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Starcraft vs starcraft remastered
Starcraft vs starcraft remastered







starcraft vs starcraft remastered

When it comes to aerial battles, Wraiths are the main unit to use against other protoss air units for protoss have the weakest late-game detection. However, this trick requires experience to pull off.

starcraft vs starcraft remastered

Combined with a dropship, a terran can quickload a tank before it takes damage, then unload it. They make good dragoon hunters for such is the attack animation that a Tank shot is instantaneous and a dragoon shot travels before hitting. The protoss units are generally durable enough to shrug off singular Siege Mode attacks that enough zealots rushing a tank emplacement will win out between those and Corsairs, unless the tanks are being used for a specific purpose like shelling photon cannon emplacements or reavers, they work best for hit-and-runs. Such harassment works until siege tanks become available.Īgainst protoss, keeping siege tanks in Tank Mode is a viable strategy. Lockdown several dragoons and reavers, and ride the vultures up to drop spider mines adjacent to them. Versus heavier units like dragoons, they can run up, deploy a mass of spider mines, then retreat this tactic can easily be supplemented in the late-game once ghosts appear, for protoss have no counter to Lockdown (except for the Arbiter's Recall ability).

starcraft vs starcraft remastered

Eight Vultures can take out a zealot in a single salvo, and with proper micro can defeat many times their cost in zealots. A single vulture is cheaper than a zealot and does more damage for the cost, and at range. Vultures are perhaps the best mid-game unit to use en-masse vs. Keep a few medics around to allow more liberal use of stimpacks such a defense should help protect against the protoss until one techs to vultures. Firebats in particular easily beat their cost worth in zealots as the splash-damage combined with protoss bunching to attack units makes them very damaging.

Starcraft vs starcraft remastered full#

Walling in works well for hindering the movement of zealots, especially if bunkers comprise some of the walls.Ĭoncussive-damage units are a lot more effective against protoss than normal, since shields take full damage from every attack type. The same wall-in suggestions work when fighting a zealot rush, for between their speed and durability, zealots generally will just run past the terran's base defenses and go straight for the SCVs, crippling the economy enough to win the production war that is StarCraft. Spider mines also work for they home in on cloaked units, and as of more recent patches, a dark templar has 40 shields and 80 HP, meaning that a spider mine will kill it in a single hit while weakening any nearby dark templar. Additionally, hotkeying a ComSat station can work in a pinch the 1-s-click as its called can temporarily nullify the dark templar cloaking ability. Supported with two or so missile turrets, this will prove a decent defense unless the enemy decides to use a shuttle and just fly around these defenses. In a map like Lost Temple, the terran should attempt to block chokepoints with supply depots with a single barracks being used as a "gate" of sorts, lifting off to allow your own troops to move through, or landing to prevent enemies from advancing. The Dark Templar Rush as it's called is quite capable of causing severe damage to an early game terran assault, for Templar can one-hit kill Marines, and slice Missile Turrets to pieces easily. Please refer to the talk page for further discussion.īecause terrans have the weakest early-game detection, a popular protoss strategy when dealing with terran players is to wall himself in with photon cannons while teching to Dark Templars. Protoss (StarCraft) is in need of cleanup for the following reason(s):









Starcraft vs starcraft remastered