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SC2 WORST-OF Awards for Armory/Upgrades/Units - Page 2

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Sentenal
Profile Blog Joined December 2007
United States12398 Posts
July 30 2010 12:52 GMT
#21
Firebats are good for the early missions. Reapers are pretty fun too, although I haven't used them alot. In that first mission where you got Reapers, I used a ton of them, and they raped. But like, once you get Seige Tanks and Vikings, you don't really need anything else.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
TheFinalWord
Profile Joined May 2010
Australia790 Posts
July 30 2010 13:03 GMT
#22
On July 30 2010 19:28 anch wrote:
I didnt get the mind hive emulator, but on the last level, the slow aura tower was a fucking must.

Diamondback was another worst acquired unit, except using it on the train level. (for 150/150 iirc, you can get tanks instead)
you dont use mech on later toss missions, and who the fuck uses this shit on final missions?
vs Terran missions, you would use thor or airs instead.

Diamondbacks are like fast moving immortals that can shoot while moving, they are awesome. Very useful on that thor escort mission.
RetroDeatRow
Profile Joined March 2010
United States11 Posts
July 30 2010 16:02 GMT
#23
I wish the mercs were called down in drop-pods when you summoned 'em. Do they do it when you get the protoss tech where units come down in drop pods instead of rally? Cuz then Scan and double Devildogs in an opponents mineral would be sweet.
Why Make Sense When You Can Make Dollars?
0mar
Profile Joined February 2010
United States567 Posts
July 30 2010 16:22 GMT
#24
On July 30 2010 18:12 4Servy wrote:
Well I think every armory upgrade seems kinda useless compared to the extra damage upgrade for the siege tank lol.


The medic heal upgrade is amazing. You can cruise through 5 or 6 missions with just medic+marine and the hercules drop ship. Nothing will kill you except things that one-shot marines.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 30 2010 16:23 GMT
#25
Firebats with 6 armour are incredible. They soak up baneling and ultralisk splash damage and kill swarms of lings, so your mnm can clear everything up.

Vultures are awesome for their spider mines as well. Decent anti light as well.
antelope591
Profile Joined October 2007
Canada820 Posts
July 30 2010 17:31 GMT
#26
Wraiths were the only unit I found completely useless (Brutal playthrough). Firebats were good for the early levels esp the infested terran one. Vultures are good for defense with infinite spider mines. Diamondbacks were at least good for the train mission...wraiths even sucked on the mission you got them on.
ArghUScaredMe
Profile Joined July 2010
United States712 Posts
July 30 2010 19:25 GMT
#27
ROFL roger that. All units, no matter how much they suck, are useful in their own mission.

I saw Wraith, I was like wtf is this and used viking instead on their own mission. 11 range + splash ftw.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-07-30 19:59:22
July 30 2010 19:58 GMT
#28
Funny how people at the start of beta were complaining that the new units introduced in SC2 are crap compared to their SC1 counterpart and this thread tells me the exact opposite.

There's just a lot of overlap in unit roles in the single-player in general. Tons of choices, but you only really need a relatively small variety of units to take on everything they throw at you.

They could really just add Spider Mines to Hellions and Lurkers in the next XPac and you'd never think twice about the other old units.
Pinstripes
Profile Joined July 2010
17 Posts
July 30 2010 20:01 GMT
#29
Wraiths are horrible, most useless upgrade were the marauder ones simply because stim wasn't an option, worst research was the predator already have a lot of armored killers
Pistolfied
Profile Joined June 2010
Canada79 Posts
July 30 2010 20:16 GMT
#30
I really wish the old units still had their old micro abilities, would make them worth getting over the standard sc2 units... The vulture micro is absolutely horrible in sc2 and it feels like a hellion that can only attack one unit :\ (although I do like the mines, once those are upgraded they RAPE)
Stop saying anywayS, it's anyway, not anyway>>S<<. Anyways is not a word!!!
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
July 30 2010 20:22 GMT
#31
I just went BC/SV pretty much every mission and cruised through the campaign... Anyone remember that one mission where Tychus marches through the bases? I got him 2 SVs and cleared everything else with ghosts. No detection at all, lol.
sevia
Profile Joined May 2010
United States954 Posts
July 30 2010 21:56 GMT
#32
Vultures were one of my most used units on Brutal, just because of how ridiculously cheap and effective they are. If you get the replenishing mines and blast radius upgrade, minefields are a much more effective defense than siege tanks on many missions. Long, narrow chokes (like on Haven's Fall) are ideal for this, getting 3 vultures and peppering the paths with spider mines secured my base for the entire mission. They're cheaper than hellions, are just as effective against light units in small numbers, and have additional utility as a point defender. Honestly, I would love to see them added to multiplayer.

Reapers were pretty good too, but I didn't bother getting the upgrades for them. I mainly used them to clear out spore crawlers. On Moebius Factor, you can clear a path for your medivacs (or hercules in my case) and rescue units from the rooftops with them. On Gates of Hell you can kill a long wall of spore crawlers that are inaccessible by foot, and then drop your way straight into the zerg base and kill the nydus worms. Reapers are also good for objective sniping in general.

Now wraiths... God, I don't think you could design a more obsolete unit. The air-to-air attack doesn't have the range of a viking's. Detection is abundant on every difficulty higher than casual. The air-to-ground does as much DPS as a worker I believe? Pretty pathetic. And it costs more than a siege tank too!

Diamondbacks are a close runner-up for useless units. I could actually see them being used in multiplayer, exclusively in TvT, to break siege lines in tank-viking vs. tank-viking. But in any other matchup, and especially in single player, they're useless. And like the wraith, their price is way too restrictive.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 30 2010 22:03 GMT
#33
I dunno, I thought the first protoss research to be hilariously obvious. Why would you choose the armor?
"One fish, two fish, red fish, BLUE TANK!" - Artosis
TheMunkey
Profile Joined March 2010
Canada470 Posts
July 30 2010 22:06 GMT
#34
Hive emulator is super effective in the last mission.. just mind control like 2 ultras and then a bunch of broodlords and you dominate all ground along with your tanks and marines.
Never give up
Draconicfire
Profile Joined May 2010
Canada2562 Posts
July 30 2010 23:16 GMT
#35
Reapers I thought were pretty useful in certain situations. When you needed to break down lots of buildings fast they were pretty good. Like I massed so many reapers on cleansing Haven.

I actually got the hive mind tower thing, and its interesting, but I think the other option would've been better. However, mind controlling the ultralisks in the All-in mission was glorious.
@Drayxs | Drayxs.221 | Drayxs#1802
Jinsin5
Profile Joined May 2010
Canada44 Posts
July 31 2010 04:31 GMT
#36
If you were not using the reapers on the infected missions you were doing it wrong.

When purging the infected on Haven, just use the reaper spell 5 times on the forming building and it will kill it, then you run out without having to kill any unit.

On the mission that has you killing the infected by night, i was able to kill all but 5 buildings by the end of the second day

And against Zerg, reapers own since the AI seems to tunnel vision hydras, zerglings, and mutas. All you need is air support and you are set.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2010-07-31 04:53:09
July 31 2010 04:49 GMT
#37
Agree with all of your points save Devil Dogs. Firebats are not a bad unit; their short range pretty much guarantees they'll be in front of your marines, tanking- which is very useful when facing enemies with AoE attacks that you don't want hitting your marines (Ultras, groups of Archons).

For worst mercenary unit I'd go with Hammer Securities, the Marauders. They get such a pitifully low advantage over regular marauders... and marauders are already a very 'meh' unit for the campaign due to no stim.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
July 31 2010 04:59 GMT
#38
On July 30 2010 17:23 dybydx wrote:
pretty much agree.

i would also say reapers and their related upgrades are strong runners up to being useless. the double scv production is also of dubious value when u have mule. instant depot building is weak too.

Instant depot building is good. Saves you a lot of mining time.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
July 31 2010 05:08 GMT
#39
Firebat merc was a welcomed addition to my last ditch defense on my plateau surrounding the artifact in the last level on brutal after having abandoned my entire base. I'd upgraded my firebats in armory (more armour/range), but would've gotten them even if I hadn't. I won, with artifact at like 100 hp (out of 3000).
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Doko
Profile Joined May 2010
Argentina1737 Posts
July 31 2010 05:10 GMT
#40
I dunno, I thought the first protoss research to be hilariously obvious. Why would you choose the armor?


I got dps on my first playthrough in hard, going with health on brutal. Every terran units does such absurd amount of damage that keeping them alive is more important in my eyes.
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