Unit analysis: Protoss Archon - Page 2
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Salv
Canada3083 Posts
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Zato-1
Chile4253 Posts
I gather then that archons are not a pushover in PvZ in general- roaches and zerglings have been mentioned in particular as units the archon fares well against, although I imagine hydras still rip them up as they did in SC1. What about other matchups? Are archons any good at all in PvP / PvT, or are they as useless as SC1 archons are in PvT? | ||
xccam
Great Britain1150 Posts
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Dx Fx
Russian Federation85 Posts
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xccam
Great Britain1150 Posts
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BlasiuS
United States2405 Posts
For a 4-supply unit it's a joke. Any combination of 2 templar are superior. | ||
xccam
Great Britain1150 Posts
video that i think shows linear AoE. | ||
BlasiuS
United States2405 Posts
On March 29 2010 02:10 xccam wrote: http://www.youtube.com/watch?v=gr_dcumGEvE video that i think shows linear AoE. Does that work on air units too? | ||
Zato-1
Chile4253 Posts
On March 29 2010 02:10 xccam wrote: http://www.youtube.com/watch?v=gr_dcumGEvE video that i think shows linear AoE. According to that video, the sensor tower was taking about 6-7 points of damage per attack. It's an interesting find no doubt, but I'm not sure how useful that kind of splash damage is, especially if you have to set it up. | ||
xccam
Great Britain1150 Posts
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iounas
409 Posts
Great move by protoss player by positioning his archon and using splash by targeting rocks behind the target. | ||
xccam
Great Britain1150 Posts
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UnderWorld_Dream
Canada219 Posts
can you do more testing plz? maybe with a line of workers? | ||
iounas
409 Posts
On March 29 2010 03:11 xccam wrote: If you are being sarcastic I set it up to show the splash... not to kill the tower fastest. Yeah.. If that is intended archon splash than its very very weak.. Hellion does splash in a line with full damage no matter if its targeting closest or unit in the back.. Archon splash from the vid is from archon to the thing he fires but there is no way that anybody can micro archons to fire something farther away correctly and if you do the damage is so low that your archon might just be trapped by closer things attacking him trying to chase farther unit.. So if this is intended its laughable.. :D | ||
love1another
United States1844 Posts
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Haemonculus
United States6980 Posts
Archons have a lot of health, (well, shields, but w/e). In theory they could make decent tanks. However a bunch of angry zealots will soak up more damage, get to the enemy faster, and cost a *lot* less. Their damage is pretty high, (fully upgraded they do what, 47 damage to biological units? ) Nice, but single target high damage is better done by the immortal, and when it comes to splash damage... well no one competes with the colossus. Storms again really outshine archon splash damage, and the only time I ever see archons made is when a group of HTs are out of energy and need to make themselves useful quickly. Their range is pretty meh. Sure it's enough to attack over a zealot or two, but again, a few colossi can out-DPS them from way in the back of your army. So how can we fix them? I've got a few ideas, all off the top of my head: Range 3? Allow them to deal with mutalisks a little better, even if they still aren't doing a lot of splash damage. A few solid hits will ruin any muta's day. Increased splash radius/damage? Would make them more useful certainly, but again, aren't they still competing with the colossus? Increase base shield armor? Make them a tidbit more durable? Some sort of shield-recharging ability? "I am a giant swirling ball of energy and death, and my shields are purely powered by my awesome mind." Either let their shields recharge extra fast compared to the rest of the protoss army, or allow them to like "meditate" or channel for a few seconds and recharge their shields! Bonus damage vs psionic units, or reduced damage taken from psionic units? "Oh you've got some psychic powers? That's cute. I'm a giant ball of psionic death." Finally, the number one change that archons NEED 100% absolutely needs to be fixed is their attack animation. They just sort of limp-wristedly gesture at an enemy, and a few small blue lines shoot it. MAKE THEM FEEL LIKE THE ANGRY BALLS OF DEATH THEY'RE SUPPOSED TO BE!! Also, their attack sound should be a lot scarier, lol. | ||
iounas
409 Posts
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ZenDeX
Philippines2916 Posts
On March 29 2010 04:04 Haemonculus wrote: Some sort of shield-recharging ability? "I am a giant swirling ball of energy and death, and my shields are purely powered by my awesome mind." Either let their shields recharge extra fast compared to the rest of the protoss army, or allow them to like "meditate" or channel for a few seconds and recharge their shields! Yeah, give it a Shield Recharge ability. Technically, SC2 Archons have the same statistics as in BW. But in SC2, the shield mechanic has been changed wherein they won't charge as fast during battle. This means Archons are in fact a lot weaker now. Giving them an ability to recharge their shields would help them a lot. Heck, have them able to recharge the shields of allies would be sick. An alternative would be giving them D-Matrix. | ||
lololol
5198 Posts
The shield change actually benefits them, since they have the most shields of any protoss unit, so they can actually recharge a significant amount between fights. In BW their attack cooldown is 20, for comparison zealots had 22 and rines had 15. In SC2 they have 1.754, zealots have 1.2 and marines have 0.8608 So they attack much slower relatively to other units. They don't have "light" or "armored" as an armor type, so they are much better tanks against all units with bonus damage than they were in BW against units with explosive or concussive damage. Edit: "have the most shields", not "have the most hp", dunno what was I thinking. | ||
AllFear
44 Posts
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