they should remove the conussive shot or make it late tech cause if my Zealots should kill Rauders they should be able to close up fast to them ffs, it's that fucking stupid and no charge isn't ready yet to beat them in early game
09-02-2010, 01:00 PM
#21
they should remove the conussive shot or make it late tech cause if my Zealots should kill Rauders they should be able to close up fast to them ffs, it's that fucking stupid and no charge isn't ready yet to beat them in early game
Mass Effect Universe Fan, I support Mass Effect 2 and Battlefield: Bad Company 2 for Game of the year award! ME2 still is being the best rated game this year! Keep it up
09-02-2010, 01:23 PM
#22
What if EMP worked more like Psionic Storm and drained shields/energy over a couple seconds instead of instantaneously? At least we would have a chance at dodging it then and doing some damage control.![]()
09-02-2010, 01:23 PM
#23
They can be. Zerglings, especially with some upgrades, can take them apart. It's just that the Protoss don't have any "light, fast units".They should be a +armored unit, meaning they can be defeated by light, fast units.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
09-02-2010, 01:33 PM
#24
Havent you guys heard the recent counter that protoss has for PvT? Its to simply FE and be 50 food ahead of the miserably bad terran players.
EDIT: It should be noted that this is only going to work until you fight a good T or until T figure out the timing to kill you.
Last edited by TheRabidDeer; 09-02-2010 at 01:40 PM.
Your source for sound, logical and reasonable responses.
09-02-2010, 01:39 PM
#25
My anti-Terran strategy revolves around spamming Chargelots and High Templar, with Robo for Obs and Warp-Prisms.
It works. Until I face someone above bronze![]()
09-02-2010, 03:50 PM
#26
just lost a showmatch to mass ammount of rauders
this is just retarded, you can come up with an idea to counter them but suddenly you get pwned with either vikings because you will go collossi or ht because he has emp and you have to be one click faster than the opponent
ffs nerf the unit or remove emp
Mass Effect Universe Fan, I support Mass Effect 2 and Battlefield: Bad Company 2 for Game of the year award! ME2 still is being the best rated game this year! Keep it up
09-02-2010, 06:21 PM
#27
I'll acknowledge it. 4 gate is obscene against zerg. Once I have 4 gates and collosi the zerg player is pretty much boned. Maybe buff roaches? It's zerg players' job to complain about these things.
The issue isn't the bioball against protoss. That takes some time to get out and I should have high level units ready to deal with it. The issue is marauders with stim. A terran player can get 6 marauders with stim before I have anything that can stop them. My only chance is to FF the ramp and rush that immortal. So if it's a wide ramp or I don't have enough sentries I loose.
09-02-2010, 06:41 PM
#28
The issue is marauders. Rather than compare them to the stalker, lets compare them to the higher tech immortal, since these units both can only hit ground and are mostly made for killing armored units
Marauder:
100 min/25 gas
2 supply
125 hp
10 +10 to armored
attack speed of 1.5
range: 6
T1 unit
Immortal
250 min/100 gas
4 supply
200 hp, 100 shields
20 +30 to armored
attack speed of 1.45
range: 5
T2 unit
Things seem relatively close at this point. The immortal is just a little bit stronger in terms of damage and about equivalent for hp/shields when compared to 2 marauders. Marauders are a little bit cheaper on the resource end though.
Then comes the problem:
Marauders get 2 extremely powerful upgrades for cheap, which drastically increase their damage to put them way ahead of immortal damage, and they can also snare. On top of this, their range exceeds the immortal even. Finally, since they are a T1 unit instead of T2, the structure used to produce them is equally cheap and requires only 200 min/25 gas to begin making marauders (and its paid in portions, so you can make the barracks earlier for just 150 minerals). If a protoss wants to produce more immortals, its an expensive 200/200 building. This just skews things even more in favor of the marauder.
Your source for sound, logical and reasonable responses.
09-02-2010, 07:01 PM
#29
Okey first the video was awesome and fun, second Nerf all barracks units! xD
Protoss Gateway units gets raped by marauders, Stargate units gets raped by marines and immortals gets raped by marines... the only unit who counters barracks units is collosus but they don't stand a scans against vikings...
They not only have that upper half there they can even bring out a barracks unit that takes away half the life from all protoss units and buildings Terran does not make any sens to me any more!![]()
<-Is it just me or does it look like the Mohandar avatar is... jacking off o.O
09-02-2010, 07:42 PM
#30
SOO true yes tanks do own in mass numbers but murs r so damn hard to beat in the early game! and now with less zlots will it will be even harder!