Would it be possible to have the cyclones move back until the enemy theyre locked onto is just at the edge of the lock on radius? Kinda like how stalkers blink back when their shields deplete or adepts shade back. It would make the battles more interesting
This would work in small numbers. In large numbers they would just derp around. Teleporting works in any number of units for obvious reasons. This would not have worked in this battle, for example...
Poor Cyclones....they never win 😞 This one was pretty straightforward except Archons. Archons finally did something! 🙌 (I will choose to ignore the insane resource advantage. Let the Archons celebrate for once!). Liberators are beastly when they have BCs tanking. Tempests attack too slowly to help much vs low tier units. First 4/4 in a while :)
They never had a chance since the patch nerfs their damage against armored. Kinda wish it was cyclones vs adepts or marines or any other unit they got buffed against.
@Saul Goodman 3D 2049 tbh wouldn't matter much since the issue is their paper body and their shit dps outside of lock-on. They would still suck even if new patch was straight up buff (same dmg increase against all target)
@@allhailderpfestor4839 None of that would matter if cyclones were used as intended in these videos but since they aren't they need all the help they could get
It's amazing how terrible Archons are in SC2. In Brood War they are ridiculous, in SC2 they need to out-value the opponents 3-1 before they start winning.
They’re not good in broodwar lol, there is so many ways to counter them. Can’t build them vs terran cause EMP in Broodwar deletes ALL shields. They’re really gross vs hydras and lings but they fall off really hard vs lurkers, defilers, ultras and guardians. Not to mention the pathfinding in broodwar makes their huge size incompatible with zealots or, god forbid, dragoons.
4/4 The Thor/Archon comments was funny. "Oh, it's on." "IT WILL BE." Vikings do a lot of damage to mechanical units. If they weren't so expensive they'd crush mech armies. God that was beautiful to watch. I panicked when the BCs started jumping away, but damn did they pull through. Marine/Stalker would actually have been even more onesided if there was any micro of those marines.
They actually do great vs mech armies, even in actual games. They can trade with Thors, Hellions and Cyclones cost effectively. But they get dominated by tanks.
I don't think it would've made a difference, but the queens should 1000% go in front of the hydra's though, their function is is simply better served that way. They have more hp, less dps, and transfuse runs out pretty quick so once they've used it there is no point in them living over a hydra with more dps. the transfuses are probably better spend on queens anyways since they have more hp, which makes them slightly more likely to benefit from the 50 hp over time bc of survivability and I would say overall wel worth to miss out on the transfuses of the queens who die too quickly to use them.
There is 0 point in transfuse in this engagement. +3 Liberators do 15 more damage than transfuse heals outright and still 2 shot hydras regardless. A +3 carapace Hydra survives on 3(+1 regen) hitpoints. A transfuse will not take them out of annihilation range. Queens will survive exactly one more shot with a transfuse assuming they arent instantly popped by 2 shots, which will happen as Liberators do not have smart targeting.
@TheMuffinman191 Yup. You are correct. Actually the arrangement was perfect as it was, due toe reasons you specified, plus Queens also having longer range.
The Viking bonus VS mechanical was to give Vikings more utility against Protoss to harass mineral lines, and against tanks whenever Vikings win the air war.
Was it ever a question that the Vikings would win? Cyclones don’t win heads up fights against anything, ever. Their strength is their ability to keep their distance and continuously fire at their targets from long range without retaliation.
Most of these fights, while seemingly interesting, are far from even close to actual engagements, units providing cover for the enemy by hindering their own allies isn't really how fights go in the game since players just move them a bit closer... funny to see, but not representative in any way shape or form.
If hidras moved and attack, getting under the BCs and liberators, I'm 100% that they would win, that's the importance of micro and kitting and not only a+click
Also strategy. In that case if there was a way the Battlecruisers could target the queens with the Yamaton it would depend on them being able to do it to win or loose.
Could you maybe do some comparisons of zerg + x off creep and zerg + x on creep? I wonder for instance if that wouldve made a difference in the hydra/queen vs bc/lib battle
I already have a low opinion of Vikings in ground combat, and they beat the cyclones at 1.75 to 1? It's not like cyclones are cheap either. What the heck are these units for?
I know you don’t control the micro but I’m 90% sure that in marines vs carriers, marines are supposed to shoot at the interceptors instead of the carriers because interceptors have much lower armor
blink micro was already set up for stalkers vs the most broken version of liberators causes enemy's to micro so hard then avoid the circle altogether its not really the same, and to be honest the hydras had no space to micro into anyway
@@simonsoupshark8009 hidras can at least move forward and not to stand so long in liberators cercles. Or another case - the cyclones did no hit-n-run tactic for what they are designed. So strange...
3/4 again My predictions: - Thors (figured the Archon pathing would've screwed them over, but I think the Thor pathing was worse) - Vikings (applying the same logic as above...) - BCs/Liberators (remember seeing this on a smaller scale a few days ago, the zerg forces being of the same composition, just different numbers) - Stalkers/Marines (expected the Carriers to be wiped faster than they did tbh)
In hindsight, the Vikings really shouldn't have that name. Sure, the word is used as a general term for badass warrior, but they were raiders in real life. Light and fast fighters that go in, do damage and leave before more serious forces could counter them. Giving that name to a heavy, tank-like unit seems just a bit of a mismatch 🤔
The Viking is used primarily for it's long range high damage air attack which, combined with their good speed, allows them to take potshots at high value targets or generally harass enemy air units before it is time to commit. Their ability to change between ground and air can save them from retaliation in some situations.
Its not a heavy tank like unit lol, Vikings take shots from range and run from fights or they go to undefended bases, land and RAID. The name fits well.
The only time you should ever use vikings in assault mode is either killing enemy workers in a raid to complement medivac drops, or when you are under attack by a massive ground force and you need all firepower available. Vikings are pretty bad ground units, they are almost always used for air raids, picking off bigger ships such as void rays, brood lords etc. and running away.
Swann’s Cyclones are utterly amazing. Also Tya, I got a scenario for you. SCV’s repairing mech against all sorts of comps, change it up a but, or hell toss in some science vessels.
dude the first one was so so so stupid... might as well go "who wins, 10 zerglings or zeratul?" how TF you compare 200 archons vs 50 thors? they more than double the total hp, 5 times the vespene and twice the minerals, wtf is that comparison????
@@SaulGoodman3D2049 Huge numbers advantage and they only barely even survive against terribly positioned Thors... yeah, not really that good a showing.
@@Poo_Brain_Horse it's "close" but then again, 5000 zerglings can die to 100 lurkers, what matters is the cost-value alternative, otherwise, the confrontations are dumb. Can't say "1000 high templars vs 50 clocked banshee" and have all templars die bc of invisibility