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#21 |
Symbol of Cyric
![]() Join Date: June 15, 2002
Location: Denmark
Age: 44
Posts: 1,163
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The Zerg all the way. I simply feel most comfortable playing them. I also think that many of them are damn cute.
And yes, cracklings are so powerful you can't believe it. One of the things I like most about them (besides them being hive-type aliens) is the fact that you can develop a well functioning base so damn quick. If you want to secure an area, simply establish a base there. With terrans you either have to fly a lot of expensive material out there at VERY slow speed or actually build a friggin' lot of buildings to make the base function. With protoss you have to build some rather expensive buildings too. With zerg, simply build a hatchery and some spore colonies for air defence and there you go. Also the small detail that the overlords generate resources (control), act as troop transports AND spots invisible units make them so damn cool. Oh yeah, the fact that every zerg unit regenerates cannot be overemphasized in Single Player. What exactly is cannon pushing BTW? Is it using photon cannons as assault units (like invading enemy bases with tesla coils in Red Alert)? I never really liked playing the protoss. I simply don't like how many minerals they have to expend in order to build a feasible base. [ 02-10-2003, 03:03 PM: Message edited by: Indemaijinj ]
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The Bleak Caballero<br /><br />Proud and original member (and secret admirer) of the Pro-Mazzy movement. |
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#22 | |
Symbol of Cyric
![]() Join Date: August 18, 2002
Location: Where Eagles Dare
Age: 37
Posts: 1,391
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Quote:
![]() Heh, ok ok..I havent played Brood War in a while..In StarCraft, the first one, not BW, there isnt a whole lot of ways to take down carries...A fleet of them anyway..But then again, it pretty hard to take down a fleet of any advanced unit.
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#23 |
Elminster
![]() Join Date: August 16, 2002
Location: Scotland
Age: 40
Posts: 401
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AFAIK cannon pushing is simply building pylons, cannons near edge of power, more pylons overlapping slightly, more cannons and so on till you reach enmy, who then uses siege tanks on siege mode and kills you.
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A Knight is sworn to darkness. <br />His heart knows only hatred.<br />His sword destroys the helpless,<br />His might imprisons the weak.<br />His wrath upholds the wicked, <br />His word speaks only lies.<br /><br /> [img]\"http://www.boomspeed.com/niadh/newiwsig.jpg\" alt=\" - \" /> |
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#24 |
Jack Burton
![]() Join Date: October 16, 2001
Location: PA
Age: 44
Posts: 5,421
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I prefer the Protoss having a defensive unit that can hit both air and ground is just cool (they're the only ones that do) and Carrier swarms are just evil to behold
I also love Zerg swwarming is just so much fun. the only part about terrans I like is the Siege tanks in Siege mode [ 02-19-2003, 09:39 PM: Message edited by: Morgeruat ]
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"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison |
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#25 |
Avatar
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My best race in the Protoss.
I only play the original version of Starcraft, and they are my best way to clear a multiplayer board. Depending on my mood, I either pump out two groups of 12 carriers, each with two arbiters tagged to follow them. I leave a couple arbiters guarding my base to recall my battle groups if needed, but very little can get through a thick cannon wall (siege tanks die real fast when 12 carriers lock on to them) If I REALLY want to kill people, I build lots of gateways, mine gas like it's going out of style, and pump out battle groups of archons and zealots. If I have enough gas, I'd replace the zealots with dragoons, but usually I can just keep up with archon production. One archon by itself can take out any unit one on one, but 24 archons and 24 zealots are base levelers. Tag some arbiters and observers to the group to make the fire and forget. Either of these tactics works especially well against comp players. I liked going on bnet and playing 3 on 5 comps, or occasionally 2v6. The advantage to either strategy above is that it negates part of an enemy's defenses. All carriers/arbiters means that all melee units and ground platforms are useless for defense. All archons/zealots makes their anti-air power worthless. As for tearing through a terran defense wall--carriers do a great job if you chew it up slowly. Since the terrans can't manuever through their wall easily, just sit at the edge of range and pick off the barracks and missile turrets one by one. The tanks are just sitting there rusting. To get past it with ground troops, I'll build some arbiters; make a bunch of illusion of them, and slip the real ones in to stasis the tanks. Pull back and let the archons and zealots take out the barracks, and they'll be inside the tanks range when they unfreeze. Or if they have any gaps in their line, slip a couple of arbiters into their base and recall in a swarm of archons and more arbiters...then use the new arbiters to recall in the rest of your troops. Rip their base apart inside-out. The only people who have given me serious trouble are terrans who know how to use EMP burst and lockdown to great effect. Combatting that requires the tried and true dragoon swarming technique. They have decent health left after EMP blasts, and you can get so many of them that lockdowns don't seriously reduce your firepower. They also work against terran defense walls because the dragoon range to the first bunkers/turrets keeps them outside the range of the siege tanks, once those are down, freeze the tanks, pack the dragoons in really tight and fight it out when the stasis wears off. Looking at brood war though, most of my tactics won't work nearly as well because of the new units avaiable that fill in some key gaps.
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#26 |
Red Wizard of Thay
![]() Join Date: October 5, 2001
Location: In front of my computer
Age: 34
Posts: 860
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I got The Star Craft Battle Chest yesterday
And protoss still rule, I espesially like Dark Templar strike team A bunch of Zerg with no overlord and my strike team = lots of dead zerg.
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#27 |
Thoth - Egyptian God of Wisdom
![]() Join Date: November 3, 2001
Location: Canada
Age: 64
Posts: 2,871
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The terran are technically the best, if only for ghosts.
Again zerg: Nukes, plus, since they're cloaked,you can take out ALOT of zerglings FAST, and for all those burrowers, use a science vessel Against Protoss: lockdown, sorry but you guys just can't really do much with 60-99% of your guys not able to do anything. Personally i prefer protoss. Best music and coolest sounds. |
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#28 |
Symbol of Cyric
![]() Join Date: June 15, 2002
Location: Denmark
Age: 44
Posts: 1,163
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Down with all those cheesy Protoss and their overpowered photon cannon whatnot.
The swarm shall consume you all! Claws and fangs (combined with a bit of retroviral warfare), now that's the spirit! You leave a small vanguard force unnoticed for a wee moment and you'll have a fully tooled up base at your doorsteps! Deal with that pesky crystal-huggers!!
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The Bleak Caballero<br /><br />Proud and original member (and secret admirer) of the Pro-Mazzy movement. |
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#29 |
Unicorn
![]() Join Date: May 17, 2001
Location: N/a
Posts: 4,222
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I like using Terran as I find them to be fairly versatile. Zerg mon the other hand are tricky for me to use.
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#30 |
Baaz Draconian
![]() Join Date: January 15, 2002
Location: Vaasa, Finland
Age: 43
Posts: 772
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This game is poison to me for Im pretty slow to react on things. I have brood wars installed, and I prefer Protoss too. Maybe one day Im going to actually win a battle..
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