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Worst unit in BW? - Page 6

Forum Index > BW General
Post a Reply
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bangchucaibang
Profile Joined September 2004
United States202 Posts
December 12 2004 15:52 GMT
#101
so where the fuck is Beast?
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
December 12 2004 15:56 GMT
#102
ok, ok, yah I can see how maelstrom is good vs mutas. And you're good enough that I'll give it the benefit of the doubt and see if I can't get DA's to work. But damn if I haven't regretted going DA's before. Well anyways my internet is out right now so I can't test it out right away, but I will.
True learning is not the memorization of knowledge; it is the internalization of patterns.
Luhh
Profile Joined October 2003
Sweden2974 Posts
December 12 2004 16:33 GMT
#103
I believe most people's reasoning is flawed here, because when determining if a unit is useful or not, good or bad etc depends on whether it's a good option to get it during a game. If there are other unit combinations that work better 95+% of the time, you'd have to say that it IS a poor unit, since it's use and power is so limited.

However among these units I can agree that there are som potential stalemate breakers, but most games don't reach that stage.

Saying that ghost is good is overpowered not really right, since it takes almost superhuman control and speed to make them work, plus the time and cost to get them. Nuke is decent but not more than that because they have to be attached to CCs.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
baal
Profile Joined March 2003
10541 Posts
December 12 2004 16:39 GMT
#104
On December 12 2004 23:34 Liquid`Drone wrote:
me and zia have won several games through her pulling off amazing nukes actually

on the other hand, I'm certain I've built more infested terrans than anyone else on this forum. they're horrible and they have hardly ever been cost effective.

if they were like templars and had 0 attack however their explosion was a spell, they would be awesome though.

I mean, you can very occasionally pull off some cute stuff. e.g. drop 2 infesteds next to a cc and infest it
or defending against drops with them
or dropping in peonlines
but unless the game is already over you're always best off avoiding building them.

the nuke is definitely better. and ghosts are awesome in the right scenarios.


Infested terrans would be sweet if they were reeeeaaally cheap and their buildtime were very very fast... the game would become so interesting.
Im back, in pog form!
Liquid`Drone
Profile Joined September 2002
Norway28727 Posts
December 12 2004 16:48 GMT
#105
you know

3 ghosts can potentially lockdown 6 carriers

but the fact is, even if you have 3 ghosts and you lockdown 1 carrier and lose them all, you still ended up beating him with 475 minerals and 25 gas.
(as long as you manage to kill the carrier anyway)

and locking 1 carrier with 3 ghosts does not require supergodly control. so basically, they're worth it with just average micro. but they have the potential to be insanely awesome if you have boxer-like control.

of course they're only viable in certain situations, (and pretty much only against capital ships), but they're really really good for those situations.
Moderator
tfeign
Profile Joined June 2004
United States2980 Posts
Last Edited: 2004-12-12 16:53:18
December 12 2004 16:51 GMT
#106
List of units that are useless ( have absolutely no use in the game, needs major balancing):

The only useless unit is hands down the infested terran. No doubt about it. Seriously the infested terran needs some major balancing so that these units can become part of a viable part of a strategy.


List of underpowered units (have uses in the game under certain conditions, but are still underpowered as a whole. Needs a buff in balance changes in order to make them more viable):

#1 and #2 are tied: Scouts and Ghosts

#3 Dark Archons

#4 Queen
Liquid`Drone
Profile Joined September 2002
Norway28727 Posts
December 12 2004 17:11 GMT
#107
that post ANGERS me
Moderator
Smurg
Profile Blog Joined November 2004
Australia3818 Posts
December 12 2004 17:23 GMT
#108
You have a pointy hat, there is much that angers you I'm sure. I'll say that no unit is the most useless, as each unit could be used effectively in any number of games, just because one is rarely used doesn't make it worst. I've won a game by using mainly queens against a terran. I mean, it's not supposed to work...but it did.
loztdignity
Profile Joined September 2004
Sweden176 Posts
December 12 2004 17:26 GMT
#109
hmm probably scouts.. yea.
no thx.
Promises
Profile Joined February 2004
Netherlands1821 Posts
December 12 2004 17:38 GMT
#110
Just for the record, I've only used DA in PvZ so far (not sure about their use their, as I only make them when I'm sure of my game at that moment, so they're usually in games I win but is it because of them?), but does Maelstrom work on mech units to or just living units? I've never found a real good use for MC, one time I MC'd a ship holding 2 reavers in PvP but it was more of a joke then anything else...
I'm a man of my word, and that word is "unreliable".
Liquid`Drone
Profile Joined September 2002
Norway28727 Posts
December 12 2004 17:44 GMT
#111
mael only works on living units
Moderator
RaiZ
Profile Blog Joined April 2003
2813 Posts
December 12 2004 17:47 GMT
#112
On December 12 2004 19:45 Energies wrote:
The man in the turret, he's fucking useless he never aims at the right things.


Lmao
That was the only one post that was worth reading :p
Gg man
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
GTR
Profile Blog Joined September 2004
51507 Posts
December 12 2004 17:54 GMT
#113
On December 12 2004 13:51 evanthebouncy wrote:
Firebats...
they are rarely used after MnM proved to be so useful


http://ongamenet.dl.sayclub.co.kr/ongamenet/star_pro_pmang_040221c.wmv

change your mind now?
Commentator
LazySCV
Profile Blog Joined September 2003
United States2942 Posts
December 12 2004 18:02 GMT
#114
--- Nuked ---
tree
Profile Joined October 2004
United States591 Posts
December 12 2004 18:34 GMT
#115
Rofl omg... if anyone is naming a spellcaster they probally do not use the race or are not good enough to incoorperate it in their game.... queens=own, da's=have their times, ghost=with unit control, rape. Watch some gosu boxer reps where he lockdowns like 8 bcs in 2 seconds. It is insane...... and ghost nuke can be a momentum shifter, not exactly a nail in the coffin. Scouts just blow the most.... i can buy two goons...... the goons move faster.... and attack better. Scouts are a waste..... corsair took all their usefullness out it seems.
1 month w/o BW = Hell
Caution
Profile Joined September 2004
2059 Posts
December 12 2004 18:40 GMT
#116
Scout.. they cost a lot and dont do much..
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
December 12 2004 18:43 GMT
#117
Yeah I know arbiters can turn a game by themselves but you'll often build a stargate especially as well as a tribunal and the arbiter itself and spell(s). Maybe it's just me but I always need a serious monetary or supply advantage before I can hold my own under attack and spend all of that on tech! I just find them less useful than spending all that gas and minerals on other units and keeping up on supply rather than how I normally get myself behind when teching to arbiter. Consequently I kinda view them as a fun option in most scenarios (when the game is close and you both have normal economies) rather than the best unit for the occasion. If you're both on high supply anyways arbiter is a nice unit to turn the battle round with though I have to agree but I just find it too costly and too slow for general use :/.
I am the mirror, I am the destiny, I am the herald that points the way...
Liquid`Drone
Profile Joined September 2002
Norway28727 Posts
December 12 2004 18:45 GMT
#118
it does take a very long time to get arbiters.

but they're really not all that expensive.
Moderator
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
December 12 2004 18:55 GMT
#119
Arbiters are so insanely good PvT. And they come like..Really fucking fast -_- or at least that's what it feels like ;o

And they seem to ALWAYS have 100 energy :D
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
December 12 2004 18:58 GMT
#120
On December 13 2004 01:51 tfeign wrote:
List of units that are useless ( have absolutely no use in the game, needs major balancing):

The only useless unit is hands down the infested terran. No doubt about it. Seriously the infested terran needs some major balancing so that these units can become part of a viable part of a strategy.


List of underpowered units (have uses in the game under certain conditions, but are still underpowered as a whole. Needs a buff in balance changes in order to make them more viable):

#1 and #2 are tied: Scouts and Ghosts

#3 Dark Archons

#4 Queen

ASDUIGAUYUFG !&*@T!@7y68342487234

Ghosts and Scouts counter what? YES THAT'S RIGHT, CAPITAL SHIPS! They were made to counter capital ships not to fight dragoons head-on, ok? It's called a SPECIALIZED UNIT.

Dark archons and queens = ALSO SPECIALIZED UNITS, K?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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