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New Units and Their Counter Units.

Discussion in 'StarCraft 2 Strategy Discussion' started by Peter.Hong, Jul 23, 2007.

New Units and Their Counter Units.

  1. TidalSpiral

    TidalSpiral New Member

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    Sounds good, trying to stay on topic is hard sometimes.

    @Burkid
    Yes, good plan. Might take some time to learn how to time the Reaper bombs but that would be so awesome. Your enemy sees this one Cobra and goes "what is THAT gonna do noob". However they will soon cry as it bursts into flames on top of their army. :D Nice call with the dark swarm and Tempest too, that would be highly effective if the Defilers come back.

    Dark Templar + Other > Tempest - While this isn't exactly a killing plan I did think it was worth considering. If the Shurikens (god they better change that name...) from the Tempest sink to ground level for attacks, they probably continue to fly around at ground level as they rip people apart. A well placed Dark Templar around anything under Tempest attack should be able to destroy the Shurikens in one hit without the Tempest being able to strike back. This would effectively nuetralize the Tempest unless they can afford to keep building Shurikens forever.
     
  2. burkid

    burkid New Member

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    ugh im starting to have a hard time thinking up new things.

    @peter, mutalisk isnt on the list for zerg.

    Thor+cobra. The thor dishes out the damage, while cobras cover it and prevent units from attacking from behind.
     
  3. kehmdaddy

    kehmdaddy New Member

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    Tidal, while the Dark Templar countering the shurikens of a Tempest sounds good in theory, I don't know if they'll really be able to hit them. Although they should still come low enough to be hit, I think they will probably still count as flying units. The Dark Templar cliff defense idea is interesting, although I think what would be even greater would be the Reaver cliff defense! Just set up a Reaver a little bit off from the cliff, if any Reapers try to sneak in they'll simply be blasted apart. A Colossus would be a little bit different since those guys have a huge amount of health, but hopefully by then you'll have other units to help take care of it.
    Ghost > Thor
    Although this might be a little obvious, a single Ghost should be able to take down a Thor pretty effectively. Lock it down, call in a bunch of marines on top of it, and the poor bastard will just be a sitting duck.
    Stalkers > Viking
    If you remember in the gameplay video, the Stalker is able to simultaneously attack a ground and air unit (it looks pretty lame though). If you are fighting Vikings and some of them try to fly away to escape, that will just help increase the Stalkers' damage output. Additionally, the Stalker's blink should make it easy to catch up with the escaping air units.
    Phoenix > Colossus?
    Since the Colossus is able to be struck by air units and can't fight back, shouldn't the Phoenix's overload ability simply rip them apart? That's a whole lot of undefendable damage right there, and they can't even make up for the fact that the Phoenix powers down after it uses it! That's a great one :good:
     
  4. burkid

    burkid New Member

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    viking > tempest. it can go air form to evade the ground shields of the tempest.

    cobra > zealots/ zerglings/banelings. doesnt need to stop to attack so it can stay just ahead off them, pounding on 'em.

    oh, you're missing mutalisks.
     
  5. i2new@aol.com

    i2new@aol.com New Member

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    I dont want to seem noobish, but they said cobras can move and fire at the same time.......... what the heck! thats messed up. If there running away and a slow unit cant catch them theres ganna be a problem. if cobras are the replacement for Vultures then i'm ganna abuse them to death
     
  6. burkid

    burkid New Member

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    the whole point to the "move and fire" thing is they will be able to kite slow units and melee units very effectivly, because it doesnt matter how weak they are if they dont get hit.
     
  7. marshal109

    marshal109 New Member

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    i dont think spider mines were all together "replaced"
     
  8. Blackskies

    Blackskies New Member

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    Anyone got a good counter for the mothership? Only one I can think of is if your zerg to use scourges. Terran I think a Nomad with BC's to take it out use the EMP and nock out any defences or powers it could use then Blast it with the Yomato cannon. I'm not sure if this would work though considering it could have back up units. Only scourges seem to have any positive outcome in all turns. (provided we still get scourges in SC2.)
     
  9. Peter.Hong

    Peter.Hong New Member

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    Wow, I started this thread back in July, I'm surprised its still up.

    But anyways in response to your question, I think that a variety of things could easily take down a mothership. Her devastating abilities have been removed or will be tweaked so that they are not as strong as what we saw in the demo video and they are also making it so that you can have more than one mothership now that her abilities have been balanced. In terms of dealing significant damage to her I would think that stalkers would do well considering that they can blink away from her Planet Cracker. Another good unit might be the High Templar with psionic storm. I'm sure other people have great ideas too though so just wait and see if anyone else provides good input.
     
  10. furrer

    furrer New Member

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    From:
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    Some counters that i could think of:
    Stalkers because of the bonus vs mech
    Vikings
    Yamato gun + ghost with emp
     
  11. 10-Neon

    10-Neon New Member

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    The Mothership is not a unit you have to think hard about counters for. Its' weapons are just strong enough to hold off small numbers of attackers; a full-scale assault with just about anything will take a MS down. You might have trouble taking one down with Marines...that's about it. Talking about countering the Mothership is like talking about countering the Arbiter: the thing's not a combat unit, if you can't kill it you're having some serious problems.