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Thread: Having trouble dealing with counters in general

  1. #11

    Default Re: Having trouble dealing with counters in general

    Nothing in the Protoss army is good against Mutalisk except Phoenix
    Have not really seen it used yet. How is the Archon vs air in SC2? Mutas in particular
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  2. #12

    Default Re: Having trouble dealing with counters in general

    Quote Originally Posted by Caliban113 View Post
    Have not really seen it used yet. How is the Archon vs air in SC2? Mutas in particular
    Phoenixes, Archons and Sentries are all good in SC2 against Mutas, don't know how people can't see that. They think Archon is not good cause Mutas doesn't stack anymore, so you can't kill 12 Mutas in 4 shots...
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  3. #13

    Default Re: Having trouble dealing with counters in general

    arhcons n sentries may be good still but not so good cost for cost. they are gas heavy + sentries may deal good damage but theyll die even faster than mutas, & costing as much.

    i/d want to see how sth like 6 muta vs 3 stalker + 3 sentry works out tho. should be favourable.
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  4. #14

    Default Re: Having trouble dealing with counters in general

    Quote Originally Posted by Todie View Post
    arhcons n sentries may be good still but not so good cost for cost. they are gas heavy + sentries may deal good damage but theyll die even faster than mutas, & costing as much.

    i/d want to see how sth like 6 muta vs 3 stalker + 3 sentry works out tho. should be favourable.
    On TL net there is a thread saying that 12 Sentries > 12 Mutas, but it seems only like Theory to me. We are comparing unit cost here, if they can beat Mutas and are cheaper, then yeah, they are cost effective.
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  5. #15

    Default Re: Having trouble dealing with counters in general

    Sentrys rape mutas so bad lol

    Its pretty uncool if I do say so myself =(
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  6. #16

    Default Re: Having trouble dealing with counters in general

    Sentrys rape mutas so bad lol
    But they're less useful vs. Zerglings. So Mutaling wins again.
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  7. #17

    Default Re: Having trouble dealing with counters in general

    Sentry's work wonders vs lings in certain situations, while stalkers can easily get raped by lings - sentry's can make a wall for your other units to hid behind and shoot the lings - muta ling is very hard to actually get running anyway. Early aggression forces him into roaches and sometimes hydra and void ray rushes forces him to forgo spire for hydras most of the time - sentry with support from stalkers is awesome vs muta. Not only that but sentry's arent ever bad you can mix them with any unit and there worth it.

    The showmatch between Artosis and Louder showed very clearly that you cant just rush to muta and survive with lings alone. As sad as the games were haha
    Last edited by Islandsnake; 03-02-2010 at 02:38 PM.
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  8. #18

    Default Re: Having trouble dealing with counters in general

    I'd like to approach it from a different angle than what others are saying, and it seems to be economic expanse/understanding helps a lot.

    For example, were you aware that a base with 8 mineral patches requires 24 probes to be fully functional? It's important to remember that "mineral saturation" is about 2 probes for 1 mineral patch, and 3 per gas. When you approach this, you can enter the game with a bit more confidence on what strat you plan on doing? Do you plan to do a fast expansion? Then you can continue with more probes than that in prep for that, but it's definately a risk.

    What I suspect is that you're working the 1 base angle, so you should consider having about 25 probes for econ/building and the additional ones for holding towers and scouting. This knowledge alone helps people manage their resources better IMHO.

    While this may be a bit more advanced, it's important to know that 2 workers on 1 mineral patch is considered saturation. Also at saturation you gain about ~16 minerals per second. 2 geysers at full saturation (3 workers each) gain about 5 gas per second.

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    For your information, I've done tests regarding this and have found this to be about the universal law so far. This was done in 30 second tests, 42 second tests, 60 second tests and from there 3 separate competency tests regarding the data in use. It seems accurate


    While this stuff may seem trivial knowledge it's important to know how your income works so you can match your base and strategies to work it efficiently and swiftly. And it shows most when you consider the build times of the units you plan to evolve to.

    Examples:
    • 40-42 seconds you gain about 640 minerals and about 200 gas. This is the time of stalkers and immortals. Proving that if you don't chronos, you will have exactly the right amount of gas/minerals for 4 stalker+1 Pylon production or 1 immortal+2stalker+1pylon production.
    • 33 seconds, you gain about 528 minerals which allows for 1 pylon+4 zealot assaults as well. You can also use it as a 3 zealot+1pylon+tech setup if you consider the extra 128 minerals per "Zealot production cycle" going towards building upgrades or probes.


    Just something to consider overall in terms of production, sometimes it's the little stats that help you figure out your game plan. This should help you identify if you want to have multiple expansions or not, and help you start with a stronger early game strategy.
    Last edited by Gifted; 03-02-2010 at 05:19 PM.
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