For the Zerg it's the one extreemly great feature especialy because you will have a slightly less economy the way it's going right now. Such as desrt and twilight ones super dark and the other really light. But each tile set at least in SC1 was quite different(especialy in the amount of "light") So like a lost temple for all different tile sets? (tile set = twilight, desert, city, instalation Etc. Plus with so many tile sets is there going to be each style of map for any given tile set. This would save time on beta and give more time on other crap like stat changes and units design and rolls. This would make it a more friendly (noob friendly) game and make everything (economy wise) insta balenced. What I really am trying to say is, F*** the Eco boosters and just make it so u mine more minerals per trip instead of adding crap that puts more weight on the players and especialy weights upon noobz. I think people will start to complain alot if the Zerg in the next video (BR) win but have a terrible economy. Marines, marauders, banshee, raven, medivacs, and hellions.Ok, I'm sure that they will make the speed about the same but the eco enhancement either needs to be nerfd or they need to show us the Zerg Eco booster soon. Marines, marauders, medivacs, siege tank, thor, and raven. This combo is weak against heavy air units, like broodlords. Hellions, marines, medivacs, siege tanks. A group of marines would increase this combination's anti-air capabilities. Thors with SCV, marauder and medivac support. Marines, medivacs, marauders, ravens, and a battlecruiser. Bringing in some SCVs to repair would complement this well. Go forth then, adapt to the battlefield, mix it up, and celebrate your victory at the best spot in all of the nine worlds: Joeyray's Bar. Always be mindful of what units your opponent is using, and ensure that your army isn’t stuck in a disadvantage. A combination of marines and marauders is very strong against a straight-up ground army, but when facing tier three units such as high templar, colossi, or brood lords, it is necessary to mix in counters. Marauders can dish out the pain against other armored units (like stalkers and roaches), but can only make a hasty retreat when confronted with void rays or mutalisks. A large group of marines, versatile as they are, will fare better if they are accompanied by marauders and tanks (or hellions if they are facing very large numbers of zerglings or zealots, for example). Counters to these units come in the form of large numbers of light melee units with speed upgrades, attacks from different sides, and catching the siege tanks while they are moving in tank mode. The key differences between these units are attack range and damage, ease of massability (it is quite costly to mass siege tanks, and not always the best of ideas), and mobility. Marauders are mobile and can act as shock troops, while siege tanks are mostly used as heavy artillery to support terran infantry. They can only hit ground targets, and both are based around high damage output. Marauders and siege tanks, on the other hand, are both armored units that deal bonus damage against other armored units. As usual, battle conditions (blocked enemy ramp, bases accessible by land, enemy melee units with speed upgrades, your own resource counts, the main focus of your army, etc.) will dictate if you use one, the other, or a combination of both. The reaper can bypass cliffs and deal good damage to structures (which is great for taking out important enemy infrastructure after dealing with the workers). Hellions are fast and can deal damage to many units at once (in a straight line). They are perfectly suited for hit and run operations, and can kill large amounts of light units rather quickly. Reapers and hellions are fast, maneuverable units that deal bonus damage against light units like workers (prime target), zealots and zerglings. They are the only race in the game with two units whose primary purpose is harassment. Three units deal extra damage to armored units: marauders, siege tanks, and vikings (anti-air attack). Four terran units deal extra damage to light units: hellions, reapers, ghosts, and the Thor (anti-air attack). Terrans have seven units whose attacks deal bonus damage to particular unit types, which is more than the other two races (3 for zerg, 5 for protoss). Terrans have many options when it comes to unit combinations.ĭue to the importance the unit type/damage system has in StarCraft, you should carefully consider which units to field against the enemy based on their bonus damage types and abilities.
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