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The Starcraft II Worst-Of Awards!
1. Worst Protoss Research + Show Spoiler +Raven. All of his skills are for ladder base-races. 100 AOE dmg hunter seekers? Defense Drone? Auto-Turrets? Pfft. Ironically, Science Vessel is actually the best for A-move mech air army steam rolling all 'freely base' missions.
2. Worst Zerg Research + Show Spoiler +Hive Mind Emulator. It converts 1 unit when 398473 swarm you? The lowest Zerg research of +150hp Bunker is more useful than this. runner up: + Show Spoiler +Predator (melee aoe dogs). This gets a special mention because it sucks almost equally. SC2 is a range craft. All they do is sprint ahead and die. If you want AOE, get Hellions.
3. Worst Acquired Unit + Show Spoiler +Vultures. Many are useless outside of introduction, especially spellcasters like Ghost/Spectre. At least they can AOE stun or launch nuke. Vultures are completely outshined by Hellion.
4. Worst Armory Upgrade + Show Spoiler +Tri-Lithium Power Cell (Diamondback's +1 range). Terrible upgrade for the terrible unit. The theory is that +1 range can forever kite units without taking damage. Too bad this isn't multiplayer. You don't have the space in the map to run around and SP is meant for pushing and razing. Oh yea.. it doesn't exist in ladder either.
5. Worst Mercenaries + Show Spoiler +Devil Dogs (Firebats). Marines, Marauders, Goaliths, Tanks, Vikings, Banshees, and BC are all very useful at anytime. Firebats just don't cut it because they're too situational. You never make them after getting them, maybe useful once more for the Zombie level and tanking front at the choke...and never else. And you can just use regular bats without credits.
Discuss.
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Don't think Vultures are useless. Wraiths are the useless units after introductions.
Spider mines are damn useful in many missions if you bother to get them.
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i found hive-mind emulator to be useful in All-in when a broodlord got in range of it.
Then again, I was a sucker and picked fighting broodlords over fighting nydus worms.
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On July 30 2010 17:19 FragKrag wrote: Don't think Vultures are useless. Wraiths are the useless units after introductions.
Spider mines are damn useful in many missions if you bother to get them.
Hmm Wraiths are pretty bad as Viking does it 100x better... but at least they serve effective anti-air. Vultures are for scouting and skirmishes. You don't 'skirmish' in SP and scouting is done by Hellion which comes with a powerful splash.
Mines are too much micro with no reward. You need a set-it-and-forget it defense with tanks and bunkers while you move out to rape. Only if they at least dealt powerful 110 damage instead of 50...
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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.
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On July 30 2010 17:19 FragKrag wrote: Don't think Vultures are useless. Wraiths are the useless units after introductions.
Spider mines are damn useful in many missions if you bother to get them.
if you add the "infinite spider mines" upgrade, then maybe i can use spider mines a lot.
but why use vultures when you can just have tanks auto kill all. doesn't make sense.
bc+science vessels for the win.
huge eraser on the minimap.
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Vultures are awesome for the mines. With the upgrade you could potentially set up an endless minefield with only 4 or so vultures. The worst "acquired" unit (Which unit isn't "acquired", exactly?) would probably be the firebat. For that matter, the worst armory upgrade is probably for the Firebat AoE, although the firebat +armor upgrade is a close runner up considering what you're paying for it.
I forgive them for the Raven. It would have been sorely missing if it wasn't included (Like the Sentry is in the Protoss missions :[ ), and it would have overlapped too much with the sci vessel for detection if it was freely given. I applaude them for including almost every "classic" unit into the campaign though. Except the Valkyrie. Everyone always forgets the Valkyrie. It's UED technology so I guess it's forgivable...
Edit:
On July 30 2010 17:23 dybydx wrote: i would also say reapers and their related upgrades are strong runners up to being useless.
Not even close to useless. They're all I made for at least four missions, and I made Reapers in almost every mission total. They kick ass.
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wow ghosts are useless? completely disagree - mass ghost with perma-cloak and range upgrade can walk over the map, just destroy detectors with their huge range only tanks become a problem, also perfect for defence since i doubt in any map AI uses detectors while attacking ur base. When i've found out they have +2 range +3 sight upgrade(as opposite to spectres useless 200 dmg ability) it was like "omgwtf siege tank". Just be aware of tanks and raven's seeker missile when using ghosts.
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Worst campaign unit is probably reapers, because the enemy will always have a base with a fuckton of units.
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On July 30 2010 18:03 Sadistx wrote: Worst campaign unit is probably reapers, because the enemy will always have a base with a fuckton of units.
You've played multiplayer for too long. Reapers are so far from useless it's amazing. They make the "infection" missions a cakewalk, and make all manner of light units evaporate everywhere else.
Reapers are unit that you get more out of for the more effort you put into them microing, relative to your opponent. Since the AI doesn't micro (or does so poorly), reapers are borderline godly.
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Well I think every armory upgrade seems kinda useless compared to the extra damage upgrade for the siege tank lol.
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I thought the hive mind thing was pretty good on the All-In mission. Mind controlling ultras to block for my siege tanks was great, especially since I had medics healing them the whole time plus the upgrade which made siege tanks do less damage to your own units.
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I didn't really see the point in the super-expensive giant transport with much more requirements than the medivac, that can heal two units at once with the upgrade, but maybe that's just me.
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On July 30 2010 18:09 Vokasak wrote:Show nested quote +On July 30 2010 18:03 Sadistx wrote: Worst campaign unit is probably reapers, because the enemy will always have a base with a fuckton of units.
You've played multiplayer for too long. Reapers are so far from useless it's amazing. They make the "infection" missions a cakewalk, and make all manner of light units evaporate everywhere else. Reapers are unit that you get more out of for the more effort you put into them microing, relative to your opponent. Since the AI doesn't micro (or does so poorly), reapers are borderline godly.
Yeah about |-| this far. If you're playing on brutal, there's simply no way reapers are useful. The enemy attacks always before you can get a good number of them, and they have armored or air units 99.9% of the time. Maybe there are some cliffs in certain missions that can be abused, but it's not worth the time finding them.
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On July 30 2010 18:51 sushiman wrote: I didn't really see the point in the super-expensive giant transport with much more requirements than the medivac, that can heal two units at once with the upgrade, but maybe that's just me.
I don't know, the ability to do Terran doom-drops is nice, although I haven't tried myself. Both times I used it, it was to move all my SCVs when expanding to a new area. The alternative, the Predator, just looked so incredibly lame...
On July 30 2010 19:01 Sadistx wrote:Show nested quote +On July 30 2010 18:09 Vokasak wrote:On July 30 2010 18:03 Sadistx wrote: Worst campaign unit is probably reapers, because the enemy will always have a base with a fuckton of units.
You've played multiplayer for too long. Reapers are so far from useless it's amazing. They make the "infection" missions a cakewalk, and make all manner of light units evaporate everywhere else. Reapers are unit that you get more out of for the more effort you put into them microing, relative to your opponent. Since the AI doesn't micro (or does so poorly), reapers are borderline godly. Yeah about |-| this far. If you're playing on brutal, there's simply no way reapers are useful. The enemy attacks always before you can get a good number of them, and they have armored or air units 99.9% of the time. Maybe there are some cliffs in certain missions that can be abused, but it's not worth the time finding them.
I play Brutal, and I find plenty of use with reapers. Be creative. Don't get stuck in the multiplayer-beta mindset of only making them if you can get one in before the enemy a stalker.
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i found use for reapers i just dont find the upgrades that useful.
imo they are better for scouting purposes like collecting min/gas and "rescue" units like diamond backs. so having a few is nice, but having too many doesnt really help you win the game, in contrast to other upgrades that are more reliable.
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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.
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On July 30 2010 19:20 dybydx wrote: i found use for reapers i just dont find the upgrades that useful.
imo they are better for scouting purposes like collecting min/gas and "rescue" units like diamond backs. so having a few is nice, but having too many doesnt really help you win the game, in contrast to other upgrades that are more reliable.
Their mine throwing upgrade I didn't get too much use out of, yeah, but the range/damage upgrade is huge. It lets them two shot workers (and marines), and also lets them outrange marines. Since most targets you'll be taking out with Reapers are melee anyway, range is always a big help.
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dont agree vultures and firebats are useless, i was using vultures for their mines up until the second to last mission, and i used firebats throughout the entire final missions chain.
someone said wraiths are bad, they might be worse then vikings but for some reason it was REALLY fun playing with them (speed/agility + cloak i guess). but i think they shouldnt cost as much as they do.
been playing on hard though, so i guess i had the comfort of playing with the units i just felt were fun, i guess the brutal players didnt have that luxury.
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Wraiths are terrible terrible, i tried using banshee/wraith a couple of times, it sucks, don't do it, banshee/viking is 100x better
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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)
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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.
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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.
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I dunno, I thought the first protoss research to be hilariously obvious. Why would you choose the armor?
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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.
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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.
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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.
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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.
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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.
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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).
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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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The mission where you attack at night with hellions I found it very useful to throw in some vultures because you could use the spider mines in your defense(I have the research that allows you to rearm your vultures mines) With a couple of vultures running around with your hellions you kill the infested buildings so much faster and vultures can keep up with hellions and in addition both of these units can be built from a reactor factory and only cost minerals.
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On July 31 2010 14:10 Doko wrote:Show nested quote +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. The ranged advantage of first strike that you'll usually have makes the damage research more advantageous- helps you take your opponents out before they can retaliate. If, on the contrary, the enemy usually had the first strike advantage, then you'd be better off with the extra health, to tide you over until you get into attack range.
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well if u wanna go M&M or the viking banshee combo like some ppl suggested here, then getting extra hp makes more sense than extra attack speed. this way, your army never dies.
if u wanna go mech though, attack speed is prolly more useful.
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On July 30 2010 19:06 Vokasak wrote:Show nested quote +On July 30 2010 18:51 sushiman wrote: I didn't really see the point in the super-expensive giant transport with much more requirements than the medivac, that can heal two units at once with the upgrade, but maybe that's just me. I don't know, the ability to do Terran doom-drops is nice, although I haven't tried myself. Both times I used it, it was to move all my SCVs when expanding to a new area. The alternative, the Predator, just looked so incredibly lame... Show nested quote +On July 30 2010 19:01 Sadistx wrote:On July 30 2010 18:09 Vokasak wrote:On July 30 2010 18:03 Sadistx wrote: Worst campaign unit is probably reapers, because the enemy will always have a base with a fuckton of units.
You've played multiplayer for too long. Reapers are so far from useless it's amazing. They make the "infection" missions a cakewalk, and make all manner of light units evaporate everywhere else. Reapers are unit that you get more out of for the more effort you put into them microing, relative to your opponent. Since the AI doesn't micro (or does so poorly), reapers are borderline godly. Yeah about |-| this far. If you're playing on brutal, there's simply no way reapers are useful. The enemy attacks always before you can get a good number of them, and they have armored or air units 99.9% of the time. Maybe there are some cliffs in certain missions that can be abused, but it's not worth the time finding them. I play Brutal, and I find plenty of use with reapers. Be creative. Don't get stuck in the multiplayer-beta mindset of only making them if you can get one in before the enemy a stalker.
I actually like the huge transport it's nice for being able to move large portions of your army quickly. Moreover the Predator jaguar type unit looks incredibly useless especially since I have Firebats, Helions, and Spider Mines to deal with mass melee troops (i.e. lings).
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