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Zerg are just too labor intensive. I don't like to have to micromanage the defense of some distant base while I'm trying to attack someone. Humans are the same way, to an extent. Protoss really have the best all-around capabilities for me. The only problems with them are early in games, when zerglings can crash your party too quickly. If you are playing a game with lots of natural defenses, though (particularly islands), the advantages of Protoss are just overwhelming.
Protoss rock, but you'll often end up stalemating. Terran are sweet too. One guy I know is great with them, and truly devastating once he decided to never build a battlecruiser.
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Protoss kick -ss. They fit my style of play the best, which is slow starting in the beginning, then moving up to an unstoppable juggernaught (24+ carriers). That was before Brood War. Now like most games I play the new rules make my previous tactics stupid. (Like Warhammer 40k 2nd ed. to 3rd ed.)
I love the Protoss, maybe because I'm a lazy ass and don't like loosing drones or watching after scvs when constructing.
The shuttles are fast so you can deploy, retreat & redeploy a new base rather quick.
When it comes to attack I usually go for zealots and dragoons in the early stages and carriers later. I don't usually use dark templars, preferring to invest the vespian gas in the more versatile dragoons (ground to ground, ground to air). The corsairs can be useful at paralizing defensive turrets, a few high templars with psyonic storm behind your turret lines can get you out of trouble when it comes to zerg swarm and you don't have other units near. Dark archons can double or triple your forces and it's even sweeter on team play when you get drones or scvs from your allies.
Arbiters are nice for clocking your army, recalling, freezing enemies or your plague defiled troops (carriers mostly) untill the effects pass.
I don't usually use reavers, though they're supposed to be nice at breaking ground blockades, or rever drops inside enemy base paralizing resource collection.
The carriers, the final stage, building a group, sending your remaining ground forces to get killed destroying some defenses while building your second group and keeping a constant supply while some get destroyed.
The cannons do a great job for defense and you can build thick lines of them, provided you support them with troops when atacked by guardians, siege tanks, battle cruisers, carriers, reavers or nuking ghosts.
The thing I hate most is when I get my turrets or cariers plagued by defilers or when the enemy gets a successful nuke.
Zergs, I tend to quickly run out of gas with the zerg and forget to spawn overlords. Zerling, great for rushes, hunting probes or mass blockade braking. Hydralisk, probably the backbone of the swarm, you can play a game only with hydras if you want. Lurkers, have a couple burried near your drones to prevent drone killing drops and keep them behind your advancing army and deploy them in the confusion of a ground battle. Defilers with that cursed plague for prepearing offensives and the dark swarm for defense. Ultralisks... well, if zerlings, lurkers and defilers can't do a good ground braking job, than have a few with you, though it's probably better to invest in guardians at this point. The mutalisk, rather crappy flyers, spawned mostly for mutating into the better ground sieging guardians and supporting devourers. Those kamikaze flyers, forgot the name, never had much luck with them, guess they're just good for making your lfe miserable in single player.
The spore and sunken collonies don't do as great of a job as the protoss cannons though backed by lurkers, guardians, defilers with dark swarm and some air support you can do a pretty good defense.
One big advantage of the zerg is that you can quickly spawn a great army if you have enough hatcheries/hives...
Terrains, the race I loaf to play with. The only point I can see them mounting a good offensive is at the battlecruiser stage. The tanks are quick to be destroyed by air or fast ground units. Large quantities of marines might do something in the early stages. The wraith, or whatever's called, is a mediocre gas consuming unit. Nukes have a 50% chance of successful deploy. The valkyre can do a fast gurdian killing...
Everything seems to be linked here, unit supporting unit, supporting bunkers and and air turrets.
I never managed to do something with the terrains.
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If only life were as easy as you
I'm the least you could do, oh yeah
If only life were as easy as you
I would still get screwed
Executor, You must play Zerg! Zerg have an advantage in the early stage, the only drawback, is they have no "Super" unit to compare with the Battlecruiser, or Carrier. Ultralisks are slow, Expensive, and cannot attack air. Guardians have nice range, but are slow, expensive, and cannot attack air. That is the downfall of the Zerg.
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