StarCraft/Counters: Difference between revisions

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===Corsair===
===Corsair===
The corsair is a light fast-attacking air to air unit. But, only air to air, not air to ground.
The Corsair is an fast air unit with a rapid, splash dealing air-to-air attack.  
*Zerg: Corsairs are very different from scouts. They deal splash damage, so mutas don't work too well. The key is the devourer. They slow down the cooldown by 1 cycle (1/15 of a second), and with three, the cooldown is 1 2/15 seconds. Now mutalisk work.
*Zerg: The Devourers, with their heavy armor and Acid Spores, are best suited to countering Corsairs.
*Terran: Terran wraiths are outmatched by corsairs, but not if they cloak. The Battlecruiser works: it is heavy armor. The corsair deals bits of small damage, not small amounts of huge damage. Neither unupgraded, the corsair deals 2 damage.
*Terran: Battlecruisers and Valkyries, with their heavy armor, work best.
*Protoss: Corsairs. Corsairs outnumber and destroy scouts, not the other way around. Carriers are heavy armor, but corsairs deal a pathetic 1 dmg to carriers.
*Protoss: Corsairs rip through Interceptors fast, so Carriers are a poor choice. In small battles where the Corsair's splash has less effect, Scouts can defeat Corsairs. Stick with Corsairs of your own, or try using a Dark Archon's Feedback.
* Any ground to air unit, but stay out of disruption webs.


===Carrier===
===Carrier===
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