I would be hesitant to use the demolition droid there. There is an idea that it can take control of enemy machine units, and having an MC unit that early might be questionable... *shrug*
Unless it gets put in the place of the sentries hallucinations. But in that case, I think it should be delaied a bit more.
Best they can do is burrow banelings and lure the enemy over them before unburrowing for major kills. This strat fails instantly if the enemy have a detector. Works not to badly vs insane AI early on.
You can't use overlords to air-drop them on a mineral line?
If we are discussing strategies, I have a few ideas:
Massing of our T1 units wouldn't be hard at all. A couple hundred scouts or SCUs is a scary thought indeed.
We also have the long-range transport cannon drop or whatever, which means you could have that at the back of your army, and launch them right past the enemy wall into their minerals, or just get a really easy sorround
And then, obviously, there is the "Build Powerhouse units with some lower-tier support and steamroll the opponent"
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I don't like the overtaking buildings thing.... might just be me...
For the repair drone? Maybe just something to speed up shield recharge rate of nearby units?
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@yukaboy: Go
I would be hesitant to use the demolition droid there. There is an idea that it can take control of enemy machine units, and having an MC unit that early might be questionable... *shrug*
Unless it gets put in the place of the sentries hallucinations. But in that case, I think it should be delaied a bit more.
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Ah, I always forget about Queen...
Mostly because I consider her more a structure then a unit....
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I think of it as
Terran T1: Marine, Reaper, Marauder
Toss T1: Zealot, Sentry, Stalker
Zerg T1: Zergling, Roach, Hydralisk(Sorta...)
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I didn't notice that...
So, let me get this straight for a quick update of the document...
Tier 1 ground: Scout, SCU, Drillbot ?
Or is the drillbot still going to be a T2/T1.5? Because if so, we'll need another T1 unit...
Also, an idea for the scout drone: Make it short range, and able to attack while moving...
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Sounds a lot like the Powerhouse Walker concept to me.... *shrug*
I'll add it if you guys want. As a discussion point on the blueprint.
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Makes sense to me...
SOrt of like how you don't put all your money on Archons on Broodlords...
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True.
While, I think we should change our hybrid units to a "tier 2.5" classificaton or something, since we decided to have a few normal tier 2 units iirc.
What sort of strategy should we be looking at if a player is massing hybrids? Sneaky?
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You can't use overlords to air-drop them on a mineral line?
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...
I've never thought of that...
Can zerg do that?
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If we are discussing strategies, I have a few ideas:
Massing of our T1 units wouldn't be hard at all. A couple hundred scouts or SCUs is a scary thought indeed.
We also have the long-range transport cannon drop or whatever, which means you could have that at the back of your army, and launch them right past the enemy wall into their minerals, or just get a really easy sorround
And then, obviously, there is the "Build Powerhouse units with some lower-tier support and steamroll the opponent"
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I don't think I missed any backstories... unless one was suggested recently and I didn't recognize it as a backstory...
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I have given it a brief rundown and tried to make it more professional-seeming with color coding and such.
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We already have a PM going.
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If the power goes to our heads?
THe power to edit the page? What would go to our heads there?