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Zealot and Archon?

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Level 40
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You could say that about anything...

A single zealot can kill all your workers... if you don't notice it attacking them and thus don't retaliate.

If you're too lazy/stupid to pay attention to nukes, that's really your own fault -.-

If you miss seeing a nuke once, A: pay more attention B: life goes on.
 
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A nuke has a relatively small aoe, in comparison to other rts's depiction. The worst it can do to major buildings is half it. They show you where they are going to nuke. They aurally inform you when a nuke dot is placed. The ghost has to be somewhat close to where he nukes to lay it. If you can't find it, you got owned fair and square (lolridiculouslysoundingphrases).
 
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If someone is nuking the other person 15 times, and that other person has no means of finding a single ghost...

Wow... Seriously...

I hope that was a joke, or that that other person just bought starcraft the day before.

You may as well say "If someone in warcraft only built workers, they would get owned."

Jeez, d'you think?

Please >_>

If you spent your money building 15 nukes against a decent player, then you would die a horrible, gruesome death, unless you had a far superior economy, and were equally good or better than that other person.
 
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PurplePoot said:
I hope that was a joke
I had my doubts ;)

You never know, though. A lot of wc3 players who have never played much starcraft are prone to making comments like that (especially on the SCGDF board on battle.net)

anyway i think someone should really change the name of this thread. it has nothing to do with zealots and archons anymore
Yay for offtopic! Meh.

Speaking of nukes, though... I hope that only the user can see that giant aura of death, or else nukes will almost definitely be worse than before.
 
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Well looking back infested terrans caused ALOT of pain too. 1 man suicide ambushes on marines still give me nightmares. (well not really, usualy i just guffawed and made more marines, but still)
 
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MySpaceBar was right about interpreting what I meant ;)

An infested terran;

100 minerals, 50 gas.

You send 2/3 of them, they kill... let's say 5 rines.

2 scourges cost

25 minerals, 75 gas

You send 6 of them and a battlecruiser dies.

The marines are cheaper, can be more easily replaced, and are more costly to eliminate. Zerg also have much less problems eliminating ground targets than air.
 
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MySpaceBar was right about interpreting what I meant ;)

An infested terran;

100 minerals, 50 gas.

You send 2/3 of them, they kill... let's say 5 rines.

2 scourges cost

25 minerals, 75 gas

You send 6 of them and a battlecruiser dies.

The marines are cheaper, can be more easily replaced, and are more costly to eliminate. Zerg also have much less problems eliminating ground targets than air.
Also, you have to infest a frickin' command center for the infesteds. Scourges come in pairs, like zerglings, which make them relatively cheap. And they're fast. I've seen them take out entire fleets of battlecruisers or carriers.
 
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Aren't only for marines?

Maybe zealots and zerglings, too. (in a 3-way or more)

Other than that, if the player is half-competent at defence, you won't scratch their base. If you catch them outside, they'd have to have a fairly unbalanced army, or else wouldn't lose anything compared to you, cost-wise and effort-wise.
 
MySpaceBar was right about interpreting what I meant ;)

An infested terran;

100 minerals, 50 gas.

You send 2/3 of them, they kill... let's say 5 rines.

2 scourges cost

25 minerals, 75 gas

You send 6 of them and a battlecruiser dies.

The marines are cheaper, can be more easily replaced, and are more costly to eliminate. Zerg also have much less problems eliminating ground targets than air.

Actually, you need 7 of them. Battlecruiser kills a scourge in one shot (if equally upgraded). Sending scourges against multiple battlecruisers is just worthless. Only considerable target is a carrier, which needs some time to get those interceptors out. Smaller units are not good targets too, as they make damage close to lethal and they have no splash damage.
 
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I use them ONLY if my enemy is protoss or terran, and even then ONLY if he has large amounts of BC's or carriers. They are generaly not very well used umong noobs.

Much like defilers and queens are badly used too.

Umong pro's however theyre much more common, "Air-ling's" as theyre called are used by pro's (such as your self) for a variety of tasks. Yess, the terran race is by far their biggest counter depending on how theyre used.

A common tactic is to send them out in 6's to hunt large slow ships on areas where they may frequent, ie over impassable terrain such as space or water.
 
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1. The message you have entered is too short. Please lengthen your message to at least 15 characters. ~me too

Too short for what?

Don't tell me it's another of those jokes ''Penis - Your password is too short'' :pal:

And back to topic, I got a bit hard to control Suicide units.. I mean, like you need like 2-3 scourges to take down 1 air plane, you meet 3 airplanes, then you need to quickly select those who needs to suicide who.
 
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That's an error you get if you try to type a message of less than 15 chars, (not including quotes) LordDz. He put it there so it would get past 15 chars ;)

And I usually send scourges solo; anything that kills them effectively tends to have enough AoE to do it anyways.

And scourges are better for either

A) scouting
B) picking off known targets

than just charging around looking for groups of units to explode on.
 
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well the dark archon might be replaced
No.









You can't just add dark templars and keep out dark archons. That would be stupid. And besides,
The dark templar hail from very different roots, but the powers at their command are no less awe-inspiring. While the high templar unleash fire and lightning, the dark templar stalk the shadows, swathed in darkness. However, both branches of the templar tradition share the ability to merge their souls to form a deadly archon.
 
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2 High Templars = Twilight Archon
2 Dark Templars = Twilight Archon
1 High Templar, 1 Dark Templar = Twilight Archon

So you're wrong on the first part MSBB :p

(And that means it doesn't have the same spell as the Dark Archon in sc2, since there is none... it has the special ability of the sc1 Dark Archon ;))

Starcraft2.com Twilight Archon entry said:
These swirling, burning effigies of the protoss spirit radiate incalculable power. Their devastating psionic storms can be unleashed against cowering enemy forces both in the air and on the ground. With the halves of the protoss race reunited, an archon can now be brought into being by the merge of two high templar, or two dark templar, or even the unification of a dark templar and a high templar. Although the protoss are loath to sacrifice valuable templar, those who do achieve this final level of commitment are forever honored in the memories of their people.

Karune's Q&A - Batch 9 said:
Will the Twilight Archon have abilities?

Yes. In the BlizzCon build, the Twilight Archon had the feedback ability. We are still doing much work on this unit, so none of this is final.
 
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2 High Templars = Twilight Archon
2 Dark Templars = Twilight Archon
1 High Templar, 1 Dark Templar = Twilight Archon

So you're wrong on the first part MSBB :p

(And that means it doesn't have the same spell as the Dark Archon in sc2, since there is none... it has the special ability of the sc1 Dark Archon ;))
Wait, so you mean they're throwing normal archons and dark archons out the window in the place of just twilight archons? That's stupid. If a twilight archon truly share the abilities of both the high and dark templar, they should only be formed by one of each, otherwise it seems like a whole lot of something from nothing.
 
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I personally like having the archon to be more versatile; feedback was nice but I found the dark archon as not being that useful;

  • Feedback wasn't worth getting DAs alone for; it was good but not that good
  • Mind Control was too costly to be really good, you may have been able to take big things, but then boom your DA gets killed almost all the time, and it's quite a costly unit (250/200)
  • Maelstrom was, in many ways, a weak form of Stasis
 
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I personally like having the archon to be more versatile; feedback was nice but I found the dark archon as not being that useful;

  • Feedback wasn't worth getting DAs alone for; it was good but not that good
  • Mind Control was too costly to be really good, you may have been able to take big things, but then boom your DA gets killed almost all the time, and it's quite a costly unit (250/200)
  • Maelstrom was, in many ways, a weak form of Stasis
But I think the concept of having two high/dark templars being able to form a twilight archon is stupid. Like I said, it sounds like a whole lot of something from nothing.
 
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...

I could say that the concept of fusing two weird alien beings to make a big glowy ball of energy that fires lightning bolts is equally stupid >_>

Oh, and how it shields itself without technology, when the rest of the Protoss seem to need technology to do such a thing.


Just because SC did it differently doesn't mean that's how it needs to be done above and beyond.
 
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