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What do you think the least commonly used units will be in StarCraft2?

Discussion in 'General StarCraft 2 Discussion' started by ItzaHexGor, Mar 14, 2009.

What do you think the least commonly used units will be in StarCraft2?

  1. ItzaHexGor

    ItzaHexGor Active Member

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    That said, I saw it in some gameplay video, which I wish I was able to find again, and it did look extremely useful. I was seriously opposed to simply 'creating' Infested Marines at first, but after seeing that, it looks like one of their best abilities. So awesome. :D
     
  2. cameronielsen

    cameronielsen New Member

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    I guess my point was that he never had more than two, and the one that base raided he didn't micro at all. I do agree that the attack has to be improved though. It must be as deadly as the reaver in order to be worthwhile.
     
  3. Muncie16

    Muncie16 New Member

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    hey i said that! but i agree! :)
     
  4. EonMaster

    EonMaster Eeveelution Master

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    you think? I was planning to make a 200 probe army as they are the cheapest protoss unit, so thy are the most cost effective ;)

    only ground unit for the toss that I currently dont see being used much professionally would be the colossus, for reasons others already stated.
     
  5. Muncie16

    Muncie16 New Member

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    I disagree, colossus would be used a hell of alot, not that far on tech tree and can provide support almost as efficently as reavers did. not to mention they are wayyyy more mobile then reavers! yet i know their attack isn't as power but they surely can be leathal with 2 or 3 colossus with zelots and stalker combo. only knock i have vs colossus is that fact it can be hit by any unit or defence structure. but u watch people will be crawling in colossus into peoples economy like it was their job. not to mention i wonder if they could step over terran supply depots if blocking entrance to gain access to say expo's or defence area to really lay a pounding on the base.?
     
  6. aem1

    aem1 New Member

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    imo the units that will be used the least in multiplayer is the ghost and colossus

    i think that the colossus should get some light aa

    while the ghost's energy detection and psi rounds should become one ability called psi focus ( i like the name)

    like cloak, this ability needs to be turned on and so gives the ghost energy detection and the old snipe ability.

    with this the ghosts time between attacks are longer and uses up a number of energy (25 or so) with each kill, since it is one hit kill for bio units. (should turn off if attacking mechanical)

    and cannot be turned on when cloaked..so one or the other

    ....just thought of this right now...:laugh:
     
  7. ItzaHexGor

    ItzaHexGor Active Member

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    I don't see how giving the Colossus some light Anti-Air would help. If anything, that would dilute the unit even more, just making it more useless for its cost. It doesn't need to be given a minor Anti-Air role, it just needs to have a stronger Anti-Ground role, which would require buffing its attack, and by that, I don't simply mean giving it more damage.
     
  8. Michael_Liberty

    Michael_Liberty New Member

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    well what else do you want then? It already has a wide range of damage (as in damage multiple units), the only way I can see it being buffed is to give it more range, or maybe more damage vs unarmored? Since that will be what it's meant to defend against anyway. Colossus seems to be strictly anti zerg weapon (and more specifically anti zergling) imo, that's why it's having troubles.
     
  9. ItzaHexGor

    ItzaHexGor Active Member

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    Getting the old, useful attack mechanic back was what I was referring to. It's simply falling too far behind in being the Area of Effect attacker they're trying to make it. The old attack was pseudo-Area of Effect anyway, and was much more efficient.
     
  10. aem1

    aem1 New Member

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    hey so how about my ghost idea? :)
     
  11. ItzaHexGor

    ItzaHexGor Active Member

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    Sounds alright. I think it would work better with simply replacing Psi Round with Snipe and the Psionic radar thing to an ability like Cloak, possibly detecting all units, not just Psionic ones, or possibly just Detectors to give it an interesting edge. It should also be able to be used at the same time as Cloak, but Energy would obviously deplete at twice the normal rate, what with two being active and everything. It'd make Sniping and Nuking less hazardous, which it really does need to become.
     
  12. Michael_Liberty

    Michael_Liberty New Member

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    Indeed, a small number of ghosts could cause some serious damage in a very short amount of time to a wandering troop.
     
  13. Muncie16

    Muncie16 New Member

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    eh, ghost have terriable hp and dont attack fast enough for them to be worth it. you really need a lot of them to do damage due to the range they have vs other ground units. stick to hellions/marauders and you'll crontol the battlefield faster and longer. mix in a few tanks or vikings and you got yourself a pretty decent set up from start to midway through game. till full production of 3rd teired units start coming your way. then u might have a problem. and then maybe i could see a few Ghost getting into the mix with a lockdown here and there.
     
  14. overmind

    overmind Active Member

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    It's not about damage with the ghosts, lockdown was invaluable but i'm not sure how the new abilities will stack up.