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Units that sucked!

Discussion in 'General StarCraft 2 Discussion' started by Remy, Jun 13, 2007.

Units that sucked!

Discussion in 'General StarCraft 2 Discussion' started by Remy, Jun 13, 2007.

  1. ZelashOculah

    ZelashOculah New Member

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    Even though some people may have already posted my opinions for sucky units, I still feel like posting them. sorry for the possible walls-of-text.

    Ultralisk - I do agree that they are a "only if must" unit to employ in your strategy, other than being tanks and cover for the smaller units, it's basically all they're good for. I use lings hydras and ultras when all else fails, and it works splendidly, since the ultras are normally the focus of the enemy, packing a whopping 400 hp at normally 1-3 armor (without evolution ups) and allow the smaller hydras and lings to dish out more damage. although in the scenario of siege tanks, the only thing that should be done is to use air, Zerg ground is utterly useless against siege mode fire, unless you outnumber the enemy hideously and have no choke points or obstacles.I agree though you should only use these if you have no other tricks up your sleeve.
    The Ultra just simply looks awesome, nothing is wrong other than the general stats

    Queens - I agree fully that the queen is basically one of the most useless units in the zerg arsenal. they only have two spells, one being ensnare and the other being spawn broodling. spawn broodling is basically only useful for taking out ultras or tanks or archons, nothing else, they can't harass anything, they die way too fast, one of them should at least be able to almost equal one marine in a battle but no it doesn't even equal a worker. Ensnare is an ability that you only need to use when something like a BC or Carrier is getting away and is almost dead but your forces are just arriving, but would miss it otherwise.
    Ensnare is good against fast units cause it chops their speed by at least half, but you'd never get the opportunity to use it and you're most likely screwed if you have to use it. I also agree that the unit portrait and maybe the unit graphics in general could have been done better, at least the portrait or the sound, cause overlords just sound annoying, but the queen... nyeh.

    Infested Terran - And then there's the Infested Terran, who deals a horrifying 500 damage of splash, the only zerg unit that deals circular splash damage, and can take out it's own allies. I am very well sure that the Infested terran is never worth it, it is almost as weak as the broodling and it takes as long as an overlord, with a huge price. It's disgustingly unlikely you can use infesteds to save your rear in a match where you're losing, or even get a CC to infest in the first place.
    Unfortunately this unit could've been done alot better, atleast with a faster build rate and lower cost, but wasn't. This unit is drastically not worth it, since you could just use zerglings and they would actually get closer, having a faster attack rate and costing 50 minerals for 2, instead of the Infested Terran which costs about 150 minerals and 100 gas (I actually haven't cared to look or get them in-game) I love the unit speech and portrait, nothing wrong with any animations either.

    Corsair - Use a scout, you don't need to use this unit. Sure it's got splash damage, but thats all, one on one with a fighter-class air unit, it will lose about two or three times, so for a supposed anti-air air unit it's more like something you use against overlords early game, but even then a scout has more strength and damage, generally the same cost as well. But! corsairs have one of the most effective abilities, useful during base attacks or defenses, the Disruption Web is well worth the time and resources to my opinion, since anything hostile under it cannot do anything, except move and burrow.
    What could be done to make it better would be if it had a line splash (like the lurker) or a higher fire rate, higher damage amount or lower cost to actually reflect it's damage ability. This unit is basically useful for it's abilities and only useful/effective anti-air in huge numbers vs huge numbers.

    High Templar - This is here cause it's the most annoying unit in the protoss arsenal. They cost a crap load to make, but the one spell that got it up here was... Psionic Storm, this spell should have way less damage or a slower damage rate (only decreased by a tiny bit) cause I don't think such a spammable spell should do so much damage, after all spells are mostly put in to weaken or otherwise make the enemies life more difficult. I find that this spell, when used against Zerg is disgustingly unbalanced, since it can be used twice in a row, but most players and computers have at least two. The High Templar should have at least a weak melee attack, as if he could conjure up a psionic sotrm that can kill almost any zerg unit in one burst, but can't be able to conjure up something to use to defend himself with, right? Hallucination is effective, but kinda not worth it, since the illusions don't do any damage, or have any other use than being a distraction.

    Devourer - This unit, although it may be slightly effective en masse, the splash effect, Acid Spores, doesn't increase the damage range of the Devourer's attacks all that much as it should, but it does have a good-ish damage.

    Ghost - For a long-range infantry, this is about the same as a marine, other than the ability to call a nuke strike, disable mechanical units and cloak. I think it should have a much longer sight and attack range or at least the optical implant upgrade should do such a thing, since the Ghost does represent a sniper of the starcraft universe, also, if a ghost's weapon is a "rifle" shouldn't it also have headshot capability? (random double damage chance) otherwise it would most likely be a "cannon" than a "rifle".
    Although this has almost nothing to do with gameplay, these changes which would've made the ghost more realistic, also would've made it more unbalanced. this unit is one of those "useful only for abilities/spells" it's way expensive and takes around as much time to make than a Goliath or a tank, which doesn't make sense.

    Dark Templar - this unit is effective only for early game assaults as most people will already have detection all over their base, but it can be effective late game, as it's damage is very effective, with it's cloaked state. although mostly EVERY protoss unit (excluding the probe) can be spammed, (like the High Templar) it's too costly.

    (not done, gonna modify and complete ^_^)
     
  2. the8thark

    the8thark New Member

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    Dark templars are very useful. For the bait and switch move. Costly but you can let your opponent know you're going for a DT rush and send in a couple of DTs into their base to be detected as sacrificial lambs. Then you send out your main DT force and send 1 more in so they think "time to defend a DT assault". But on the way you archon merge them all and whoop their base. Expensive to pull off and will not work so well if the enemy is Terrans with a lot of EMP. But if the enemy has little EMP then it's well worth it. And works. I tried it in the beta and worked like a charm.

    The ghost agreed in a unit only good for the abilities but in a bio units war the ghost can snipe any units your main army is not focusing on. Sure that is heavy on the micro but with 2-3 ghosts it can really turn the tide of the battle. The only downside is by the time ghosts are available the enemy is probably using all mechanised units. But it's great against the zerg though. With their lack of mechanical units.

    The ultralisk does have a use. It's a tank. But not in the style of a siege tank. Think more like a World Of Warcraft Protection Warrior tank. If you have a ultralisk in a pack of units in a ground battle the enemy is going to go what the f*** an ultralisk and they'll focus fire on it and that'll give all the rest of the units in your army a few seconds without being attacked to inflict massive damage on the enemy. If they focus fire on your ultralisk the rest of your army can pawn then for a few seconds. And if they leave the ultralisk alone and see through this ploy then you have a unit with massive damage to waste their forces. The ultralisk is useless on its own but in a nice mixed zerg force it's useful as I demonstrated above.

    High Templar - Good for the bait and switch into archon move ad described with the DT's above. Probably not as good for that though. As the HT's cost more and if they know you're massing HT's they will probably guess it's for the Archon rush. As massed HT's are pretty useless. Mind you for newbies who still rush with closely bunched packs of units a psi storm or 2 is the perfect defence. But if you spread out your units as you should in any rush the psi storm is mush less effective. The illusions they can make are useful though. If they are the first wave of units in your assualt then the rest of the units can be attacking for a few seconds while the illusions are killed. If done right they can buy your army a few seconds of no damage at the start of a battle. WHich is very nice. If you can keep the HT's alive and use the illusions over and over it's good. But if the HT's always die then it might be better to use the resources instead on real attacking units.