Quote (brt2 @ Feb 21 2014 10:44am)
Yeah I fucking hate collosi/tank compositions. So OP.
you know what I mean, collosi or tank!
when enemy have 6-10 tank or collosie+good attack posiotion
200 food of roaches/hydra can be trade vs 2-4tanks/collosie
+/-800minirals of marines(16marines)=byebye 10 times as match minirals on muta
when void rays/phoenix/toss-air is there to protect collosie vs zerg-air
zerg can be happy to get 50%tradeoffs when build hydra/muta/corruptors vs a air-toss, whitout collosi
this 50%trade-off gets reduced to 10%, if a few simple zealots join da fight, and make hydra be killed ezz, makes you need rouches vs air-toss lol
so a toss counter a zerg, when build phoenix/voidrays/collosie
collosi> zerg ground units
phoenix>muta
void ray>corruptors
only shit toss needs to do is micro collosi range to zerg ground units a little, witch make hydra less cost effective, witch make toss-air>zerg-air
when a zeg chances to win have to come from:
split push/fast unit-rebuild
tech-rush-attack like muta's just before anti-air defend is up
economical advantage, extra hatchery's
economical advantage, forcing da enemy to defend vs shit like zergling rush.
chaos creation, forcing da enemie to make mistakes
map-control
cheese attacks
luckily da expension have swarmhosts, that balance da shit a little!
but that's just my point of view!
I am not a pro, just a low APM player who plays for fun.
when I see stream, mothership core attacking zerg army for longer then 4+min, and warpinship picking up immortal again and again and again
and zerg using rouches only, and economical advantage to undo this toss-air-effect,
I realise I not wana play zerg like that, even is da steamer is winning at the end.
I play zerg like that toss is playing his immortal pick ups
release da locusts
protect da urly swarmhosts
counter da swarmhost counters
a standard zerg fighting vs standard immortals/stalker/sentry/zealots, having a hard time to kill a immortal, and mostly cleans up 10-20warpin units for every immortal cleaned
now da swarmhost makes hydra be like that immortal,
hydra standing near its spore/spine/swarmhost , saying goodbye to all da locusts that start attacks
seeing enemies coming from 1screan away, kiting a little when locust attack
coming in for da void-ray-kill whenever da void ray gets isolated from collosi
meanwhile you have another group of corruptors that snipes collosi
only shit toss can do is kill a few spores/spines when trading his own units for them,
toss can attack whit all units a-click, and trade collosi+void rays vs corputors/spines/spores/locusts/hydra, whitout benefitting from shit like zealots undoing da hydra effect
witch makes zerg win trades in chaotic a-click fights
in order to make a a-click fight be benefitial for toss, they need to focus more on warpin units instead of special counter units like collosi/void rays
this opens up benefits for da swarmhost-zerg, since as long as da a-click battles stays delayed, da toss is loosing game, when build warpin-units vs swarmhosts