StarCraft® II

I noticed medivacs are just like collosi

Medivacs, to a lesser extent are just like collosi.

When you engage, your collosi hang in back, thus they survive while your "meat" burns away. While that is happening, your still making more collosi, eventually reaching the criticall mass that steamrolls the opponent, if the collosi are let to grow. This happens alot more to medivacs, but with less effect. Medivacs reach a moment where you have 15+ of them, and dont need any more so you can start pumping marauders and aslo steamroll the opponent (happend to me alot)
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This is a interesting point, got brought up in a thread a while back about medivacs actually being Tier 3 units.

While I kinda disagree of the notion of Tiers in this case you do have a good point where Colossus are the main Damage dealers of the Protoss army and the Medivacs are the anti damage dealers for the Terren army.

It raises a good point that Gateway armies lose to MMM and that kinda is logical if you consider medivac the same significance as the Colossus in the armies

Its the odd layers and layers of depth that show just how the balance team thought about things. I mean think about it, even now the standard 1 Gate FE and 1 Rax FE in PvT manages to get both players naturals up relatively safely with roughly even economy and have those essential 'Tier 3' Units popping out into the battle between 9-11 minutes :P pretty neat eh
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Have you heard of vikings?
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21/05/2012 21:45Posted by appel
Have you heard of vikings?


Vikings are situational, they serve as a counter to colossus because of their range and the fact colossi cannot hit back. If the Protoss does not have any Colossus do the vikings still hold the same importance as the medivacs ?
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The same is true with gas units in general: colossi, infestors, brood lords... Your army will be significantly powerful if they are kept alive, because you can remake the rest of the units very quickly.
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It's a nice observation. I fail to see the exact point you wish to bring up, though.
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You have deduced that keeping your expensive tier 3 gas units alive is a good thing. You are correct!
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22/05/2012 10:37Posted by Telenil
The same is true with gas units in general: colossi, infestors, brood lords... Your army will be significantly powerful if they are kept alive, because you can remake the rest of the units very quickly.


Pretty much this.
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Am I the only one who thinks 15+ medivacs is insane for a 1v1?
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25/05/2012 08:16Posted by Munk
Am I the only one who thinks 15+ medivacs is insane for a 1v1?


It depends on your style.

Having 15 medivacs when going Bio in TvT is still OK.

In TvZ 15 medivacs will mean your army cannot die anymore against anything but banelings. Very nice to have in the lategame if your opponant gets his T3 and forgets that he can still make banelings.

In TvP you can use them to constantly hit and run against the protoss ball without having to worry about overstimming.
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I actually think that 15 medivacs are too many. Just like in BW, you really don't want to have too many medics.

However, if you have too much gas, you probably will make that many medivacs. I would certainly sacrvice some of the to drop.
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