Gun, Laser, Claws. [Rock,Paper,Scissors.]

Discussion in 'Protoss' started by Inside Sin, Dec 16, 2007.

Gun, Laser, Claws. [Rock,Paper,Scissors.]

Discussion in 'Protoss' started by Inside Sin, Dec 16, 2007.

  1. Inside Sin

    Inside Sin Active Member

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    I don't see how the zealots cannot overpower the marines, i mean, what kind of armour can defend against lasers that have been developed in the pure areas of Aiur and the zealots look like they have stronger armour then the Marines. Shields as well.

    I know a lot of this is not put in perspective in the game, but its just funny how a Zealot can get beaten by machine guns when they have been Enhanced with such powerful beams of energy and such a shield that can deflect bullets. If Marines cannot kill a Zealot as easy and can die, how the hell do Zerglings stand a chance against such Power? I'm not trying to be picky or anything its just funny how the rock paper scissors thing has no effect what so ever. I guess the only place where it does have effect in is the real world.

    The only game i've seen with this RPS effect is probally GTA where the guns have different powers.

    I just want to hear some opinions and try and get a good and healthy post in the Protoss section, what are your ideas on this thought?

    Thanks, Inside Sin.
     
  2. ijffdrie

    ijffdrie Lord of Spam

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    i think it indeed is strange that the zerg defeated the protoss lorewise, that means that claws damage shields...
     
  3. longlivefenix

    longlivefenix New Member

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    i need to get my old rock paper scissors map i made out ;D
    itsa funny map

    i think its kinda like the immortals except the zerglings and melee units can pass through the shield because they are much larger than a bullet and much harder to stop than a bullet
     
  4. Psionicz

    Psionicz New Member

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    Its all about the velocity of the bullet and strike of the claw. Obviously Zergs are very strong strength wise and repeated blows on the shield weakens it. As for bullet, its a continuous stream of pressure on the shield and it takes energy to stop a high velocity bullet from penertrating and after a while the shield dies as it simply cannot take anymore pressure, then when it tries to repower the shield there too little power to start it up again if its still being hit, simple really.

    And Zealots overpower all small infantry.
     
  5. Maelstrom

    Maelstrom New Member

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    From:
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    Marine = 50 hp
    Zergling = 35 hp
    Zealot = 60 shields and 100 hp = Whooping 160 hp Zealot has way more endurance that any other light ground unit


    Gauss Rifle = 6 dmg per shot
    Zergling claws = 5 dmg per hit
    Warp Blades = 16 dmg per stab Zealot makes more than double the damage of other light ground units


    So I think the rock paper scissors aply into the game. Problem is that, unlike in rock paper scissors, other variables affect the outcome of a battle, like for example having lots of zerglings against a small group of zealots.
     
  6. Inside Sin

    Inside Sin Active Member

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    Heh, thanks for the information and yeah, the Zealots are the most powerfulest melee unit at the start i guess but they're such far into the technology cycle.
     
  7. Ronin

    Ronin New Member

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    I believe that lazers can be scattered by a coating of wax or resin on the surface of the armor, plus the terran generally have better numbers thus, thoe shields that the protoss have are gonna fall quick if they weaken after taking a beating. So its not THAT surprising that they lost.
     
  8. Smokiehunter

    Smokiehunter New Member

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    protoss never lost vs the terran, except in small battles. and if you look at it there is no real tos is rock zerg is paper because ling attacks countered by lightning while shield is countered by defiler. I say the closest is zerg>ter>tos>zerg but its really a stretch
     
  9. zeratul11

    zeratul11 New Member

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    lorewise. a single zealot is like 5x stronger than a predator.

    and basically zealot jumps, run FAST, teleports, back dive, charge (almost invisible), slash in different patterns etc...in real life or lorewise.

    so in ratio of zealot to marines.
    i say 1:5 for the average zealot.

    zealot and zergling.
    1:10 for the average zealot

    zealot and hydralisk
    1:2 or 3 (depends on situation).
     
  10. Inside Sin

    Inside Sin Active Member

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    Yet Zealots cost 100minerals. But they can get owned by lots of other units, like. Mass Zealots get owned by mines.
     
  11. Meee

    Meee New Member

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    How about Der Langrisser?
    swordsmen > pikemen > cavalery > swordsmen
    or
    swordsmen > pikemen > archers > swordsmen
    there are more, the whole game is based on it

    but you've never heard about it, so how about something that's probably familiar - pokemon? fire/grass/water is just one example


    Starcraft is just too good for it ;)
     
  12. ijffdrie

    ijffdrie Lord of Spam

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    or what about EE

    i thought it was thor>infantry>fighters>bombers>heli's>thor
     
  13. Vindicatormsc

    Vindicatormsc New Member

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    Fire Emblem as well

    Sword>Spear>Axe>Sword

    but yeah,we don't need such a thing...
     
  14. overmind

    overmind Active Member

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    1 zergling= 25 mineral 1/2 a control point
    1 marine= 50 mineral. 1 supply
    1 zealot = 100 minerals 2 psi.
     
  15. WuHT

    WuHT New Member

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    RPS is the backbone of any good strat-requiring game.

    As a digression, many fighting games (especially 3-d) implement a high, mid, low attack to RPS counter standing, jumping, and crouching blocks... as well as standing, side step left, and side step right!
     
  16. 10-Neon

    10-Neon New Member

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    When I do a very basic comparison of early units, I usually compare the number of units purchasable with 100 minerals. With 100 minerals, you can get:
    1 Zealot
    2 Marines
    4 Zerglings

    With these basic numbers, 100 minerals worth of units, the Zerglings would defeat both the Zealot and the Marines when placed in direct combat. With a second 100 minerals, it gets better for the Zerg and Terran, worse for the Protoss: the Zerg can still have all of the Zerglings attacking a unit, and the Marines can start to do considerable damage before enemies close. As we progress with these ratios, the strength of the Zerg increases at a decreasing rate while the Terrans become more and more effective. After a while Marines, clumped together, can protect Marines on the inside of the clump from damage, while every unit can still attack. The Zerg and Protoss must have direct contact with an enemy in order to attack it, so the Zerg's numbers start losing their effectivenes: not all of the Zerglings can get to the target, attack cycles are being wasted. The Protoss can also have this problem, but the fact that their units are so dense, damage-wise, means that, in large numbers they can both minimize the Zergling's "surface area of attack" and rapidly chew though layered Marines.

    If units are in "optimal formation" as you approach very large numbers of units, you'll get Marine>Zealot>Zergling, but this is not always the case, as you don't always have large numbers of units. I would say that the effectiveness of each unit is really determined by its position relative to friends and enemies, and the amount of minerals worth of units being used by each side.
     
  17. Tankman131

    Tankman131 Guest

    im sorry, but dont you think this topic should be in general discussino, not the protoss because it involves the balancing of all the units
     
  18. Smokiehunter

    Smokiehunter New Member

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    Well yes but back when it was made I believe only terran and tos were revealed.