Too Many Worker Harass Units

Discussion in 'StarCraft 2 Strategy Discussion' started by LxMike, Feb 14, 2008.

Too Many Worker Harass Units

Discussion in 'StarCraft 2 Strategy Discussion' started by LxMike, Feb 14, 2008.

  1. LxMike

    LxMike New Member

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    I'm mean with the new Q&A release I find out there is way too much way to kill mineral worker and Terran got a huge advantage because there commande center can hold 5 workers

    Protoss harsser:

    Colossus: they have high hp, splash damage, climb cliff
    Stalker: blink and kill
    Dark templar: sneak and kill
    Hight templar: psy storme, anti-gravity commande center ( is is work for terran? cause they can simply land the bulding ealswhere)
    Phase prism drop
    planet craker


    Terran got even more worker killer:

    Reaper: kill worker + damage or destroy the commande center
    Ghost: snipe + normal attack ( +50 vs light armor = instant kill), call drop pod, nuke , cloak
    Viking: fly in and land ( good in T vs T, now we can't just spam missle tower lol)
    Banshee: Cloak + AOE, maybe 3-4 can get the job done
    siege tank: don't reveal itself on high ground (force enemy to bring air unit)
    classic drop ship attack
    new drop pod atack
    early marauder rush ( grenade + slow)
    Normand Auto turret
    Mine done



    Now how you gonna protect your worker?

    for me I gonna use terran with thatsensor tower, and also set some dummy tower to draw attantion
     
  2. furrer

    furrer New Member

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    Re: Too much worker harsser

    ´Whats a harsser?
     
  3. Hunter

    Hunter New Member

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    Re: Too much worker harsser

    I think he means, these units are extremely dangeourus at destroying the economy. I think this is right, this way scouting becomes a more important part of the game, and I am sure that the zerg will have many worker killers too. And Btw, if the enemy tries to kill your workers, you can respond by killing his ones..
     
  4. furrer

    furrer New Member

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    Re: Too much worker harsser

    In SCBW scouting was already very important...
    And Terran and Protoss already got better defenses (planetary fortress and moving photon cannons)...
     
  5. Hunter

    Hunter New Member

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    Re: Too much worker harsser

    I think moving photon cannons aren't so good to defend the workers, they are slow, and the workers can be killed pretty fast.
     
  6. Aurora

    Aurora The Defiant

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    Re: Too much worker harsser

    Lol @ topic title. You might want to change it. ;) Also, I do not really understand what you are trying to point out with this topic. You are basically just summing up units. All units can kill a worker easily, they are just very fragile. However, you are right that all these new units and their high mobility make worker raids easy. But you should not forget that everyone has this advantage and that there are plenty of ways to defend yourself.
     
  7. Psionicz

    Psionicz New Member

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    Re: Too much worker harsser

    Protoss: Defends workers more efficiently by having movable Phase Cannons and Teleportation
    Terran: Planetary Fortress and long range

    Harrasing units won't be hard to stop, all you gotta do is secure your perimiter.
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    Re: Too much worker harsser

    Yeah, Terran players can hide SCV's in Bunkers and CC's and perhaps CC --> PF.
    But "Protoss; teleportation"?! Phase Cannons will probably be great for defending, but warp in? How's that going to kill a harrasser? Warp in takes a lot of time and harrassing units are usually very mobile.
     
  9. Psionicz

    Psionicz New Member

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    Re: Too much worker harsser

    By teleportation I mean Stalkers could get to the situation faster. But I guess warping won't be the best strategy as it does take some time. How about the fact they have invisible detectors everywhere meaning early visuals. Also speaking of visuals Terrans have the Sensor tower to notify them when enemy units are in the area, I believe a small warniing sound plays, correct me if I'm wrong.
     
  10. Hunter

    Hunter New Member

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    Re: Too much worker harsser

    Yes there is a warning sound, that can be useful, just place the tower well.
     
  11. 574RCR4F7

    574RCR4F7 New Member

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    Re: Too much worker harsser

    all the more reason to build up a good defence around my workers. I don't see what is wrong with that.
     
  12. Hunter

    Hunter New Member

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    Re: Too much worker harsser

    Emm nothing? The only thing is that Zerg may have to pay more atteintion to the defence than before, cause perament attacks won't be enough.
     
  13. Aurora

    Aurora The Defiant

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    Re: Too much worker harsser

    Do not forget that the Zerg have overlords floating -do they?- around everywhere and that they can burrow plenty of units everywhere to monitor the map with the new super high unit cap. I do not think that they will have trooble with looking out for trouble. However, I fully agree with the fact that they do not only have to focus on the attack anymore. The good old colonies will not be enough against the new, more mobile units.
     
  14. Psionicz

    Psionicz New Member

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    Re: Too much worker harsser

    There is no super high unit cap, its 200 as it was before as far as I am concerned. If you meant unit grouping forgive me, but that wouldn't help either, unless you're talking about mass unburrow. Lurkers will probably be enough lol :p
     
  15. Aurora

    Aurora The Defiant

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    Re: Too much worker harsser

    I guess was a bit unclear about what I meant there. I was indeed talking about the larger selection capicity. I always hate to unburrow units in such small groups. I often distract the enemy, burrow most of those units right in front of his base and then send some flyers in. While the enemy focusses on some cheap scourge waves to distract him further because he wants to save his air units, I attack with the burrowed stuff without being noticed by just unburrowing groups of them. However, most of the time these tactics are to slow, but with a large group selection it should not be a problem anymore. :D
     
  16. LxMike

    LxMike New Member

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    Re: Too much worker harsser

    Well, I'm just trying to point out that in SC2 there are too much ''Good'' worker slayers, well to many way. Because in SCBW, we just place anti-air to counter harrassers, but in SC2 there are those cliff climber that we can't just put a static defense and foget about it.. Yes it will show off the mini map if you get underfired, but because unlike dropship, you can just bring 10 reapper in and slayed every worker before the enemy even have time to realize.

    I say we need harrasser that need to be micro controled and not a bunch of easy worker killer that can be massed
     
  17. Rex

    Rex New Member

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    Re: Too much worker harsser

    Well in Starcraft it was the same too. Seige Tank Drop on a cliff, DT (Sneak), Lurker was also a good worker killer, and etc. It just depends how you think of it, or how you are going to use it.
     
  18. Psionicz

    Psionicz New Member

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    Re: Too much worker harsser

    Terran:
    Hide Scv in Bunkers and Command Center.
    Long range Siege Tanks to attack anything close to your base. (More range and +armor damage to take out Colossus)
    Marines & Medics at your mineral area
    AA Turrets.
    Mine Drones in the right place.
    Sensor tower for early warning.

    Protoss:
    Movable Phase Cannons.
    Stalkers to guard against ground and air.
    Zealots can charge to the enemies quickly. (Zealots own Reapers and Stalkers)
    Phase Prism pylon power if the Pylons get downed.
    Observers everywhere.

    Zerg:
    Burrowed units.
    Lurkers.
    Quick reaction from Hatchery.
    Fast units to get to the situation.
     
  19. kuvasz

    kuvasz Corrections Officer

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    Re: Too much worker harsser

    I know workers didn't set off mines in SC but did mines hurt them when they were close enough to workers when the they detonated? I would think so, and if that's how mines work in SC2 as well then mine drones might be the worst way of protecting your economy because it'd likely backfire.
     
  20. furrer

    furrer New Member

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    Re: Too much worker harsser

    Yes, mines had splash...
    Once costed a pro player 20 probes, because he needed to defend with them when the terran player pushed.... :D