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I used to play it years ago, never got that into it. My son plays it now and rips me apart. I play the terrans and he plays the aliens, not the reptile things.
Question, what is the best race to play and what is the best tactic for that race.
He came over me with a whole squad of ballon lookn things that shot out a ton of little flying things that I could not defend aginst. It seems every unit he send to me is better than the equal unit I have, even with upgrades.
Any starcraft masters out there that can help me out?
Last edited by Kbarr on 03/14/03 - 16:22; edited 1 time in total
Question, what is the best race to play and what is the best tactic for that race.
He came over me with a whole squad of ballon lookn things that shot out a ton of little flying things that I could not defend aginst. It seems every unit he send to me is better than the equal unit I have, even with upgrades.
Any starcraft masters out there that can help me out?
Last edited by Kbarr on 03/14/03 - 16:22; edited 1 time in total
Little tip : give some home work to your son while in the middle of the game and once hes away, even you shouldnt have any problem wining!
But at your place I wouldnt waste my time,
if he owns you its cause its too hard for you to think for more then 1 unit, might as well rise the white flag.
Oh and Terrians Suck!
But at your place I wouldnt waste my time,
if he owns you its cause its too hard for you to think for more then 1 unit, might as well rise the white flag.
Oh and Terrians Suck!
| Maelstrom wrote: |
Is your english comprehension that bad Compus? Everyone here understand what I wrote so my guess is that you are just too plain stupid to understand what I wrote...preschool is your friend. |
You stupid fench canadian scumbag. Don't respond to my posts in an attempt to up your post count.
Alright Kbarr. I will delve into the inner recesses of my mid to late-teenage years to help you.
Firstly, the flying things are "Carriers". They shoot out little fighters.
The best way to counter these big units is with a combination of things.
Terrans are very adaptable, and have a solution to almost every problem. In this case, your problem is massive numbers of little flying things. The first thing you want to do is have science vessals. Use EMP blast to jack their shields.
Against carriers, Battlecruisers are very effective. Make sure you upgrade them fully. When the EMP blast takes out their shields, Yamato cannon the carrier.
Boom, dead carriers! In my experience, Wraiths are a pain in the a*s and die too fast. I never built those. The Valkyrie anti-air ships are quite effective against carriers as well, but Battlecruisers serve the dual purpose of also being able to level his base after you wipe out his carriers =D.
Good luck
Firstly, the flying things are "Carriers". They shoot out little fighters.
The best way to counter these big units is with a combination of things.
Terrans are very adaptable, and have a solution to almost every problem. In this case, your problem is massive numbers of little flying things. The first thing you want to do is have science vessals. Use EMP blast to jack their shields.
Against carriers, Battlecruisers are very effective. Make sure you upgrade them fully. When the EMP blast takes out their shields, Yamato cannon the carrier.
Boom, dead carriers! In my experience, Wraiths are a pain in the a*s and die too fast. I never built those. The Valkyrie anti-air ships are quite effective against carriers as well, but Battlecruisers serve the dual purpose of also being able to level his base after you wipe out his carriers =D.
Good luck
Never cared for BC/carrier strats. Dumping to many resources into 1 easy to take out target.
Terrans, suck, but I'd go with Valkryies/science vessels to take out the carriers, as for an offensive... shit, been to long, couldn't tell ya what I'd use.
As protoss... scouts... I've yet to have someone stop my fleet of scouts+various backup units.
Terrans, suck, but I'd go with Valkryies/science vessels to take out the carriers, as for an offensive... shit, been to long, couldn't tell ya what I'd use.
As protoss... scouts... I've yet to have someone stop my fleet of scouts+various backup units.
Dude, The Carriers are easily accompanied with arbiters and several of the smaller helicopter type aircraft that the Protoss make, that makes for a very l33t air strike that holds little to no opposition, assuming you have ground units to back them up in case he has any of the several Ground to Air units...
The trick to beating carriers is keeping your units focused on the actual carrier itself, lot's of times those little planes will aggro your units and they end up not doing much damage to the actual carrier (which produces those little planes like my a*s produces shit). Also, try to keep your army mobile when you are in conflict with those carriers, his little planes will return to ship if you move far enough away, this gives you a small iota of time to rally your troups and redirect their attention to the main target.
If he's got arbiters, make sure you get those suckers first or else youre screwed.
The trick to beating carriers is keeping your units focused on the actual carrier itself, lot's of times those little planes will aggro your units and they end up not doing much damage to the actual carrier (which produces those little planes like my a*s produces shit). Also, try to keep your army mobile when you are in conflict with those carriers, his little planes will return to ship if you move far enough away, this gives you a small iota of time to rally your troups and redirect their attention to the main target.
If he's got arbiters, make sure you get those suckers first or else youre screwed.
Tarren is all around good at everything Air/Land/Defence and NUKES!
Protoss has very good defence and fast building time decent air great ground troops.
Zerg lol everyone i ever play who use's Zerg is well nothing but massas.
hardly any tatic to Zerg just keeping makeing and makeing keep sending rush after rush and the other team will useally get there defence broke and you may win.
I suck at SC btw
Protoss has very good defence and fast building time decent air great ground troops.
Zerg lol everyone i ever play who use's Zerg is well nothing but massas.
hardly any tatic to Zerg just keeping makeing and makeing keep sending rush after rush and the other team will useally get there defence broke and you may win.
I suck at SC btw
Personally best luck I had with taking out Carriers was using a wing of either scouts (protoss), scourge (zerg), or wraiths (terran), just make sure you manually have them target the carrier itself and not the fighters, also make sure that you have a lot of scourge since they suicide, or else just use mutalisks/devourers.
But yeah, if your enemy is smart enough to throw a few arbiters in with the carriers, and is smart about using stasis field, you're pretty screwed.
However, I suck at Starcraft also.
But yeah, if your enemy is smart enough to throw a few arbiters in with the carriers, and is smart about using stasis field, you're pretty screwed.
However, I suck at Starcraft also.
I was formerly ranked on the Bnet ladder, over 1800 games total, so I speak with a little bit of experience.
Terrans have, by far, the most advantages since they stopped patching Brood War. The seige tank being the biggest and most unbalancing. As Rennol said...they have a solution for every problem. If you're having a problem with carriers, depending on your build, You have a lot of answers. If you're starting and massing infantry style builds, go predominantly marines, DO NOT forget to upgrade, it's detrimental to the ebb and flow of the game, but focus, as said, on the Carrier themselves, stimmed marines chew Carriers up.
If you're going Heavy Metal builds, concentrade on Goliaths with the range upgrade. It also blows carriers out of the water, and a longer range, they can get nowhere near your force without ground, Arbiter, or Cosair support with D-web.
Overall I suggest, for carriers only, to stay on the ground, cause it forces the protoss to adapt to you, cause 2 tanks can destroy an entire protoss base...if he depends on carriers, you'll win.
Then again, my ladder suggestion would be to not let him GET to Carriers, but you could be like Paden and require 20 minutes before anyone can attack you, then lose to 8 dark templar. <3 you Paden.
-Sel
Terrans have, by far, the most advantages since they stopped patching Brood War. The seige tank being the biggest and most unbalancing. As Rennol said...they have a solution for every problem. If you're having a problem with carriers, depending on your build, You have a lot of answers. If you're starting and massing infantry style builds, go predominantly marines, DO NOT forget to upgrade, it's detrimental to the ebb and flow of the game, but focus, as said, on the Carrier themselves, stimmed marines chew Carriers up.
If you're going Heavy Metal builds, concentrade on Goliaths with the range upgrade. It also blows carriers out of the water, and a longer range, they can get nowhere near your force without ground, Arbiter, or Cosair support with D-web.
Overall I suggest, for carriers only, to stay on the ground, cause it forces the protoss to adapt to you, cause 2 tanks can destroy an entire protoss base...if he depends on carriers, you'll win.
Then again, my ladder suggestion would be to not let him GET to Carriers, but you could be like Paden and require 20 minutes before anyone can attack you, then lose to 8 dark templar. <3 you Paden.
-Sel
All of you are newbs, lol
Kbarr's kid plays ZERG (the 'aliens'), NOT Protoss (the 'reptiles'), so your strategies are worthless to him ^^ Unless his kid plays protoss alot too...
But anyway, the units Kbarr described are Hydralisks and Mutalisks. If you're Terran, Goliaths with the range update will own them, they aren't all that effective against ground targets though (have a weaker ground attack, and are bulky/a pain in the a*s to move in big numbers).
Alot of units are good against Hydralisks. If you just want to keep it simple, Marines w/ stimpacks and some medics scattered behind them are extremely effective (you'd be surprised how much longer those marines stay alive with medics, but be careful to watch their restoration energy, once it runs out during a fight they're useless (they'll keep trying to heal with 0 healing power and will only heal like 1 hp over couple seconds.
Siege tanks also work really work against Hydralisks, just keep them protected with marines, and bunkers/turrets if for defense. The longer you can keep the Hydralisks far away enough for you to hit them and them not you, the better off you are.
Kbarr's kid plays ZERG (the 'aliens'), NOT Protoss (the 'reptiles'), so your strategies are worthless to him ^^ Unless his kid plays protoss alot too...
But anyway, the units Kbarr described are Hydralisks and Mutalisks. If you're Terran, Goliaths with the range update will own them, they aren't all that effective against ground targets though (have a weaker ground attack, and are bulky/a pain in the a*s to move in big numbers).
Alot of units are good against Hydralisks. If you just want to keep it simple, Marines w/ stimpacks and some medics scattered behind them are extremely effective (you'd be surprised how much longer those marines stay alive with medics, but be careful to watch their restoration energy, once it runs out during a fight they're useless (they'll keep trying to heal with 0 healing power and will only heal like 1 hp over couple seconds.
Siege tanks also work really work against Hydralisks, just keep them protected with marines, and bunkers/turrets if for defense. The longer you can keep the Hydralisks far away enough for you to hit them and them not you, the better off you are.
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