Get the Desktop App for Battle.net Now
- All your games in 1 place
- Log in once
- Automatic game updates
Technically--my theory is only relevant when there are high HP priority targets that need to sniped down quickly in order to gain a tactical advantage during a game.
For example, your opponent has 3-4 Thors out. Or maybe you're up against a failed DT transitioning into a 2base Archon/Zealot timing attacking with 3-4 archons.
You corrupt 1-2 of their main units and once those fall it doesn't matter that your corrupters are useless since you've tipped the fight in your favor tactically.
It still sucks since all it does is allow you a cheaper transition. Such as you were getting melee upgrades then suddenly needed 30+ roaches. Or maybe you were getting +2 range on your evo but your evo got sniped and you don't want to miss your timing so you make 1-2 corrupters instead to save time, etc...
And even then, in this overly specific scenarios--I'm sure there's a better way to resolve the problems than to fake +3 attack on your roaches. Because mathematically, any more than 3 and you better have things they can target.
+1 upgrade is 100/100
+2 upgrade is 150/150
+3 upgrade is 250/250
faking +2 upgrades with corruptors is 150/100 (a savings of 100 mins and 150 gas)
faking +3 on roaches is a savings of 350mins and 400gas (not counting not needing the Hive)
And even with all that, I still think corruption isn't worth it. At its best you would need it to allow you to better snipe 1-2 Thors vs Mech and hope he doesn't have tanks.
Glad you like starcraft 2.
Zerg is dominating more or less.
Its true. Terrans are mineral heavy too.
Zerg only needs hatcheries for production. Terrans need more buildings for more production. Plus without sacrificing the drone zerg players will have too many drones. The whole concept of zerg is to drone and get to hive. Because of how easy zerg can amass drones this building concept is more of a balance.
Larvae can stack. Missing an inject is like missing a worker or a unit from this X building. Zerg doesn't really "miss workers" since larvae can stack (even though it is better to use larvae when it is available in most cases). Plus if you are a newbie (like the rest of us 70% are) you can just use the extra energy on creep and transfuse your late game army.
As for the Queen as a unit, people whinged enough when they had a much needed range buff.
No one cares for the reaper. It was the hellions and 4gaters. The queen is a support unit. Giving it too good of an attack will defeat the purpose of supporting and give it a combat role instead. 5 range qq is gone already.
Zerg units regen naturally. Plus to make queens like medivacs would give queens too much of a role. Queens are like a zerg's orbital and planetary fortress. They give larvae and give minor larvaeless, gasless defense. Don't overbuff them into an "infestor" unit that does everything.
Creep tumors give speed and vision boost. Be greatful for this mechanic. Zerg micro is not as intense. Just split melee units and surround. The rest is basically 1-a fungal. A terran must shutter, split bio, manage siege tanks, smart stim, drop, and counter attack all at similar times (not to mention macro but luckily terrans can que. you still need to mule/make depos and buildings manually). This is why most if not all successful pro terrans are koreans with 200-300 apm. MMMVG and bio/mech are both one of the best terran strategies but they both require an enormous amount of apm. Be glad that zerg apm is more fundamental macro and creeping.
All races lost some BW units. Roaches are SOOO good. With the above ground regen players are forced to transition into awkward midgame comps of mass marauders and immortals. The corrupter has the most armor in tier 2 air units plus only vikings and voidrays "counters" them. Fungal is the best anti air in the game tied with marines (please no flame war). Queens are good like they are now. No change needed.
that was for 2v2, speedling + speed reaper was undefendable.
mules are resource collection, inject larva is unit production. the two are unrelated. if u compare inject larva to anything, it should be compared to terran missing a production cycle...oh wait they cant stack production cycles on the same barracks either
you are comparing queens to medivacs? what? one is a defense unit, the other is a dropship that heals bio... there is no comparison here either.
now your complaining that zerg requires too much micro? my god can u atleast try to focus your QQ just a little bit? zerg requires the least micro of any race to begin with anyways.
im not even gonna bother to check your league, i doubt you have any games played. what a worthless post you made here.
You got it. It's also less effective if there is air or giraffes around that the corruptor could be attacking (which is generally why we build them in the first place). If not then the damage could be more than compensated for by spending the money on more directly offensive units.
If the corruptor is sitting around doing nothing (eg. waiting for greater spire) then sure, it's usually a good idea to start spewing corruption on large units. Though due to focus fire and the volley mechanics it usually ends up taking the same amount of volleys to kill off a unit anyway, more if it is an air unit like my previous example.
This is the part I feel Lorkac is not taking into consideration, but aside from that I agree with his posts, particularly the last.
Mules being on a cool down timer like inject larvae is what it should be. There is noting wrong with that because you can still have that constant mule as long as you don't mess up the timing but you can't just drop 20 of them lategame when the opponent manages to kill all your scvs. Or option b give zerg the ability to stack the injects all at once in case we forgot to inject a few times. Obviously option b is retarded as are the way mules are used now. Besides it will free up the orbital for scans and dropping supply which in my opinion will help terran out more since they'll have to build half the supply depots they do now.
Actually Daisy corruptors are one of my essential units vs mech these days. :-) Ever seen what happens to thors when corruption is cast on them and you focus them with roaches? Also they keep those pesky banshees away from your roaches. I made them by mistake one day and I haven't looked back haha.
Yes, I have found it useless unless you have a certain number of roaches. Generally the more you have the less you get out of corruption until it takes the same amount of volleys either way.
At most I suppose you'll get one less volley off before killing it, which is one less attack from the thor. But I suppose if there are banshees out and your corruptors are sitting there doing nothing anyway then every bit counts. :-)
If you already have a spire up, and you've spent all your evo time on armor/melee and not range, and you need a sudden surge of Roaches vs Thors with upgrades--then yes I can make that argument being made to make up for lost evo time by making corruptors.
That doesn't make it good.
Lol...considering that you are going to get brood eventually anyway and corrupt is INVALUABLE vs heavy mech it is incredibly good. Esp if they pull scvs...think of the corruption as negating the repairing scvs so the thor can't keep hitting your stuff as much as it otherwise would. Plus the banshees do a retarded amount of damage if you don't have something to deal with them. Just engage when he is halfway across the map...corrupt all his thors or as many as you can and start targetting them. When the tanks are almost done sieging you run away and wait till they unsiege. By the time he gets to your base his 7 thor "scary" push will be down to 3 or maybe 4 thors and you will have kept reinforcing with roach ling. I'll put up some replays when I get home.
I think the numbers are when you hit units that have corruption...unupgraded roaches doing 16 damage now do 19 each shot, unupgraded lings do 6, and I get some hydras almost every game so they do 15 damage. So it pretty much negates their armor upgrades....pretty good if you ask me, wouldn't you say lorkac?
Necro for some horrible napkin maths fixes. The corruptor attack doesn't do 10x5 dmg each volley
5 hydras x 12 damage = 60 damage + 10 from the corruptor attack = one volley
12x5+10= 70 dmg uncorrupted volley
14.4x5 = 72 first 2 volley
14.4x5+12 = 84 rest of the volleys
using corruption is not an apm loss at all.
8 volley without corruption 550/70 = 7.8 (so 8 volley)
7 volley with corruption (550-144)/84 = 4.83 + 2 for the first 2 volley (-144)
Threats of violence. We take these seriously and will alert the proper authorities.
Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.
Harassing or discriminatory language. This will not be tolerated.