ChronicleX
Banned
ZealousD said:This strategy is unbeatable!
Lies. Just scout with your Supply Depo's and wall off with Medivacs.
ZealousD said:This strategy is unbeatable!
wouldnt it just be easier to play 4 player maps and rush to wall off one of the empty bases? think of the time he'd waste trying to get in only to find out you're not there!ZealousD said:Hey guys I came up with a new strat. It's called a fake fake proxy.
Instead of building your gateways at the far side of your base, you build them simultaneously far away from your nexus AND your opponents base. This way, your opponent makes the assumption that you're doing a fake proxy and will rush you, but in reality, you have units ready to attack their base when they do, and then you will pwn!
This strategy is unbeatable!
Corran Horn said:Those games in 2v2 where you know you got the game but instead you 3x expand and create a huge army...those games are fun :lol
Dude....brilliant!Pandaman said:wouldnt it just be easier to play 4 player maps and rush to wall off one of the empty bases? think of the time he'd waste trying to get in only to find out you're not there!
Pandaman said:wouldnt it just be easier to play 4 player maps and rush to wall off one of the empty bases? think of the time he'd waste trying to get in only to find out you're not there!
If you catch a Zerg going 6 pool on Scrap Station, it is almost a free win. The rush distance is too far and you have plenty of time to get defenses up in time. The 6 pool cripples his economy and you can just roll him. Scrap Station is a great Zerg map, but 6 pool is foolish. Zerg has the easy scout advantage on Scrap Station, not sure why someone would try a 6 pool. Guess they are use to winning with 6 pool cheese and use it every map :lolrhfb said:WTF guys, I just won a battle on Scrap Station. The Zerg even went 6 pool on me. I mean he almost had me but he was sending his zerglings in one at a time for some reason, and then let my Zealot kill them. By the time I got my first stalker out the dude just gged and left.
coamithra said:Hey guys, anyone else finding static defense a bit lacklustre compared to SC1?
coamithra said:Hey guys, anyone else finding static defense a bit lacklustre compared to SC1?
coamithra said:Hey guys, anyone else finding static defense a bit lacklustre compared to SC1?
You shouldn't let him get that many Carriers.Y2Kev said:How do you counter mass Carriers with zerg? I'm so frustrated. They had like 7-8 carriers (fully upgraded I'm assuming) and I had like 10+ fully upgraded corrupters, which I thought was the top antiair zerg unit. Obliterated. Was I just not using enough?
Y2Kev said:How do you counter mass Carriers with zerg? I'm so frustrated. They had like 7-8 carriers (fully upgraded I'm assuming) and I had like 10+ fully upgraded corrupters, which I thought was the top antiair zerg unit. Obliterated. Was I just not using enough?
Carriers and Battleships can be very tough for Zerg to counter. It is best to not let the game go that far if possible. Next time against mass Carrier, use a ground force of Zerlings and Infestors with Corruptors to back them up. The Zerglings force the interceptors to focus on them and then you can send the Corruptors in to focus fire each one. Once that fight is going use a couple Infestors to steal a few Carriers. You may not keep them that long, but it buys your Corruptors some more time and takes the damage from your Corruptors for a few seconds. I kind of wish units had a little more hp across the board, so you can micro the fight longer.Y2Kev said:How do you counter mass Carriers with zerg? I'm so frustrated. They had like 7-8 carriers (fully upgraded I'm assuming) and I had like 10+ fully upgraded corrupters, which I thought was the top antiair zerg unit. Obliterated. Was I just not using enough?
Zertez said:Carriers and Battleships can be very tough for Zerg to counter. It is best to not let the game go that far if possible. Next time against mass Carrier, use a ground force of Zerlings and Infestors with Corruptors to back them up. The Zerglings force the interceptors to focus on them and then you can send the Corruptors in to focus fire each one. Once that fight is going use a couple Infestors to steal a few Carriers. You may not keep them that long, but it buys your Corruptors some more time and takes the damage from your Corruptors for a few seconds. I kind of wish units had a little more hp across the board, so you can micro the fight longer.
Yeah, I know the feeling of twitchy battles, but Im not talking much. Maybe like 15 more hp, nothing major, just a 1/8th of a second more time to react.Zzoram said:Starcraft is great specifically because units have such low HP relative to damage. Units die really fast so you have to respond quickly and make good decisions to win games.
From the spectator perspective, it speeds up battles to make things more exciting to watch.
Corran Horn said:Those games in 2v2 where you know you got the game but instead you 3x expand and create a huge army...those games are fun :lol
Just curious, but how fragile are Phoenix if they were caught in a bad location? I'm tempted to try using Phoenix in a real game, but I'm afraid my micro isn't good enough. Also, pretty much everyone masses up Antiair when they see a Stargate to prepare for Void Rays. Flying into a base full of Cannons or Missile Turrets is so disheartening. Also, it's quite scary when your opponent makes a push with a ground force before I have a critical number of Phoenix to hold them off. They're quite expensive.
JasoNsider said:I love this game and have played it a LOT, but I gotta say - void rays are unbelievably strong and need some sort of change. When my friends and I spawn as Protoss (we usually play random), we go mass voids as fast as possible. We've found even when an opponent KNOWS we're going mass air and then pours every single dollar into anti-air they absolutely cannot stop a void army.
Turns out we're not the only ones who think so. Every time I play a match against Protoss now they are literally trying to race us to get voids.
They are so ridiculously powerful that it completely 100% leaves no reason to even build any carriers. Get one armor upgrade on them, maybe even speed, three StarGates, and keep a constant stream of them coming into battle and there is literally nothing the enemy can do. Mass marines? No prob! Just run around and rape their base while he tries to keep up. Mass Vikings? No prob, these things cut through them like a hot knife through butter.
I don't really care either way, as I play to win. In my opinion, the only thing that matters is seeing the victory screen. It's just kind of funny really, as it makes other units in that race completely irrelevant.
Our tag line right now is: "the only counter for voids...is to not let your enemy make voids"
JasoNsider said:I love this game and have played it a LOT, but I gotta say - void rays are unbelievably strong and need some sort of change. When my friends and I spawn as Protoss (we usually play random), we go mass voids as fast as possible. We've found even when an opponent KNOWS we're going mass air and then pours every single dollar into anti-air they absolutely cannot stop a void army.
Turns out we're not the only ones who think so. Every time I play a match against Protoss now they are literally trying to race us to get voids.
They are so ridiculously powerful that it completely 100% leaves no reason to even build any carriers. Get one armor upgrade on them, maybe even speed, three StarGates, and keep a constant stream of them coming into battle and there is literally nothing the enemy can do. Mass marines? No prob! Just run around and rape their base while he tries to keep up. Mass Vikings? No prob, these things cut through them like a hot knife through butter.
I don't really care either way, as I play to win. In my opinion, the only thing that matters is seeing the victory screen. It's just kind of funny really, as it makes other units in that race completely irrelevant.
Our tag line right now is: "the only counter for voids...is to not let your enemy make voids"
joelseph said:Go against a mirror match and watch the other team mass stalkers and or carriers, then the voids start showing their weakness. Or maybe a huge Marine ball in a PPvTT game. GG!
Cru Jones said:it is like a nydus canal. If you let it get into your base without interruption, you are going to get beaten. However, if you can start focusing down on them before they get fully charged then they are no problem, you should be able to take out 2 voids with 6 stalkers no problem as long as they aren't charged
Good unit, good unique design, requires different tactics to fight, seems balanced from my zerg perspective.
JasoNsider said:Again, not surprised that GAF disagrees, but what I read here and what I see in the game seem to be opposing views.
JasoNsider said:Hmmm, maybe. I still think they'd win. We won a match where the enemy literally invested his entire expenditure in anti air (as terran) and we won so badly it was almost a joke. He had mass vikings and NOTHING but marines and medivacs. We sent in a couple voids to start just to get him on his toes. Then he panicked ("voids are coming!!") and made nothing but anti-air. We still completely decimated him even though he had a bigger economy. The marines CAN be a bit of a pain but we just lure them out (with speed) and then go around back and tear up his base.
ZealousD said:This sounds like a 2v1, not a 2v2.
JasoNsider said:Yeah, the problem is that you're looking at it as just 2 voids. I'm looking at it as 4 minimum and chrono boosting 3 more on the way every build cycle. If you cannot stop the first 4 voids you are going to be facing those plus constant re-enforcement.
JasoNsider said:What gives you that impression?
JasoNsider said:Zerg is my main, and I still think voids are stupid powerful. The moment I'm against a protoss I race to hydra as fast as possible and then when I get the time I have spire + corruptors. Even THEN it's tricky.
Again, not surprised that GAF disagrees, but what I read here and what I see in the game seem to be opposing views.
ZealousD said:The fact that you're referring to a single Terran opponent working on vikings and marines? What was his ally doing?
JasoNsider said:I was talking about 1v1 scenario. I have a bad habit of saying "we" sometimes even though I really just mean my friends sitting with me at the computer :lol
Bisonian said:From this post it sounds like you are talking about a 1v1 situation, and if that's the case I just grab an extra queen per hatch if I'm fearing early air (voids or banshees) at all. 2 queens with transfusion (or 4 with two bases if you go that route), will pretty much take care of any early air cheese and can also help defend if you are a little too aggressive with your fast expand.
I think where the confusion comes from is that you are saying a mass of void rays is overpowered. The problem is if you are losing to a mass of void rays, they aren't the reason for the defeat. The defeat came from not being aggressive enough (especially as zerg), which is almost always a death sentence in SC. By that reasoning then you'd have to say that all the bigger air units are overpowered as well.
JasoNsider said:No matter how you spin it, voids are better than the other big air units.
JasoNsider said:Hmmm, maybe. I still think they'd win. We won a match where the enemy literally invested his entire expenditure in anti air (as terran) and we won so badly it was almost a joke. He had mass vikings and NOTHING but marines and medivacs. We sent in a couple voids to start just to get him on his toes. Then he panicked ("voids are coming!!") and made nothing but anti-air. We still completely decimated him even though he had a bigger economy. The marines CAN be a bit of a pain but we just lure them out (with speed) and then go around back and tear up his base.
We could all be wrong, and if it was just all my friends saying this I wouldn't make much of it...but it seems most people I even play online are catching on.