Staredit Network > Forums > Portal News > Topic: New Blizzard Tutorial, Patch 1.3.3 PTR
New Blizzard Tutorial, Patch 1.3.3 PTR
May 3 2011, 10:14 am
By: Jack
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May 5 2011, 8:46 am Sacrieur Post #41

Still Napping

The issue is that stalkers are a staple of the protoss army, much like dragoons were in PvT. They have some incredible versatility, able to attack both air and ground with respectable damage, and good maneuverability with blink.

While every unit has counters, there is no telling that those counters are common, or built solely for the purpose of being a counter. Infestors are common in Z armies, while ghosts are uncommon in T armies. The ghost snipe was a very good move by the terran, but ultimately it led to his demise as it threw off his unit composition and roaches dominated towards the end. He really didn't have a choice though. Broodlords + corruptors = dead ground and air. There is a serious gap created by the removal of the goliath and wraiths, and now T is very limited vs. air to ground with air support-- the viking fills neither role particularly well. The thor does not supply much protection against anything but mutalisks, and is too unweildy and expensive to produce in large numbers. Broodlords alone can take out thors due to superior range.



None.

May 5 2011, 8:58 am Syphon Post #42



Quote from Roy
Quote from Sacrieur
Getting too many ghosts throws off unit composition. Stalkers would eat them up.
You could really throw that blanket statement for any unit, though (i.e. "Getting too many Stalkers throws off unit composition. Marauders would eat them up.").

I recall watching a game where a Terran player used Ghosts to counter Broodlords/Infestors with Snipe and EMP respectively, and it somewhat worked. Interestingly enough, Infestors were apparently the counter to Ghosts, because the Zerg player used neural parasite on one Ghost to EMP all the others.
Game


Anyway, I think Ghosts should be used more often now that they are less gas-intensive, much like how Infestors became popular after a patch buff. Of course, I agree with your point that they are still purely situational, like nearly every other unit.

See the problem with how much Ghosts throw off your composition is that in the time it takes to make a Ghost, you could've made more than one Marauder. Then you're floating a bit more money than you would be if you'd made a Marauder.

It doesn't do much if you make one Ghost here and there, but pumping them adds up.



None.

May 5 2011, 5:08 pm Roy Post #43

An artist's depiction of an Extended Unit Death

Quote from Sacrieur
The ghost snipe was a very good move by the terran, but ultimately it led to his demise as it threw off his unit composition and roaches dominated towards the end.
Quote from Syphon
It doesn't do much if you make one Ghost here and there, but pumping them adds up.
Yes, I agree. The video probably isn't a great example of what I'm trying to convey (the Terran player was losing to macro towards the end), but it shows that Ghosts have a use that many players wouldn't expect.

Anyway, enough of me rambling about wanting to see Ghosts in higher-level games. Any Protoss players here that can comment on the Pylon radius? I was just thinking it would make placement have to be more strategic, but I don't think any early-tier units would have the range to hit a pylon through a wall-off with the radius decrease. Was this done to make cannon rushing harder?




May 5 2011, 5:16 pm Decency Post #44



The pylon range nerf was done to weaken 4gates in PvP. The typical strategy is to place pylons below the ramp so you can warp in Zealots on high ground and basically force the opponent to attack those. Now in order to do so the Pylons will have to be well within range of Stalkers from that high ground.



None.

May 6 2011, 11:36 pm ClansAreForGays Post #45



Quote from name:FaZ-
The pylon range nerf was done to weaken 4gates in PvP. The typical strategy is to place pylons below the ramp so you can warp in Zealots on high ground and basically force the opponent to attack those. Now in order to do so the Pylons will have to be well within range of Stalkers from that high ground.
I'm having trouble visualizing this. Video?




May 7 2011, 1:09 am Decency Post #46



Quote from ClansAreForGays
Quote from name:FaZ-
The pylon range nerf was done to weaken 4gates in PvP. The typical strategy is to place pylons below the ramp so you can warp in Zealots on high ground and basically force the opponent to attack those. Now in order to do so the Pylons will have to be well within range of Stalkers from that high ground.
I'm having trouble visualizing this. Video?

Pretty straightforward example:

http://www.youtube.com/watch?v=ir4_tFXse78&feature=player_detailpage&t=286s



None.

May 7 2011, 3:41 am ClansAreForGays Post #47



wow, definitely see it now.




May 9 2011, 6:46 pm Echo Post #48



No changes for 8 pool.



None.

May 10 2011, 10:21 pm ClansAreForGays Post #49



Quote from Echo
No changes for 8 pool.
Actually it's stronger, considering it will take longer for them to pump that first zealot




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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
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[2026-7-17. : 2:39 am]
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[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
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[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
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[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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