• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:45
CET 06:45
KST 14:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
Let's talk about Metropolis [ASL20] Ask the mapmakers — Drop your questions BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Foreign Brood War
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Path of Exile ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
YouTube Thread Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1974 users

Unit Analysis

Blogs > Shiladie
Post a Reply
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 01 2011 21:45 GMT
#1
This is less focused then my past few blogs, and is mostly my rambling thoughts I jotted down while I worked, so take it how you will.


If I had to rank the stats of a unit in order of importance, I'd put it in this order
Range
mobility (speed/air/cliffwalk/blink/charge/stim etc)
dps/splash
survivability

Range is at the top due to the simple mechanics of the game making each ranged unit added to a group add more power to the group than the previous, up to a soft-cap related to the range of the unit and how open the space you're fighting is. This makes it difficult for blizzard to balance units throughout the course of the game though, as to make a melee unit worth using vs a large number of ranged units, it needs to be strong enough that if the ranged units DON'T have that critical number, then it just walks right over them, as shown right now with the zergling early game dominance and then fall-off towards mid-late game. This is generally attempted to be resolved with upgrades and other extreme synergies, such as were seen in broodwar with the much more powerful adrenal gland upgrade and dark swarm.

Mobility comes in a healthy second place. One of the only things the mutalisk has going for it is it's extreme mobility, but that makes it one of the most used and feared air units in the game, allowing it to strike a mineral line and then escape within seconds. On the other extreme we have the thor and the siege tank, who are statistically two of the most powerful units in the game, but their slow speed and siege mode transition time bring them into parity with the rest of the units. Where mobility is really hurting right now though is with the hydralisk and the ultralisk. These units by their numbers are actually frightening, but their low mobility makes them situational at best, and a game loser to make them at worst. The broodlord also has a slow speed, but this is made-up-for by it being both flying and having an extreme range. Protoss is very much in the middle of the road on mobility with most of it's units, not quite mobile enough to take full advantage of it in terms of harass except possibly with phoenixes, but also never at a disadvantage due to low mobility either. Once you hit late game however mobility takes an unfortunate back seat, as units trade away a lot of their staying power in an army for that mobility.

dps and splash are very similar, but markedly different in their effectiveness as the game goes on and armies get larger. early on, with small unit numbers splash is relatively useless. Splash however increases in power as you get more units on each side of an engagement, up until you cap out your targets hit with the splash damage. additionally attack speed and missile speed play a large role here, as overkill can mean a lot of wasted dps. There is a good demonstration video(shown below) of just how much the tiny missile delay of a hydralisk can affect the outcome of a fight. This is a less extreme scenario though, if you combine both a slow attack speed and a missile speed this gets even worse, as seen with roaches, where a theoretical example of 8 roaches attack a marauder, doing 120 damage, leaving the marauder with 5 hp, unless the player micros and has only 1 roach attack that marauder for the next volley, 115 damage will be lost as all 8 roaches attack that same marauder on their next attack. high mobility allows for good micro to minamize the negative effects of low attack speed, muta micro is good example of this in BW, but we don't see much of it now.

Survivability is last on the list, as while it can definitely be important, it is more often that a unit will live or die on it's other merits instead of how much actual damage it can actually soak up. Ultralisk thor immortal, the 3 units in the game specializing in survivability. The thor is mainly used for it's high range splash, or it's high dps medium ranged ground attack though. the immortal sees sparing use right now, used primarily for fighting off stalkers early game, or for breaking tank lines late game TvP. The ultralisk however falls flat on both range and mobility, leaving it as simply high damage and high survivability, but that, as shown by how hated they are by zergs, is not enough.

Something that has baffled me is that all units that deal bonus damage to armoured are in fact armoured themselves. This has created an oddity with the remaining units. The roach for example can be said to counter any unit that doesn't do bonus damage to armoured, even countering stalkers to a degree. The same is nearly true for light, exempting thor anti-air and banelings. As it stands there isn't a lot of actual countering done by the bonus damage mechanic, except for the fact that everything dies faster, which in the end simply favors the higher ranged units. Though getting down to it, I don't know if we want an influx of bonus to armoured light units, or vice versa, as it would then create a much more hard-counter system than what we currently have, which is fairly muddy.

Higher tech units being lower food?
There seems to be an aversion to making a unit that you get later in the tech tree being something you mass more, which i think is a flaw that is limiting the game's design. For protoss I can see building up towards some grand fleet or what-have-you, but for zerg, I don't see why there can't be some hive-tech unit that isn't a massive death machine costing 4+ food.


This rambled and didn't quite get to a few of the points I wanted to make. A lot of musings and not a lot of conclusions, sorry about that.

*
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
Last Edited: 2011-04-01 23:12:31
April 01 2011 23:09 GMT
#2
Edit: double post
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
Last Edited: 2011-04-01 23:12:45
April 01 2011 23:12 GMT
#3
I wouldn't rank it this way, though I think you discuss good unit features. I would look at a unit's goodness of each feature, something like:

Range:
1: unit is bad at this
2: unit is okay at this
3: unit is good at this

And do the same for each feature, then do the ranking as

(Range=R1, Mobility=M1, DPS/Splash=D1, Survivability=S1)
(Range=R2, Mobility=M2, DPS/Splash=D2, Survivability=S2)
,,,
(Range=RN, Mobility=MN, DPS/Splash=DN, Survivability=SN)

Granted, this would yield a list of 81 items but if you have each variable take on two values instead of 3 it would be a list of 16 items instead which is more manageable. Then you could see which units fit each category and propose a unit ranking.

You might also consider taking cost and supply into account.
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
01:00
#61
SteadfastSC251
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft358
SteadfastSC 251
RuFF_SC2 219
SortOf 55
StarCraft: Brood War
sorry 93
Shine 30
ZergMaN 23
yabsab 22
Hm[arnc] 21
Noble 19
Movie 14
Icarus 9
Dota 2
monkeys_forever735
League of Legends
JimRising 648
C9.Mang0429
Other Games
summit1g11531
XaKoH 201
ViBE165
ToD53
Organizations
Other Games
gamesdonequick1014
BasetradeTV131
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH85
• practicex 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1084
Upcoming Events
StarCraft2.fi
11h 15m
Tenacious Turtle Tussle
18h 15m
The PondCast
1d 4h
WardiTV 2025
1d 6h
StarCraft2.fi
1d 11h
WardiTV 2025
2 days
StarCraft2.fi
3 days
RSL Revival
3 days
IPSL
3 days
Sziky vs JDConan
RSL Revival
4 days
Classic vs TBD
herO vs Zoun
[ Show More ]
WardiTV 2025
4 days
IPSL
4 days
Tarson vs DragOn
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.