Attack types / Units types / damage

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, Jun 1, 2007.

Attack types / Units types / damage

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, Jun 1, 2007.

  1. mc2

    mc2 New Member

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    this is from wikipedia:

    The unit size types are:
    - Small (Zerglings, Marines, Zealots, worker units, etc.)
    - Medium (Hydralisks, Vultures, Corsairs, etc.)
    - Large (Ultralisks, Siege Tanks, Archons, Dragoons, buildings, etc.)

    The attack types are:
    - Normal--full damage against all unit sizes
    - Concussive/Plasma--full damage against small targets but a 50% penalty versus medium and a 75% penalty versus large targets (50% damage versus medium and 25% damage versus large)
    - Explosive--full damage against large targets but a 25% penalty versus medium and 50% versus small targets (75% damage versus medium and 50% damage versus small)
    - Splash--hits units close to the detonation or blast area for a small radius, with units closer to the center of blast taking more damage--an attack can be both concussive or explosive in addition to doing splash damage

    It should also be noted that Protoss shields take full damage from all damage types, regardless of the unit.

    --------------------------------------------------------------------------------------------------------------------------------------------

    that's from SC1, would there be similar things done in SC2?
    i personally think the whole concept is rather comfusing and make things complicated
     
  2. Remy

    Remy New Member

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    It's there to help Blizzard with unit balance. Where they can make a unit good in some or most cases but less useful in other cases. There are many examples in SC1, it's partially the reason why certain units were strong against some and weak against others.

    I've never minded it much personally, but so far I don't believe Blizzard has mentioned a word regarding this. You might be safe. ;D But as long as it's not attack/armor type system from WC3 we'll be OK.
     
  3. reject_666_6

    reject_666_6 New Member

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    Yes, it would serve the purpose of making more solid unit counters instead of a one-unit-counters-all type unit. It makes sense in certain situations, like having a Marine attack a Motership (that's actually just armor/damage reduction) or having a Tank keep firing at a lowly Marine but never actually hitting him directly, only doing damage from splash.
     
  4. Pix

    Pix New Member

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    Actually, I loved this system. I think it deserves a lot of praise for making the game what it is today, a very successful RTS.
    It's not unnecessarily complicated, but it does add a layer of depth to the gameplay, creating excellent combinations and counters in the units.
    ~Pix~
     
  5. Remy

    Remy New Member

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    Yea, I agree. I think it was a good system. As long as my lovely mutas are small units anything is fine. ;D

    How did they go from that to the crazy stuff in WC3??

    Btw, 1UP Pix. ^_^
     
  6. reject_666_6

    reject_666_6 New Member

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    The Wc3 stuff wasn't all that fancy. It just had magic to factor in, ad different types of physical attacks. It made sense considering the universe it takes place in.
     
  7. Remy

    Remy New Member

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    In War3 there was no attack/armor type that was just "normal," EVERYTHING had bonus/reduction % mods. The only attack type that was 100% all around was chaos damage but it's a non-factor in multiplayer. It is needlessly overcomplicated IMO, not as in confusing but what could've been done with 2 moves they did with 3. Instead of focusing the balancing on units, they used attack/armor system to do a big part of the job.

    Then in the Fronzen Throne expansion, they went and changed everything again. It just got stupid at that point, that was a big turn off for me. I was playing since beta, but that right there just did it for me. But Blizz still got their money from me so I guess it doesn't matter.
     
  8. mc2

    mc2 New Member

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    Also, can anyone list out which units are normal damage, which ones are plasma/concussive, and which ones are explosive?
     
  9. Remy

    Remy New Member

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    You mean for SC1 or SC2? I assume you mean SC1 cuz I don't see how that info is obtainable for SC2.

    The only units with concussive damage in all of SC1 are bats(concussive splash), vultures, and ghosts.

    Explosive damage units off the top of my head: hydra, sunken colony, siege tank, goliath(air attack only, ground is normal), wraith(air attack only, ground is normal), valkyrie, missle turret, goon, scout(air attack only, ground is normal) corsair(explosive splash)... usually missle weapons are explosive.

    Units with normal damage: ling, lurker, muta, guardian, ultra, marine, goliath(ground attack), wraith(ground attack), BC, lot, DT, archon, scout(ground attack), cannon, reaver, carrier... I think that's most.
     
  10. mc2

    mc2 New Member

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    Thanks for the info

    No wonder the sunken colony is so crap at defending against zerlots, zerglings and marines.
     
  11. Remy

    Remy New Member

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    NP. Here are the ones that I left out.

    Explosive damage units: infested terran, devourer, valkyrie, arbiter.

    Normal damage units: broodling, scourge, spore colony, drone, scv, probe.

    Think that's every unit.
     
  12. Naruto

    Naruto Guest

    For the attack types what kind of units would you consider in a terrian attack squad?
     
  13. Remy

    Remy New Member

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    What do you mean by attack squad? And did u mean "Terran" or "terrain?"
     
  14. Gold

    Gold New Member

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    i think he means terran definetly, but what is a terran attack squad anyway?
     
  15. Naruto

    Naruto Guest

    what I mean by a terran attack squad is for example I was going to attack the zerg and one of the unite types I have is the terran fire bat and for my other units what should I choose? thats what I mean about terran attack squad and sorry if I spellet it wrong.
     
  16. Gold

    Gold New Member

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    you should jsut say unit combination, or simpler
    rines and bats, forget the "attack squad" stuff, know 1 will know what your talking about otherwise
     
  17. Naruto

    Naruto Guest

    this is not based on the topic but i'm new to this web site and how do you level up? :-\
     
  18. coalescence

    coalescence New Member

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    You could asked that in the questions section on the top of the forum ::)

    You get power levels if other people decide to give you a level.
     
  19. Remy

    Remy New Member

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    The attack damage type vs unit size should only serve as a basic guideline to let you know which units are good in what situations or against what units.

    Your unit composition should be decided based on your build and thus, what strategies you choose to go against your opponent. Your build and strats should be based your opponent's race and recon(scouting), recon should give you some idea about your opponent's build and strats.

    Let me give you an example.
    Firebats are good against small units, just your basic infantry pretty much, zealots and zerglings. If your opponent is assaulting with zealots or zerglings early on, getting some firebats would be helpful. If your opponent is leaning on zealots or lings heavily, delaying the initial rush to hit you with a greater number, more firebats would definitely help. But you won't know this unless you've scouted your opponent with SCVs.

    On the other hand, if your opponent teched straight to dragoons or mutalisk, you would be in trouble if you invested too much into firebats. Again, you won't know this unless you scout your opponent. You have to adapt differently to the situation based on how your opponent is playing.

    In general, Terran is more dependant on momentum compared to Protoss or Zerg. Terran has their one-shot full assault at early mid-game, that's the first moment of true strength for Terran. Terran's One-Shot is how Koreans describe this. When you have enough tanks with siege mode upgrade and M+Ms or whatever else to support them, that's when you march out in full force to hit your opponent. You should survive and build up to that moment. A good opponent who knows what they're doing will in turn attack you and harass you in attempt to delay that assault. Your job is to make that moment come as soon as possible and as powerful as possible.

    I hope this helps a little.
     
  20. mc2

    mc2 New Member

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    Thanks Remy for the info

    In the siege moded tanks in early mid game are easy to counter for protoss, because zealots and dragoons are heavily fortified. What happens if ur zerg? zerglings and hydralisks can get wiped out easily by tanks and M+M.