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This feels arbitrary as hell. Might as well make up BBU(British Balance Units) or for the superior metric system(Balancalories) and say that Blizzard didn´t add them well or something.
And no Ghosts are not really a comeback unit,the common theme of comeback units is efficiency like in BW. 8 Ghosts can´t do much on their own, but 8 Hellions/vultures can put you back into the game.
And well about BW being more entertaining than SC2(although I agree but I dont find SC2 bad at all) is like... your opinion dude. SC2 gets a lot of viewers atm which at least means some people find it entertaining enough
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I agree with the idea behind the post, but not the listing.
As this guy said
On October 06 2011 05:08 Bro_Stone wrote: Ghost isn't really a comeback unit... 10 ghosts vs a protoss army won't do anything without an ACTUAL army
In my eyes, there are a only (and too few) comeback units.
1. High Templar 2. Infestor 3. banelings 4. Raven (possibly)
Why only these two? Well, in a battle that is going extremely poorly for either side, say 150 food to 50 food battles. One or two of these units could instantly turn the tide.
The fact that terran doesn't have a strong CBU is a problem in my opinion. It is what makes coming catching up with a P or Z's lead so difficult. (Only drops.. really)
Anyways.. My two cents.
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On October 06 2011 05:10 Mafs wrote: I play chess and I HATE when people compare the 2. In chess there are come back moves, which make it much much more entertaining. Same with SC2. Nothing feels better then watching someone behind just dominate their opponent because they make perfect moves. And SC2 doesnt have CBU because that makes the comeback that much easier. You should be able to come back only if you outplay your opponent. Making infestors shouldn't instantly win the game unless the person has no counter.
You dont understand this.
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Haha HT: 2, thou have falleth.
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Units do not have intrinsic 'comeback' value. They only derive such value through their use. Marines in a Medivac, or even without a Medivac, can massively swing the game by being the right place at the right time and in the right numbers.
Attempting to grade units based on their comeback potential is a very sloppy way of trying to understand a very complex system. It's like simplifying the economy down to a supply and demand graph, or car purchasing decisions to gas mileage. By comparing units strictly in terms of an invented metric, you ignore the incredible diversity of play that is possible only by thinking outside of traditional metrics.
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United Kingdom14464 Posts
Mutas are comback units DTs Warp Prism + Zealot Marines (good micro) Banelings (the best fucking comeback unit) HTs Cloaked Ghosts
Admitedly the reaver is awesome, but there most certain are comeback units in SC2.
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Energy. Cloak. Splash dmg. Burst dps. -- I think those attributes are among the ones that can make a come back unit. Based on that, we could add to the OP also Colossi (splash), VR (burst), stimmed Marauders (burst), Tanks (splash), Yamato BC (burst), Overseers (energy), Queens (energy), Banshee (cloak), Archon (splash), Thor (air splash) . And in some cases extreme speed advantage can be come back worthy, so Zerglings too. Obviously, come back with any of those units doesn't happen very often, but sometimes it does.
Not all come back aspects are exactly units, some are more global, like repair and mules, shields, and burrow. Overall, no, I don't think SC2 lacks come back elements, the battles aren't very one-sided on average, especially compared to other games. The reason BW viewers may feel BW is more surprising is what Tyler mentioned on SotG that BW observing traditionally provides less information, so it's up to you to guess more and bite your nails, and you also get surprised more. I think SC2 obs are catching up in that aspect, it's not something that can't be improved.
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Banshee hellion raven
Infestor, mutalisks
Warp Prism, DT, Sentries Void ray
Those are likely the comeback untis of SC2 though a well times drop or sneak attack can do the same (as it can in BW)
none can match the completely retarded scarab AI hype because it was that. stupid and random. of course people will be on edge watching it NO ONE not even the player using the reaver knows how it will turn out until it lands. and you can only do a little to minimalize the damage but most of the damage mitigation comes from luck.
Stop lurkers are kind of true as a comeback thing but they reaaallly need to happen at a certain point in ZvT otherwise they reallty aren't a comeback unit they are just irrelevant once the science cloud comes into play.
meh the games are pretty similar in this regard
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MULE - 15 Hellion - before nerf, yes, after, no. Tank - not anymore Colossus? nope, damage type not strong enough (like reaver)
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no way infestors have the highest comeback factor. ghost and colossus make far more sense.
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There's nothing that set you back in a game better than a good infantry drop as terran imho. :/
And any kind of units that force your opponent to micro is a comeback unit because.. if he don't micro, you're being cost efficient. :< ( baneling, storm, infestor, etc )
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I totally agree with the sentiments of this article. Although the values may be somewhat arbitrary, it is so true - BW had way more exciting units that could be amazing in the hands of skilled players and show the difference between a top player and a mediocre player. I even argue that infestors and such are not comeback units at all - I honestly think infestor would be a 2 or 3 on the comeback unit scale - there is no skill involved using them, you simply hit f and click several times. The only thing that differentiates one infestor user vs the other is if one person gets slightly better fungals. If you are in a ZvZ and one person has 4 more infestors, that person is probably going to win. If you were in a ZvZ in Broodwar, the person with more scourge in muta/scourge battles was not necessarily going to win - it depended on the micro and skill with which the units were controlled.
Scourge would be something like a 6-7 on the comeback scale compared to an infestor. Because of it's huge instant damage it can turn things around almost instantly. The thing is, StarCraft 2 needs more units like that to make games more exciting and more dynamic with more potential for comeback if units are used well. The nerf of high templar storm is understandable and needed, but as you show, it turns storm from a comeback level of 6 to 2, and into a lackluster spell with very little potential.
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I would say collosus (lol) is a comeback unit in certain situations. Let's say you have a huge advantage as zerg but only with hydra/ling army. Protoss is sitting only on 2 bases and makes last push after making like 3 collosus with his last money. He wins
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Although I agree some units are great at making come-backs in Starcraft, and SC2, I would disagree on your choice in trying to quantify the "combackability" of units.
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I don't see how Ghosts are a comeback unit... =X
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On October 06 2011 04:24 Endymion wrote: Funnily enough I don't think terran really has a "comeback unit" vs zerg, it's usually a much more gradual comeback of winning battle after battle and having their marine/tank count not fall. I guess hellions if you don't see them being dropped, but any competant Zerg will. If a Terran is behind they're just fucked, just like if a Zerg is behind they're fucked too (in zvt for both races anyways).
Some would say sniping ghosts or cloaked banshees are the terran comeback unit vs zerg. By "some", I mean "me".
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So basically you want to play bad, but then win anyway.
K.
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On October 06 2011 05:52 Superneenja wrote: I don't see how Ghosts are a comeback unit... =X I dunno, the ability to take away 150 shields on multiple units? It effectively does more damage than fungal growth... Fungal does like 30-40dmg during its hold time. EMP=150 instantly. the DPS on it is way higher, and makes your units way more effective. It also shuts down any HT and Infestor play, the enemy has invested into their army.
Not to mention a lucky nuke = MAJOR COMEBACK.
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On October 06 2011 05:58 wei2coolman wrote:Show nested quote +On October 06 2011 05:52 Superneenja wrote: I don't see how Ghosts are a comeback unit... =X I dunno, the ability to take away 150 shields on multiple units? It effectively does more damage than fungal growth... Fungal does like 30-40dmg during its hold time. EMP=150 instantly. the DPS on it is way higher, and makes your units way more effective. It also shuts down any HT and Infestor play, the enemy has invested into their army. Not to mention a lucky nuke = MAJOR COMEBACK.
Isn't it 100 shield?
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On October 06 2011 05:55 Rob28 wrote:Show nested quote +On October 06 2011 04:24 Endymion wrote: Funnily enough I don't think terran really has a "comeback unit" vs zerg, it's usually a much more gradual comeback of winning battle after battle and having their marine/tank count not fall. I guess hellions if you don't see them being dropped, but any competant Zerg will. If a Terran is behind they're just fucked, just like if a Zerg is behind they're fucked too (in zvt for both races anyways).
Some would say sniping ghosts or cloaked banshees are the terran comeback unit vs zerg. By "some", I mean "me". ^I agree. Ghosts shut down tier 3 zerg units fairly hard. Not to mention medivac + 8 marines = epic comeback, reference MLG in that MMA vs Losira match.
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