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| View Poll Results: Your favorite Starcraft race | |||
| Terran |
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13 | 22.81% |
| Zerg |
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18 | 31.58% |
| Protoss |
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26 | 45.61% |
| Voters: 57. You may not vote on this poll | |||
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#1
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#2
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I still beg to differ on the protoss- if a swarm of carriers strike a well defended zerg town, they'll run into a smattering of devourers (brood war), a number of spore colonies, and masses of hydralisk. 12 carriers would easily fall to 36-38 hydralisks, simply because there are too many of them to target while the hydralisks systematically take out the interceptors, until only the carriers are left fleeing for cover. I've been in many battles where this is the case- myself always as the zerg.
What it boils down to is all races are the best in the hands of a skilled player. Every race has a counter for every other races specials, and it's the player behind each race which determines the value of each race. I consider zerg the best since I feel I am best with zerg out of the three, and I'm sure the same is true with everyone else who feels any one particular race is best. |
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#3
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ahh check in on b-net? i definitely want in.. mm that means i have to be here at 5:45.. hmmm i think i can make it. does everyone thaz gonna play gotz AIM/AOL or something?
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#4
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I play Zerg. Quick rushes at the start to throw the otherp layers onto the defensive, then rapid expansion, followed up by hydra swarms (fully upgraded, completely unstoppable). I can keep up a horde of 200 supply worth of hydras, replacing them faster then they can kill them. If terrans attempt to turtle with siege, I mix in lings. Lurkers provide a strong d early on to hold off attacks until you've got a steady hydra machine rolling. Terrans fall the fastest, their only hope being perfectly managed infantry (stilleasiest to beat). Protoss units are too expensive to keep up. Ive stopped playing Starcraft, however, because of Warcraft 3. Oh and they horrible messed up the balance in the 1.09 patch, making it possible to rush zerg instead of the other way around.
One thing I forgot to mention. Carriers are really a newbie tactic. If you focus fire hydras you can destroy 12 carriers with 12 hydras. The only time you should win with carriers is when you catch your opponent completely by surprise. And considering how long it takes to build up a carrier fleet, that should never happen. Last edited by Mark Hamilton : 23-01-2003 at 22:38. |
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#5
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My Life for Auir
On most maps a Good Protoss player would have enough resources ,gateways and stargates to keep up with the zerg player. Not to mention that a few templars and an arbiter can wreak havock on the hydras and the lings. Usually for me the games are won or lost in teh first about 10 - 15 mins. I am a big fan of a quick lot rush or a quick lot/drag rush. It works wonders on players that play toward teh middle game or the late game. So you would never get the chance to kill me with 200 hydras. i woudl either be dead by then or have won. :-P
Cipher X |
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#6
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Im not a HUGE starcraft player...(more of a fps player) but usually in starcraft i Protoss it. I usually create (urgg..havent played in soo long can't remember the name) the thingies that act as guard tower like things... (Ion cannons?). Set those up as a good perimeter. I work on making lots of layers of those and carriers when i get time. Anyone who wants some of this has to get throuhg all those ions, loosing many ppl along the way. Then, once i get a good fleet, I head on in, maybe with a few High Templars just for the fun of it.
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#7
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So thats why you always lost Renji. Arbiters are completely useless against zerg. Any zerg player with an ounce of sense tells his overlords to follow his units. 'lots die very easily to hyrdas, because they are a melee unit. they can only attack the front line of hydras while being attacked by all the hydras behind, which they cant touch. The best anti-hydra defense for protoss is probably templar and reavers. Until the patch it was possible for a zerg to use a quick rush to slow his opponent down. As long as you survive the very start of the game, lurkers can hold off a lot rush. I think the big mistake many zerg players make is trying to defend their expansions. Build lots of cheap expansions. They will at least make your money back, and give you an idea what troops they've got.
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#8
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I've just been playing through Brood War,just started the human campaign.
20 Protoss carriers exert a tremendous amount of force when set loose upon the enemy base.... ![]() Wetzel ~~~~~~~~~~~~ Death from above. |
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#9
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I dunno about you guys, but I'm more of a defensive player. I was on B.net last night as the terrans of "The fastest map ever" and the guy I was playing was using protoss. After his initial wave of 'lots failed, the game was over, but he refused to accept that. Since that map's bases are always behind a tiny little choke point, I created the ULTIMATE defense. Marine filled Bunkers lined every shore, supported by over 20 Siege Tanks in Siege mode, and a Missile Turret for each Tank. Then, at the actual choke point, more full bunkers, tanks, and turrets, but the extra backup was five or six fully upgraded Goliaths. Every wave he sent my way (with those annoying Corsairs included) got crushed. The most damage he ever really did was the destruction of two of the missile turrets, a bunker, two of the marines within, and one tank. They're quickly replenished.
Gotta roll, class is starting.... Mark AIM AND BATTLE.NET SCREENAMES: Dodge4186 |
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#10
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What about Guardians?
first to the person who said carriers are good, have you ever played agains a non-novice? almost any unit that can hit air can go toe to toe with a carrier if they target the carrier.
did everyone forget about guardians??? Guardians are the strongest flying unit for their control cost. and 60 guardians with around 12 devourers can decimate a base in less time than they can be killed. and if your opponent made enough valks or corsairs to kill guards fast you can replace them with mutas almost instantly so to remain maxed and your enemy can't make valks fast enough to stop you. Only goliaths stand a chance due to their upgraded range |
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#11
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Ah, the annoying Zerg Guardian/Devourer combo. Je deteste! Fortunately, it isn't like they can be mass produced from the beginning, so the non-novice player will scout out the enemy camp and set up a small base nearby to limit their production rates.
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#12
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So is this tourney still on for tonight (Friday, Jan. 24th)? I still want in!! How about meeting in channel Delphi at 8:30-8:45pm est?
From there we can discuss Broodwar vs. Starcraft, take a vote of players present, etc. Last edited by Marc P. : 24-01-2003 at 15:15. |
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#13
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#14
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OK, to solve all questions...
Check in - 8:45 pm on January 24, 2003 Eastern Standard Time (EST) Start time - 9:00 pm on January 24, 2003 Eastern Standard Time (EST) We will be playing for at least 2 hours! Make sure you won't have to leave!!! (I like long games) Everyone is invited. We will be doing StarCraft:Brood War, sorry for all the regular StarCraft peeps out there. The Channel we will meet in will be called "FIRST Robo" I will be on before that on AIM if you have any questions, feel free to let me know... Aim - Redwingvksm Msn - Redwingvksm@msn.com E-mail - Redwingvksm@msn.com Yahoo! - Red_Wing_Vk_Sm ICQ - None! My Battle.net name - Red_Wings_Vk_Sm O, btw, the map is to be determined! I will think about a good map for us all, and it may be an infinite mineral/gas map or an original one. Just get ready... ![]() Last edited by Matt Attallah : 24-01-2003 at 15:31. |
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#15
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