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[H]Unit Counters

Forum Index > StarCraft 2 Strategy
Post a Reply
fseer
Profile Joined May 2009
United States13 Posts
February 22 2010 05:32 GMT
#1
If anyone could provide some experience on what units are good vs others that would be great (especially like army mixtures) and what is the right way to counter these units. For example,

roaches good vs zealots->tech to robo is needed
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
Last Edited: 2010-02-22 05:41:00
February 22 2010 05:38 GMT
#2
PvZ
Roaches>Zeal/Stalkers/Colossi
Zeal/Stalkers/Colossi>Lings
Lings>Immorals
Immortals>roaches

PvT
Stalkers/colossi>Marines
Marines>Immortals
Immortals>Marauders/mech
Marauders/mech>Stalkers/Colossi

This is pretty basic. You also want to factor in support units such as sentries, temps, banshees, etc.

I got two pages of notes of every scenario that counters every other scenario, I'll type that up sometime tomorrow.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
February 22 2010 05:38 GMT
#3
Ya a nice compilation would be real nice.

Colossus > Hydralisks I know
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-02-22 05:47:52
February 22 2010 05:45 GMT
#4
This is a very warcraft III way of thinking about starcraft II. Granted there are hard counters, but the game is much less about scouting your enemy's army composition and countering it like in warcraft III. Starcraft II still remains a game of macro, and you should be thinking about the best way to secure more money to make more units without dying. However, for the sake of not making this post seem disrespectful to the OP:

I'll post up some stuff about PvT since that's currently the matchup I've played the most and know the most about:

marines > zealots without charge
Marauders > stalkers alone
Zealots and marauders are fairly even it depends on army size and control until charge is out, then zealots slaugher them (and marines too)
Collosus > marines
Collosus + stalker > marine marauder (Collosi can just stay out of range and use the stalkers as a meat shield. Marines die instantly and marauders get wrecked by stalkers if they go after the coli and wrecked by the coli if they go for the stalkers.)
Thor > collosus (in equal numbers due to rape, i mean particle, cannon)
Tanks + turret > collosus
Vikings > collosus (for obvious reasons)
Stalkers > Vikings and do ok vs thors, especially with other units around (collosus/immortal/zealot)
Banshees > stalkers (surprising but learned that one the hard way)
Void rays > seige tanks and banshees (also for obvious reasons)
Helions > zealots
Zealots > seige tanks
Seige tanks > stalkers (poor guys group up so hard and the splash is so devastating)
Void rays > BC
BC > everything that's not void rays (not kidding, they're so good, tore through stalkers like butter)
Mothership > everything =D

edit:
Marauders/mech>Stalkers/Colossi
is wrong from my experience. Stalkers/coli is stronger.
Half man, half bear, half pig.
fseer
Profile Joined May 2009
United States13 Posts
Last Edited: 2010-02-22 05:54:44
February 22 2010 05:51 GMT
#5
I guess its kinda like wc3, but even in sc you need to know some basic stuff, such as goons vs lair units but then transition back into more zealot archon army later etc,

also obviously not everything has to be better than others, some things can be fairly even, such as zealot dragoon vs tank vulture in sc1, or zealot/goon/templar vs ling/lurker/hydra (or somehting else depending on the number of units i guess)

i guess another question to ask is the responses one should be taking towards certain units (and how far to go with them). For example, after lair in sc1 u need 2/3 cannnons if u see second gas, etc.. but it might be too early in the game for that yet
orangecoconut
Profile Joined September 2009
Canada8 Posts
Last Edited: 2010-02-24 04:05:27
February 23 2010 11:17 GMT
#6
Bumping to encourage Chairman Ray to post a full list.

Seriously, this would be incredibly helpful for those that haven't had time / been bothered to go through all the unit's damage / armour types. Do it! (please)
pew pew
Tef
Profile Joined April 2008
Sweden443 Posts
February 23 2010 12:02 GMT
#7
I am just curious, does anyone who play the Beta have anything to say about the significance of armor & attack upgrades for unit counters? Perhaps it is to early to tell, but I hardly ever see any game replays where upgrades have been used to boost a timing attack. Nor any discussions about +1 zealots can 2-hit instead of 3-hit.
Dont fuck up, dont fuck yourself
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
Last Edited: 2010-02-23 23:56:54
February 23 2010 12:38 GMT
#8
It might be useful to see all the units armour types and +dmg vs armour types.
I don't have the beta but I could make a chart from SC2Armory (then people who have the beta can correct the old information).
Edit: Here we are

Unit/ArmourType/UnitType/Attacktype/AttackGroundAir

Protoss
Probe / Light Mechanical / Normal Ground
Zealot / Light Biological / Normal Ground
Stalker / Armoured Mechanical / +DMG Armour Ground/Air
Sentry / Light Mechanical / Normal Ground/Air
Observer / Light Mechanical
Immortal / Armoured Mechanical / +DMG Armour Ground
Warp Prism / Armoured Mechanical
Colossus / Armoured Mechanical-Massive / AOE Ground
Phoenix / Light Mechanical / +DMG Light Air
Void Ray / Armoured Mechanical / +DMG Armour Ground/Air
High Templar / Normal Biological
Dark Templar / Normal Biological / Normal Ground
Archon / Light Psionic / +DMG Bio Ground/Air
Carrier / Armoured Mechanical-Massive / Normal Ground/Air
Mothership / Normal Mechanical-Massive / Normal Ground/Air

Terran
SCV / Light Mechanical / Normal Ground
Mule / Light Mechanical
Marine / Light Biological / Normal Ground/Air
Marauder / Armoured Biological / +DMG Armour Ground
Reaper / Light Biological / +DMG Light Ground SPECIAL: +DMG Buildings
Ghost / Normal Biological / +DMG Light Ground/Air SPECIAL: +DMG Biological
Hellion / Armoured Mechanical / +DMG Light Ground
Siege Tank / Armoured Mechanical / +DMG Armoured Ground SPECIAL: AoE Ground
Thor / Armoured Mechanical-Massive / Normal Ground +DMG Light Air
Viking / Armoured Mechanical / Normal Ground +DMG Armoured Air
Medivac / Armoured Mechanical
Raven / Light Mechanical
Banshee / Light Mechanical / Normal Ground
Battlecruiser / Armoured Mechanical-Massive / Normal Ground/Air

Zerg
Drone / Light Biological / Normal Ground
Overlord / Armoured Biological
Zergling / Light Biological / Normal Ground
Queen / Normal Biological / Normal Ground/Air
Hydralisk / Light Biological / Normal Ground/Air
Baneling / Normal Biological / +DMG Light Ground
Overseer / Armoured Biological
Roaches / Armoured Biological / Normal Ground
Infestor / Light Biological
Mutalisk / Light Biological / Normal Ground/Air
Corruptor / Armoured Biological / +DMG Massive Air
Nydus Worm / Armoured Biological
Ultralisk / Armoured Biological-Massive / Normal Ground SPECIAL: +DMG Buildings
Brood Lord / Armoured Biological / Normal Ground
Broodlings / Light Biological / Normal Ground
Changeling / Light Biological
Don't hate the player - Hate the game
lololol
Profile Joined February 2006
5198 Posts
February 23 2010 15:13 GMT
#9
Sentry does not deal bonus damage.
Void ray deals damage to ground, too.
Raven and Banshee are light.
High/Dark Templars, Archon, Mothership, Ghost, Baneling do not have an armor type. They are just biological/psionic, e.t.c

This is off the top of my head, so there's probably more inaccuracies.
I'll call Nada.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
Last Edited: 2010-02-23 15:46:10
February 23 2010 15:44 GMT
#10
On February 24 2010 00:13 lololol wrote:
Sentry does not deal bonus damage.
Void ray deals damage to ground, too.
Raven and Banshee are light.
High/Dark Templars, Archon, Mothership, Ghost, Baneling do not have an armor type. They are just biological/psionic, e.t.c

This is off the top of my head, so there's probably more inaccuracies.

Thanks for that. I updated the Sentry, Raven, Banshee and Void ray(that was a typo but thanks).

I didn't remove the Light/armoured on those units though. Are you sure about that? It seems quite strange that they don't have a type at all.
Don't hate the player - Hate the game
lololol
Profile Joined February 2006
5198 Posts
February 23 2010 18:43 GMT
#11
The units just have their properties listed, and armored/light aren't specificly differentiated. For example, the Hatchery is "Armored - Biological - Structure", while the Archon is just "Psionic". There are also 2 units that deal bonus damage to other properties(corruptors - masive and archons - biological).
I've also seen replays where units clearly do not deal their bonus vs armored and light against motherships and banelings, so I'm sure for those 2, and it's not very likely that the description lies for the other ones.
I'll call Nada.
Malingo
Profile Joined November 2009
United States45 Posts
February 23 2010 19:08 GMT
#12
i think collosi are massive are they not?
but thanks a lot this is really great!
Far out in the uncharted backwaters of the unfashionable end of the western spiral arm of the Galaxy lies a small unregarded yellow sun. Orbiting this at a distance of roughly ninety-two million miles is an utterly insignificant little blue green planet.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 23 2010 19:16 GMT
#13
On February 24 2010 03:43 lololol wrote:
The units just have their properties listed, and armored/light aren't specificly differentiated. For example, the Hatchery is "Armored - Biological - Structure", while the Archon is just "Psionic". There are also 2 units that deal bonus damage to other properties(corruptors - masive and archons - biological).
I've also seen replays where units clearly do not deal their bonus vs armored and light against motherships and banelings, so I'm sure for those 2, and it's not very likely that the description lies for the other ones.

I guess that makes sense, in SC1 there was like "normal" type which didn't take extra damage from anything. I'll update it with that.

On February 24 2010 04:08 Malingo wrote:
i think collosi are massive are they not?
but thanks a lot this is really great!

Yeh SC2 armory does list them as massive, it also lists what is Psionic. I just didn't think it was relevant.
But actually it is relevant because the Pheonix can't lift "massive" units, so I'll update that too.
Don't hate the player - Hate the game
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-02-23 19:52:23
February 23 2010 19:46 GMT
#14
I forgot to add the queen to the list of units without an armor type. All others units are either light or armored.

The 3rd armor type in BW is medium. Only a few units have it - vultures, hydras, lurkers, queens, defilers and corsairs and similarly there are only a few units that aren't light or armored in SC2, but the difference is that medium armor isn't clearly better than the 2 other types.
I'll call Nada.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 23 2010 23:58 GMT
#15
On February 24 2010 04:46 lololol wrote:
I forgot to add the queen to the list of units without an armor type. All others units are either light or armored.

The 3rd armor type in BW is medium. Only a few units have it - vultures, hydras, lurkers, queens, defilers and corsairs and similarly there are only a few units that aren't light or armored in SC2, but the difference is that medium armor isn't clearly better than the 2 other types.

Thanks I changed the Queen.
Don't hate the player - Hate the game
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