Archons, High Templars with Psionic Storm, and Corsairs are much more effective responses to counter Zerg air. Dragoons in the Zerg matchup have no special utility except being relatively strong at countering Lurkers and fighting off low masses of Mutalisk.Įspecially in the Zerg matchup, Dragoons suffer at anti-air as compared against other units. For this reason primarily Zealot compositions are more popular against Zerg in the early game.ĭragoons are the opening Protoss anti-air, able to stop a single Overlord from scouting reliably, and is commonly created after the first Zealot in the event of the Protoss fast expand. Hydralisk speed and high explosive damage deal major damage against Dragoons, as well. Unlike Terran, no early Protoss composition is quite able to fend off Zerg attacks completely at range while in the open. Protoss units tend to suffer against Zerg units that are potentially much more damaging for cost. Increases dragoon attack range by 2 (from 4 to 6)Ĭompetitive Usage versus Zerg The way to micro like this is to be running away from the melee units and attack-move in a spot at the ground towards your enemy's units. Oftentimes Dragoons will want to shoot the Zerglings or Zealots closest to them. For example, non range-upgraded Dragoons will often run into Spider Mines even when they have vision of them, but range-upgraded Dragoons usually will not. When their range is upgraded at the Cybernetics Core, Dragoon AI seems to improve slightly. Like many units Dragoons will also stop unnecessarily close to their targets to attack at less than maximum range disconviencing pure-attack-move micro. From Patch 1.18 onward, Dragoons should no longer encounter this specific Hold Position / Stop bug. Prior to 1.18, Dragoons would sometimes glitch such that they would not move until the player presses Hold Position or Stop three times. However, bug fixes in Patch 1.18 have fixed some of the Dragoon's AI movement bugs. The Dragoon is the ranged army unit for Protoss, the only one that can really contest other large ground armies (since melee armies find it harder to all attack at once) until Reavers are available with a Robotics Support Bay and then still quite useful and often necessary due to their high burst damage upon being massed and ability to attack air, at least as supplemental defenders.ĭragoon unit AI is, quite famously, amongst the worst of all StarCraft units. Dragoons are especially strong at kiting Terran infantry despite their explosive weapon type and Terran's infantry small size (which is what usually forces Terrans into mech against Protoss, on top of that Siege Tanks are quite cost-effective against them). Having Zealots fight in close combat, Dragoons can score uncontested hits against enemy units. When used with Zealots, the strength of the Dragoon truly shines. However, much like Hydralisks, their explosive attack means that they are quite a large deal weaker against small units that can close the distance, like Zerglings and speed-upgraded Zealots. Necessary for their superior range is the Singularity Charge upgrade at the Cybernetics Core. They are one of the most versatile units in the game, with high health and pushing power, and with proper micro, have the ability to deal high amounts of damage without having to risk any in return due to their high speed and range. The Dragoon is a ranged ground unit that can be warped in at the Protoss Gateway if a Cybernetics Core has been warped in.
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