Hydralisks are so good in Starcraft II. they are pretty much the easy-to-use, yet powerful all-in-one unit. They are good versus ground, air and sea (haha). Deals great damage, 12 per shot, and a very fast attack, at 5 range attack.
90 hp, 100 minerals 50 gas, 2 supply.
Tier 2 unit and vulnerable to AOE attacks if clustered, though.
March 27, 2010
March 26, 2010
Starcraft II Analysis - Beta Patch #6
Beta Patch Number 6 was just released yesterday.
I agree with everything in the patch, I think the SCV hitpoints nerf was a great one. Its original 60 hp went down to 45. 60 hp means that u could basically use them as powerful combat units! Use them as cannon fodders against mass ranged units!, since the first couple meelee units gets instantly killed anyways, SCV would make great tanking units, it is quite cost effective.
I agree with everything in the patch, I think the SCV hitpoints nerf was a great one. Its original 60 hp went down to 45. 60 hp means that u could basically use them as powerful combat units! Use them as cannon fodders against mass ranged units!, since the first couple meelee units gets instantly killed anyways, SCV would make great tanking units, it is quite cost effective.
March 22, 2010
Starcraft II Analysis - Tier 1 Protoss Units
Probe - Worker unit, 20 shield, 20 hitpoints, opens a summon portal for building. Build time is 17 seconds. In original Starcraft, the build time was 20 seconds. Does 5 melee damage. Light unit.
Zealot - 100 minerals, 2 food, 100 hit points, 50 shields. 0 shield armor, 1 armor. deals 8 x 2 melee damage. Moves slower than Probes. Build time is 33 seconds. Light unit.
Stalker - 125 minerals 50 gas. 80 hit points, 80 shields. 0 shield armor, 1 armor. deals 8 damage at range 6. deals bonus +6 damage to Armored. Attacks air and ground. Build time is 42 seconds. Armored unit.
Sentry - 50 minerals 100 gas, 40 hit points, 40 shields, 0 shield armor, 1 armor. deals 8 damage at range 5. Attack speed is fast. Attacks air and ground. Build time is 42 seconds. Light unit.
A proper early Protoss army should consist of zealots, because they are such great units stat wise, some stalker for range support if you have too many zealots, and for anti-air just in case, and the bonus armor damage serve well against Marauders, Roaches and enemy Stalkers. A few sentries in there or not to cast guardian shield and force field, which are very powerful, espeically the guardian shield vs mass marines. Sentries are also good anti-air units.
Having only zealots would get countered by mass Hellions, Banelings.
Zealot - 100 minerals, 2 food, 100 hit points, 50 shields. 0 shield armor, 1 armor. deals 8 x 2 melee damage. Moves slower than Probes. Build time is 33 seconds. Light unit.
Stalker - 125 minerals 50 gas. 80 hit points, 80 shields. 0 shield armor, 1 armor. deals 8 damage at range 6. deals bonus +6 damage to Armored. Attacks air and ground. Build time is 42 seconds. Armored unit.
Sentry - 50 minerals 100 gas, 40 hit points, 40 shields, 0 shield armor, 1 armor. deals 8 damage at range 5. Attack speed is fast. Attacks air and ground. Build time is 42 seconds. Light unit.
A proper early Protoss army should consist of zealots, because they are such great units stat wise, some stalker for range support if you have too many zealots, and for anti-air just in case, and the bonus armor damage serve well against Marauders, Roaches and enemy Stalkers. A few sentries in there or not to cast guardian shield and force field, which are very powerful, espeically the guardian shield vs mass marines. Sentries are also good anti-air units.
Having only zealots would get countered by mass Hellions, Banelings.
March 18, 2010
Starcraft II Analysis - Is Roach really that Imba?
Roach, Tier 1 Zerg Unit.
Costs 75 Minerals, 25 Gas, 1 supply. Build time of 27 seconds
Deals 16 damage, 3 range. normal attack speed. Targets ground.
It has a decent health points of 145 and 2 armor.
It is biological and armored.
A Roach Warren must be built to enable its production.
Many players have said that roaches are too imba, but in reallity, it isn't.
- its 145 hit points seems really high, but if you calculate Zealot's hit points, it's quite similar, which is 80+40 = 120 hit points, and Zealots cost 100 minerals.
- its armored modifier makes it weak against Marauders and Immortals
- its normal movement speed makes it hard to chase down harassing Zerglings or Hellions
- its damage per second isn't that much, considering Zealots deals 16 on a swing.
- you gotta pay 200 minerals for Roach Warren (150 + 50 (drone cost) )
The people you see that say Roaches are wayy too overpowered fail to realize that any units in massive size is imbalanced.
"Swarm of ants can move a sandwich"
March 17, 2010
Starcraft II Analysis - Worker Comparison
Zerg has Drones.
Protoss has Probes.
Terran has SCVs.
Drones have 40 hp.
Probes have 20 hp, 20 shield.
SCVs have 60 hp.
Drone is biological and light.
Probe is biological and light.
SCV is biological and light and mechanical.
All workers have exact same mineral and gas gathering rate.
All workers have the same movement speed.
All workers have the same collision size.
Drone builds by sacrificing himself into a building.
Probe builds by opening a portal that summons building.
SCV builds by staying on the building until complete.
Protoss has Probes.
Terran has SCVs.
Drones have 40 hp.
Probes have 20 hp, 20 shield.
SCVs have 60 hp.
Drone is biological and light.
Probe is biological and light.
SCV is biological and light and mechanical.
All workers have exact same mineral and gas gathering rate.
All workers have the same movement speed.
All workers have the same collision size.
Drone builds by sacrificing himself into a building.
Probe builds by opening a portal that summons building.
SCV builds by staying on the building until complete.
March 10, 2010
Starcraft II Analysis - Marauder vs Marine
What's better, A Marauder or a Marine?
If they had to fight each other, it would be the Marauder.
But that's not Starcraft II is played. So we shall look at it from a different scenarios.
Marauder, 100 minerals, 25 gas 2 supply. Has 125 hit points. deals 10 damage to units, and 20 damage to armored units. 1 armor and has attack range of 6. It can only attack land however, making it weak versus air. Its attack has 50% movement speed slow on hit target, quite useful for chasing down running zealots and other units.
Marine, 50 minerals, 0 gas, 1 supply. Has 45 hit points, deals 6 damage, 5 attack range, 1 armor. it attacks faster than Marauders. Marines can attack ground and air, making it a good all around unit.
Both units are able to use stimpack ability, giving a temporary movement and attack speed boost at the cost of 10 health for Marines, and 20 health for Marauders.
Stuff not shown on the stats chart but need to be mentioned are:
- both of these units have 0 regeneration rate.
- marine has a fairly small collision size, where as marauders have a slightly bigger collisoin size
- marines attack projectiles are instant hit, where as marauder attack projectiles take time to hit, it has to fly like a missle.
If they had to fight each other, it would be the Marauder.
But that's not Starcraft II is played. So we shall look at it from a different scenarios.
Marauder, 100 minerals, 25 gas 2 supply. Has 125 hit points. deals 10 damage to units, and 20 damage to armored units. 1 armor and has attack range of 6. It can only attack land however, making it weak versus air. Its attack has 50% movement speed slow on hit target, quite useful for chasing down running zealots and other units.
Marine, 50 minerals, 0 gas, 1 supply. Has 45 hit points, deals 6 damage, 5 attack range, 1 armor. it attacks faster than Marauders. Marines can attack ground and air, making it a good all around unit.
Both units are able to use stimpack ability, giving a temporary movement and attack speed boost at the cost of 10 health for Marines, and 20 health for Marauders.
Stuff not shown on the stats chart but need to be mentioned are:
- both of these units have 0 regeneration rate.
- marine has a fairly small collision size, where as marauders have a slightly bigger collisoin size
- marines attack projectiles are instant hit, where as marauder attack projectiles take time to hit, it has to fly like a missle.
March 06, 2010
Starcraft II Analysis - Terran Infantry Units
Marines:
The most basic Terran unit you could get. Costs 50 minerals, 1 supply. And has 45 hit points. It is much greater if you have Marines in big numbers, but watch out for strong AOE attacks like Lightning Storm or Siege Tank powerful ranged attacks.
It is a light unit, so it will be vulnerable to those infantry burners like Collosuss or Hellion.
It is biological, so Medivacs can heal them.
It has a fairly strong long ranged anti air attack, so it is a quite good anti-air unit.
Marines only cost 1 room in transports and Bunkers, that's a notable great thing about them as well.
The most basic Terran unit you could get. Costs 50 minerals, 1 supply. And has 45 hit points. It is much greater if you have Marines in big numbers, but watch out for strong AOE attacks like Lightning Storm or Siege Tank powerful ranged attacks.
It is a light unit, so it will be vulnerable to those infantry burners like Collosuss or Hellion.
It is biological, so Medivacs can heal them.
It has a fairly strong long ranged anti air attack, so it is a quite good anti-air unit.
Marines only cost 1 room in transports and Bunkers, that's a notable great thing about them as well.
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