I just had a game where I used some (more like the same two medivacs) to drop in my opponent's base...and I was wondering something...
My original intention was to kill workers (as I had to transition from a slightly behind position after my 2Rax absolutely failed). There was a cannon and I was not keen on taking it on and the Planetary Nexus.
Instead, I saw the robotic fac and the robo bay. I would only take fire from the nexus so I decided to kill them both. At the point where they both go down, my opp has 2 collosus only. I think that was the saving grace cause I did not have the vikings out but enuff bio to contest and win.
Another game I had a long time ago was vs SEA's 'net famous' Lokth. I would drop him alot and snipe tech; robo bays, templar archives, twilight council, forges, you name it. If it was tech related, it was dead. And he described it as 'abusive', something that I hold proud to this day
So, yea. I was just wondering. Tech or workers? course, this is all BSG and what not. No need for high level analysis. Just want the general opinions on which is better.
Imo, I think I tend to kill tech cause, toss cant chrono building buildings can they? Whereas probes, kill 10? 20 of em are made before you can blink.
Wbu? :3
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NA - ThePandarine.180 :: SEA - ThePandarine.180
Proud to be Nunquam redono, nunquam deditionem
Killing probes is hard since they tend to activate the nexus cannon so you have to manually target each probe which hurts the multitask a bit. And if they've overprobed then you haven't really gotten anywhere killing a bunch. But probes are cheap and vulnerable and it's better to kill any amount of probes then start killing a tech structure and not finish.
I would say "forges I guess?" simply because most Protoss nowadays is about getting to 200/200 with 3/3 much faster then you can and rolling you over with the deathball so if you can snipe a forge do that. But most Protoss put their forge behind their main mineral line where it's nice and safe so you almost never can kill the damn thing.
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Tech vs Workers.
If you look at cost to hit point ratio workers are the better choice. That being said workers will run buildings do not. Also to consider ... there are workers at every working base there has to be for it to be a working base. To work out which is the better option you need to look at the outcomes of both choices.
First Workers.
Positive outcome you kill many workers. They need to replace workers or all in you. For each worker you kill their econ is behind until they stop making workers. Why until they stop making workers well let me explain for each worker lost not only do you lose the cost of the worker. You also lose what they where going to gather. When you consider that most builds have constant production of workers until you hit X number. They can not actually replace those workers until they reach X - the number of workers killed.
Average outcome you kill a few workers. They need to replace workers. Their econ suffers as above only less.
Negative outcome you do not manage to kill any workers and lose your drop. Ouch you just threw away a stack of units for nothing you lose the cost of the units which is resources and building production time.
Tech
Im going to look at this in reverse order because the first two options are easy.
Negative outcome same as above ouch.
Average outcome you get out with your units but are unable to kill the tech building. You have hopefully drawn their army out of position. You may have made it easier for the snipe later but if that is your plan they know where to expect your drop.
Positive outcome. This really depends on what kind of tech you snipe.
Upgrade snipe. You stop their upgrade, which slows them down and means they are behind until you stop your upgrades.
High tech snipe. Vs non zerg you have limited their production not only can they not make the units they wanted you have also stopped them from making any unit from that building. Zerg this is not the case as they can still produce at their hatchery speed. You have limited their production by the time it takes for them to replace their building. However you have given them a surplus of resources which means they can go for different options.
Low tech snipe. As above only you have limited their production of lower tech units, This can be good because it can take the bulk out of their army.
Supply snipe. This is a risky move off a drop as if you do not supply cap them you have achieved nothing. If you do you have slowed them until they can replace supply.
Base snipe. Taking out the main structure is a big econ hit until it can be remade however if they are not saturated on their other bases and you miss the workers you have not had a big a impact as you might think.
Summery
Workers quick to kill has most impact early/mid game but still some impact late game. Can be effective even if the drop is not as good as you want it to be. Has the most effect the better the player is playing. Killing workers is the "safer" option which is why it is a lot more common. Also workers are at every base meaning you can snipe workers at several locations tech is normally only in the main.
BSG thoughts. If your opponent is often floating large numbers of resources and likely to be slow to react tech is the better option. However it should become less effective against better players.
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There are 10 people who understand binary. Those that do and those that dont.
I would say "forges I guess?" simply because most Protoss nowadays is about getting to 200/200 with 3/3 much faster then you can and rolling you over with the deathball so if you can snipe a forge do that. But most Protoss put their forge behind their main mineral line where it's nice and safe so you almost never can kill the damn thing.
I would say "forges I guess?" simply because most Protoss nowadays is about getting to 200/200 with 3/3 much faster then you can and rolling you over with the deathball so if you can snipe a forge do that. But most Protoss put their forge behind their main mineral line where it's nice and safe so you almost never can kill the damn thing.
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