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Unlimited Potential

Blogs > Suichoy
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Suichoy
Profile Blog Joined March 2011
Canada397 Posts
Last Edited: 2011-11-30 01:34:51
November 30 2011 01:00 GMT
#1
A few days ago, CatsPajamas called blink stalkers a unit with "unlimited potential", i.e., units that keep getting better as your skill improves. This got me thinking, so I sorted each Starcraft 2 unit into 3 rough groups (some are on the borderline). Some notable examples from each category:

Unlimited Potential:
+ Show Spoiler +
(1) Stimmed Marines with Medivacs - As MarineKing famously demonstrated, splitted marines can take on an equal number of banelings. Stutter-stepped marines can demolish melee units. Using medivacs, marines have extreme mobility and can even bypass forcefields.

(2) Blink Stalkers - Mr. Bitter pointed out in another cast that stalkers can actually technically be blinked before a fired projectile even hits them. So theoretically, you could engage without taking any damage.

(3) Mutalisks and Phoenix - Two of the most agile and micro-able units in the game. If controlled correctly, you can deal game-ending damage without ever having to engage.


Limited Potential
+ Show Spoiler +
(1) Ghost, Infestor, High Templar - I think the caster units fit into this category. Placement and timing of spells take skill, but in the end, you are only as good as the spell is. The power of the spell is a ceiling for how good these units get.


No Potential
+ Show Spoiler +
(1) Baneling, Thor, Colossus, Corrupter - The strength of these units depends mostly on how many you have.

I noticed that this correlates with units that are exciting from a spectator's point of view. When I think of Idra's mutas, MarineKing's marines, Hero's phoenix, it all goes to show that some of the most exciting units are those with enough options to allow the players to express their own style.

Also interesting is that caster units, even though they each present many powerful spell options, are not necessarily the most exciting. With this in mind, I would like to see more micro-able units for future expansions, rather than more spell options.

So, no surprises here, but I found this an interesting way to classify the units.

*
Emporio
Profile Blog Joined December 2010
United States3069 Posts
November 30 2011 01:06 GMT
#2
Why are mauraders considered no potential while marines are unlimited? They are just as fast.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
blabber
Profile Blog Joined June 2007
United States4448 Posts
November 30 2011 01:08 GMT
#3
nope, sorry.
blabberrrrr
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
November 30 2011 01:10 GMT
#4
I think banes have a lot of potential! cool things like drops on armies, on workers, etc, can turn games around. Burrowed banes are brutal, and in general I find banelings to be very exciting units (in TvZ and ZvZ early game esepcially).
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Suichoy
Profile Blog Joined March 2011
Canada397 Posts
Last Edited: 2011-11-30 01:15:00
November 30 2011 01:13 GMT
#5
On November 30 2011 10:06 Emporio wrote:
Why are mauraders considered no potential while marines are unlimited? They are just as fast.

That's a good point. It seemed to me that they were less maneuverable but it seems like they are the same in stats. Changed.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 30 2011 01:21 GMT
#6
Banelings and lings both have more than no potential, if you consider splitting to engage (vs siege tanks) and splitting to engage different targets (a small group of lings to a tank, the rest + banes to the marines etc).

What you see most of the time is more of an a-move ball going towards the enemy currently, there's a lot of potential in lin/bling control in at least zvt.
HOLY CHECK!
Myles
Profile Blog Joined March 2010
United States5162 Posts
November 30 2011 01:22 GMT
#7
I would put void rays, hellions, and sentries in at least the limited potential category because they're quite micro dependent and can do good damage if controlled properly. I'm not sure if they'd be unlimited potential due to clear weaknesses, but they certainly deserve mention.
Moderator
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
November 30 2011 01:23 GMT
#8
Ye I think it's a nice idea but I just don't like how you ended up dividing them. Mostly I agree with Blazinghand about why Banelings have a ton of potential. Also for the casters in the Limited spot. Yeah you're only as good as the spell is but it's not like Phoenix do bonus damage when controlled well either. You can get a lot more value out of your casters by being good, like baiting into Storms or Infestor drops like Catz and Destiny do.
mucker
Profile Blog Joined May 2009
United States1120 Posts
November 30 2011 01:29 GMT
#9
See this blog for info on why there is micro potential when using colossi.
Also anything with an non-instant attack, like the corruptor, still has some micro potential in minimizing the amount of overkill.
Same with maximizing splash damage from thor aa attacks, banes...
It's supposed to be automatic but actually you have to press this button.
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 30 2011 01:46 GMT
#10
You can storm a bunch of marines and not take any damage....
if happy ever afters did exist <3 @watamizu_
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2011-11-30 06:40:54
November 30 2011 02:04 GMT
#11
Focus on the important stuff. Why waste time on trying to categorize such trivial things?

If you cannot see the potential of such units as banelings then I cannot help you.

Top players will try to utilize these and in many cases be no where close to perfection; however, they can be game changers and they have tons of utility as well if you use them properly.
iSometric
Profile Blog Joined February 2011
2221 Posts
November 30 2011 02:09 GMT
#12
Banelings have none? Lol.... They have LOTs of potential. Plus dividng them won't solve the meaning of Starcraft or improve that much.
strava.com/athletes/zhaodynasty
phiinix
Profile Blog Joined February 2011
United States1169 Posts
November 30 2011 02:33 GMT
#13
Wha? I think there's at least some potential in any unit that does something other than attack. Sure the baneling itself can only explode, but usage of baneling landmines and bane rain should have at least some potential. Also, I don't expect to see it in pro play, but you can imagine a scenario in which a fast thor+medivac+bio push early game against toss gives the thor some potential. The drawback of the thor (in this situation, and in most tvp) is the range. Dropping a thor on top of force fields could be a cool idea.
Trusty
Profile Joined July 2010
New Zealand520 Posts
November 30 2011 02:35 GMT
#14
You made a mistake, you didn't put 'Terran' under unlimited potential...
HuKPOWA
Profile Blog Joined February 2011
United States1604 Posts
November 30 2011 02:41 GMT
#15
....banelings???? did u know burrowed banelings...can end a game b4 even engaging????
Newbistic
Profile Blog Joined August 2006
China2912 Posts
November 30 2011 04:03 GMT
#16
I wrote an in depth blog on unit control a few weeks back that's related to what you're talking about.
Logic is Overrated
Suichoy
Profile Blog Joined March 2011
Canada397 Posts
November 30 2011 06:36 GMT
#17
On November 30 2011 13:03 Newbistic wrote:
I wrote an in depth blog on unit control a few weeks back that's related to what you're talking about.

Interesting, I enjoyed reading it!
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