SC2 WORST-OF Awards for Armory/Upgrades/Units - Page 2
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Sentenal
United States12398 Posts
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TheFinalWord
Australia790 Posts
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
United States11 Posts
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0mar
United States567 Posts
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
Ireland23335 Posts
Vultures are awesome for their spider mines as well. Decent anti light as well. | ||
antelope591
Canada820 Posts
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ArghUScaredMe
United States712 Posts
I saw Wraith, I was like wtf is this and used viking instead on their own mission. 11 range + splash ftw. | ||
Bibdy
United States3481 Posts
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
17 Posts
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Pistolfied
Canada79 Posts
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Dagobert
Netherlands1858 Posts
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sevia
United States954 Posts
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. | ||
MangoTango
United States3670 Posts
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TheMunkey
Canada470 Posts
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Draconicfire
Canada2562 Posts
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. | ||
Jinsin5
Canada44 Posts
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
Chile4253 Posts
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. | ||
Zato-1
Chile4253 Posts
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. | ||
Nightmarjoo
United States3360 Posts
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Doko
Argentina1737 Posts
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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