you scout anything else, do not use this build.
    Stalker/Archon isn't a build I've ever heard of in PvP.
    Anyway, I'm curious as to just how early your expo is. If you put it down, once you scout the archon build, I don't see how it's " early ". Also, aren't archons the hard counter to both zealots AND sentries? Considering they deal extra damage to Zealots and nullify FF's. I have a hard time seeing how you can hold off a 1 base push, while expanding, if you only rely on sentries and chargelots.

    I'm curious of the following things :

    Wouldn't a DT into archon/stalker build destroy you? It seems that you skip the robo, so do you get a forge for detection?

    Do you transition into carriers off 2 bases? Until you get 2+ carriers, wouldn't you be vulnerable to a 2 base counter push?

    What happens once your opponent scouts the Carriers? He can easily transition into void rays, which are far more mass-able that Carriers.

    I would be interested in replays.


    Stand and deliver, that my hamster might have a better look at you.

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