If you were able to replicate a colossus you would get the range upgrade from the information we have gotten, but the problem is that colossus is massive and thus can't be replicated.
11-03-2011, 06:45 AM
#101
If you were able to replicate a colossus you would get the range upgrade from the information we have gotten, but the problem is that colossus is massive and thus can't be replicated.
11-03-2011, 06:53 AM
#102
You don't see the point in replicating Infestors or Vipers? Fungal Growth on Zerg units than cast Psi Storm over it? Blinding Clouds on Hydras and Roaches while your Colossi wreak havoc over them, trapping them in Force Fields so they can't escape from Blinding Cloud? Tons of possibilities.Is anyone else of the opinion that aside from the viper though, the replicant may not have much use against Zerg? I play Protoss and usually the only Zerg I have trouble with consistently are their airforce, which the Tempest is designed to handle. Their ground units, I find depending on the composition a balanced force of lots, stalks, immortals and/or colossi work just fine, I don't need to copy a Zerg spellcaster to help.
I don't know about you, but currently in GSL I see ton of Protoss players having problems with Infestor/Ling army, switching into Mutalisks. Replicant would certainly help there. Tempest is high tech unit and it costs a lot, you need to have few them to be able to handle big bunch of Mutalisks, OR... you can just make two Infestors and Fungal 20+ Mutalisks to Death with few Stalkers support.
"Living for the Swarm!"
11-03-2011, 02:07 PM
#103
I don't use HTs so there you go to your first point, and yes, I said "aside from the viper". And while the infestor certainly would help on Muta harass, this assumes the enemy Zerg makes them. Me, if I were gonna make a huge fleet of Mutas I'd focus my gas on that, considering how much gas infesters cost.
I just meant that as an example. There's another new ballgame then, Replicant could copy a Stalker or Zealot and get you Charge and Blink for free, which justifies the Replicant's base cost - two 200/200 units (400/400), you save the Twilight Council and the upgrade costs (500/450) and now have a free Stalker and Zealot to add the army at no cost. Could easily trick an opponent, they don't see a Twilight Council and don't realize you replicated their units and still have the upgrades.
Last edited by Drake Clawfang; 11-03-2011 at 02:12 PM.
SC2 handle - "DrakeyC, code 929"
I ARE A PROPHET! I've predicted three major aspects of SC2 correct, more or less.
June 2007 - I predicted the Protoss campaign would give you new tech as you conducted diplomacy among tribes.
Hidden Content:
Hidden Content:
11-05-2011, 12:55 PM
#104
i think the terrans have too many walkers. i'm not feeling the war hound its stealing the thunder of the marauder.
aesthetically, i think the terrans need another unit on Treads. they already have 2 walker mechs and now a third with the hellion, they dont need a fourth.
11-05-2011, 02:02 PM
#105
11-05-2011, 07:16 PM
#106
11-08-2011, 01:55 AM
#107
Give it the ARES model.
SC2 handle - "DrakeyC, code 929"
I ARE A PROPHET! I've predicted three major aspects of SC2 correct, more or less.
June 2007 - I predicted the Protoss campaign would give you new tech as you conducted diplomacy among tribes.
Hidden Content:
Hidden Content:
11-13-2011, 05:21 AM
#108
What the Thor should have been from the beginning:
Also I wouldn't call the Marauder or the Battle Hellion walkers. They are just powersuits that are a bit larger.
Decepticons, transform and rise up!
11-13-2011, 12:35 PM
#109
11-15-2011, 08:52 AM
#110