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What do we need a fast AA for? The only real threat we have from air are void rays and banshees (somewhat phoenix, but not too bad.)
There is no reason why you shouldn't have spore crawlers, a spire, or hydras up by the time they get air units. You really don't have to scout if they're going air in most leagues because you will have the tech for one of the three anyways.
Sure, give us more anti-air, but it just goes to waste.
05/21/2012 10:19 AMPosted by LimitlessIn equal numbers, mutalisk destroy Hydralisk and can even be cost effective. Mutalisks can not engage a terran's marines or a Protoss's stalkers cost effectively. This is why I get frustrated with mutalisks.
it seems like Queens and Spore Colonies would both murder Mutalisks with little issue.
Maybe in your happiest dreams where they attack move 7 Mutas toward two Spores when all of your Queens happen to be there.
There are no tiers in StarCraft 2. The tech trees of all three races aren't set up in a linear path. One exception to this could be Zerg with hatchery->lair->hive, but what meaning does that have if it's only relevant to one of three races? Terran's barracks->factory->starport don't mean anything because, even though, say, a medivac is from the highest tech building, it can still be created more quickly than a thor. Good luck trying to make any sense out of Protoss.
Furthermore, a lower "tier" of unit can become significantly more powerful with upgrades from a higher tier. Think cracklings, charge zealot, blink stalkers. Do these upgraded units still belong to their original (and nonexistent) tier? If they do, how can one make an argument based on tiers when the strength of a tier's units varies wildly at different parts of a game?
Because of these discrepancies, we see a wide variety of definitions for tiers. There is no official tier list and none of them are generally agreed upon. How can you define something if no one is sure of exactly what it is?
Lastly, the game was not created with the intention of higher tiered units outright crushing lower tiered units. There's nothing wrong having to make tier 3 colossi to counter tier 1 marines and there's nothing wrong with tier 3 carriers being countered by tier 1 marines. Is pressing C to build a colossus any more difficult than pressing A to train marines? Should the person who pressed C be given a higher reward? Surely not, at least not in any sensible world.
Here is what I ask:
1. Focus instead on whether or not creating colossi or high templar is viable as a way to counter Terran bio (one example of many).
2. Refer to units not by their tier but by their timing. For example, a zergling is an early game unit and a brood lord is a late game unit.
03/14/2012 12:07 AMPosted by RomeoYou mean like the Hydralisk? I recognize it's not the best anti-air out of the gates, but then again, no one has air at tier one anyways, so it's kind've irrelevent...
06/22/2012 04:27 AMPosted by kavinhYou mean like the Hydralisk? I recognize it's not the best anti-air out of the gates, but then again, no one has air at tier one anyways, so it's kind've irrelevent...
Hydra's considered a t2 unit cause you need lair before you can build it. Marines are t1 with anti air and stalkers are inbetween cause you only need 1 add on.
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