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Thread: Protoss vs Protoss early game tacktics

  1. #31

    Default Re: Protoss vs Protoss early game tacktics

    Quote Originally Posted by Norfindel View Post
    They should give some splash to the Disruptor's attack, so as to make it a better option for opening.
    So it should be tier 1.5 spellcaster-unit-with-high-ranged-splash-attack that does bonus on biological? WTF? Oh yeah who need Stalkers...
    "Living for the Swarm!"

  2. #32
    Pandonetho's Avatar SC:L Addict
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    Default Re: Protoss vs Protoss early game tacktics

    5 range isn't exactly high. It's the range of a marine.

  3. #33

    Default Re: Protoss vs Protoss early game tacktics

    Quote Originally Posted by Pandonetho View Post
    5 range isn't exactly high. It's the range of a marine.
    It is early game with no upgrade and it is Spellcaster in the same time... Most spellcasters dont even have an attack. And this one does decent dmg.
    "Living for the Swarm!"

  4. #34

    Default Re: Protoss vs Protoss early game tacktics

    Quote Originally Posted by RamiZ View Post
    So it should be tier 1.5 spellcaster-unit-with-high-ranged-splash-attack that does bonus on biological? WTF? Oh yeah who need Stalkers...
    It's gas heavy, the unit is flimsy, and the attack isn't powerful, so i don't expect that to make it OP, but more of an option to consider over going Zeal+Stalker. Splash makes the unit more powerful against clumped massed units, but hardly breaks the game with an attack of 5(+3 vs bio) dmg, if the splash isn't huge, of course, i was thinking about something that affects 2, or 3 units.

  5. #35

    Default Re: Protoss vs Protoss early game tacktics

    I'd say you're thinking about splash because it's attack animation looks like it should damage anything in it's path^^
    You've got to think about the overall balance though. Making a 5+3 damage attack hit multiple targets won't be the end of zealots, but it will rip up zerglings

  6. #36

    Default Re: Protoss vs Protoss early game tacktics

    Quote Originally Posted by Hammy View Post
    I'd say you're thinking about splash because it's attack animation looks like it should damage anything in it's path^^
    You've got to think about the overall balance though. Making a 5+3 damage attack hit multiple targets won't be the end of zealots, but it will rip up zerglings
    Exactly my point.
    "Living for the Swarm!"

  7. #37
    Pandonetho's Avatar SC:L Addict
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    Default Re: Protoss vs Protoss early game tacktics

    It is early game with no upgrade and it is Spellcaster in the same time... Most spellcasters dont even have an attack. And this one does decent dmg.
    You said it had high range, all I said was 5 range isn't high.

  8. #38

    Default Re: Protoss vs Protoss early game tacktics

    Quote Originally Posted by Hammy View Post
    I'd say you're thinking about splash because it's attack animation looks like it should damage anything in it's path^^
    You've got to think about the overall balance though. Making a 5+3 damage attack hit multiple targets won't be the end of zealots, but it will rip up zerglings
    You know what? After seeing Battle Report 3 again, i think you may be right. It looks like 2 Disruptors were able to kill 4 Zerglings without any casualty (1 Disruptor was probably nearing death, as he moved it away).

  9. #39

    Default Re: Protoss vs Protoss early game tacktics

    Yes it definitely looks like Disruptors can pack a punch, and that isn't really a problem (after all the protoss invested tons of gas in those two disruptors), but enhancing them even more would be slightly over the top in PvZ, especially considering that the main T1 zerg units are low range (zergling, roach, baneling).

    This isn't really the topic though, and I should add that despite what I said (about pure zealots being weak against stalkers/disruptors), I think that zealots+disruptors (with the extra gas you'll have saved by building zealots instead of stalkers) could be effective against pure stalkers in the hands of a decent player. After all, forcefield can also be used offensively to block enemy units from fleeing (or kiting).

    I changed my mind concerning this unit actually: I think the disruptor is really a great addition to the protoss force. It's a huuuge asset to an early game protoss, but it's usage is most pronounced in tier1, which means that if you invest too much gas in this unit's production, you'll be falling behind in tech very quickly (whatever the matchup). It's exactly this type of strategic choices that makes the original starcraft so worthwhile.
    Last edited by Hammy; 07-21-2009 at 05:32 PM.

  10. #40
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    Default Re: Protoss vs Protoss early game tacktics

    Lot rush won't be too viable. I think all the smart players will go for the Tech build. A few Stalkers and a Disruptor will decimate a rush. Stalkers can kite very well and once they get Blink they become pretty much impossible to catch.

    Disruptors don't even have to completely block them out. Just bottlenecking or creating a buffer should be enough for Stalkers to kite their way out of any mess.

    Oh and don't forget about Obelisks. That'll give Disruptors an extra barrier or save a Stalker.

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