Diamondeye wrote:
Don't see what this has to do with the fact that 2 mutalisks and an Overseer can do to Banshees what Vikings do to brood lords.
Zerg needs a lair for Air Units and Overseers, which is roughly the cost of a factory but yields no additional units without a Roach Warren or Hydra Den or Spire or Infestation Pit, all of which increase the original cost. Vikings are Tier 1 Air. All Zerg Air are Tier 2 Units. More to the point, Banshees deal splash damage to ground units and get bonuses that Zerg units simply don't have.
Diamondeye wrote:
Moreover, in your video the Terran player didn't have any Hellions, and in any case since Brood Lords also can't be retaliated against by anything on the ground except marines and Thors and both of those are heavily out ranged, there's really no reason Hellions shouldn't stop the damage.
Brood Lords are susceptible to Turrets and Ghosts in particular. Snipe is really effective and ranges Broodlings even without Cloak.
Diamondeye wrote:
You should have something else with the Brood Lords anyhow...
You always have Corruptors with Brood Lords, since they're a mutated unit instead of a spawned unit. And it's 300 Minerals, 250 Gas, and a double spawn sequence to produce a Brood Lord. They're slower than Cruisers.
Diamondeye wrote:
...single unit swarms of anything other than BCs, Carriers, Void Rays, Mutalisks, and sometimes Vikings suck, and even in those cases you usually need a detector or a specialist unit with them to deal with cloaking and other issues.
Stalker's are the best Single Unit Swarm in the Game. They're better than ALL of the Units you mentioned in equal Supply, especially because of Blink and their bonus damage vs. Armored Targets.
Diamondeye wrote:
Which again isn't really relevant to the "ball". Then you're going air, and if you're doing that the Zerg player should be getting mutalisks at least. Not only that but one of those is a Zerg unit and so has nothing to do with Zerg balance, 1 is antiair only, and one is antiair only when it's attacking air targets.
Phoenixes have Graviton Beams, which you should never underestimate. Nony uses it quite devastatingly for Gatherer and Queen Harass vs. Zerg. And Phoenixes can move while firing, which gives them a huge micro-advantage over every other Air Unit in the game.
Diamondeye wrote:
That's their purpose. Do you think Zerg air units should just not have counters?
Not have Counters? I think the two Tier 3 Zerg Units, which are both Ground Damage Only, shouldn't be Hard Countered by Tier 1 Units at 50% of their production cost or less. Again, 2 Marauders per Ultralisk is Overkill. 2 Hellions per Brood Lord is Overkill.
Diamondeye wrote:
Which, if you're the Zerg, should be fairly normal. That's why they're called the Swarm. Zerglings, esspecially, are throwaway units. In any case, I have yet to hit the supply cap in any game, and I don't recall if I've even built enough depots, pylons, or Overlords to get over 180.
I live at the Supply Cap as Zerg. Any game that goes past 9 minutes has me dumping excess minerals and larvae into Overlords for at least 60 continuous seconds. And after that, I'm always within 20-25 minerals of the Supply Cap.
Diamondeye wrote:
So? This just speaks to why you should not engage in channeled areas whenever you can avoid it. 2x11=22; 2x3=6. An opponent is likely to have 6 medevacs; he's not very likely to have 11, at elast not all in one place.
Heh, Ultralisks don't hit quite that hard relative to say Marauders or Marines under the effect of Stims. And they do horrible damage to light Units. They will decimate Thors, if they can engage, but they have an attack range of 1, which is generally mitigated by anything in the ball or the Zerg Swarm.
Diamondeye wrote:
For 60 supply then, you get 10 Ultralisks, at a cost of 3000/2000, which, with 3 hatcheries can be built in 140 seconds; 9 of them being ready after the first 70 seconds. To get the same 60 supply of marines, marauders and medevacs in a roughly even ratio of, say 6 medevacs, 12 marauders, and 24 marines you'd spend 3000 minerals and 900 gas.. except that to build them all in comparable times you'd need 6 barracks with tech labs for the Marauders, 3 starports with reactors or 5 without for the dropships, and 4 barracks with reactors for the marines, or 8 without reactors, plus of course 100 of each resource for the stims and 50 of each for marauder concussion.
I have 6 Barracks out by 30 Supply. A Zerg player is nowhere close to capable of producing Ultralisks at that point. It's a macro-heavy race that requires 3-5 Hatcheries worth of Gas in the late game ... if not more.
Diamondeye wrote:
Therefore, disregarding the medevac reactor upgrade, marine shields, or burrow for ultralisks and damage or armor upgrades for either side, the Terrans need to spend 6025 minerals and 2100 gas to tech to medevacs, build them, and build the units. By comparison, to get the 10 Ultralisks, the Zerg player need only spend 4675/2500.. and that's including 5 drones to make the spawning pool, queen's nest, ultralisk cavern, evolution chamber and 2 hatcheries. That means the Terran player only gets a 400 advantage in gas, but is at a 1325 mineral disadvantage, and because the 2 hatcheries can occupy additional bases the Zerg player can harvest 3 bases, while the Terran player would need to build 2 more Command Centers at an additional cost of 800 minerals to do the same. MULES might make up some of this, but they don't speed up gas production and while the Terran player needs less, his refineries cost 3 times what an extractor does for the Zerg, and of course MULES mean additional mineral cost in upgrades to orbital command.
3000 Minerals, 2000 Gas plus 150 minerals in Drones, 350 minerals for Lair/Hive, 350 gas for Lair/Hive, 100 Minerals for IP, 100 Gas for IP, 200 Minerals for Ultralisk Cavern, 150 Gas for Ultralisk Cavern, and an 75 minerals Evolution Chamber. And none of that negates the fact that it's 80 seconds of mutation time for a Lair and 120 seconds for a Hive, plus the fact that you can't build the requisite Tier 2 production facilities before you have that Lair.
Diamondeye wrote:
Not onyl that, but a mix of 3 units is just better than 1 mass of identical units regardless of tiers. I don't see any reason that you should be able to tech to ultralisks and then just roll over Terran infantry just because it's a higher tier when you really haven't invested more than comparable resorces. This is especially true when you start counting things like creep bonus, the fact that terrain contours make a real difference in effectiveness, and the fact that Ultralisks are really designed to engage armored ground targets.
And the Zerg Player had 4 different Units in the fight and couldn't anything against the ball.
Diamondeye wrote:
Except that it does, and the video series showed it. You're incorrect on this, especially since it isn't a problem that a mix of units is more effective than one unit type.
Except it didn't ... when Idra finally got a Surround, Drewbie had already lost the South East Corner; and Idra still gave up 42 supply of Ultralisks in the Exchange for an equal number of supply from Drewbie.
Diamondeye wrote:
In which case IdrA wasted a lot of time and resources on upgrading air units he wasn't using, ground ranged attacks he didn't seem to be using, and the Terran player wisely didn't waste time upgrading air weapons that he also wasn't using, air armor since IdrA wasn't attacking his dropships to any meaningful degree, and didn't spend much on Mech that he didn't seem to be using a lot of.
The entire game was Terran Mech ... Thors and Siege Tanks. As for the upgrades, IdrA had Mutalisks and Corruptors in the air from the time his Spire Went Up. He cancelled a Hydralisk Den as a reaction to something Drewbie did.
Diamondeye wrote:
Moreover, that highlights another advantage of Zerg; 5 weapon/armor upgrades vs 6 upgrade areas for Terran; Protoss also get 5 but shields are more expensive.
5 Upgrade Areas for Zerg, plus 2 for Roaches, 2 for Zerglings, 1 for Hydralisks, 2 for Infestors, 1 for Utralisks ... Upgrade areas are nearly dead even. And Zerg and Protoss can't research multiple unit-type upgrades without wasting resources on non-production facilities. Terran will always have more Tech Labs.
Diamondeye wrote:
Again, the bottom line here is that until IdrA figured out that attacking through choke points wasn't working, he got his *** kicked because he was really fighting a series of 2 or 3 Ultralisk battles against a huge number of marines and marauders rather than 1 big battle and when he did fight in the open it worked, your complaints about it not working notwithstanding.
Except, the had to keep butting his head against that wall to keep Drewbie contained and counter the Siege Crawl from Drewbie's mech. If Idra doesn't throw his units against the wall until he can out macro the Terran, he loses Map control to Siege Tanks and Thors.