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On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines
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On April 15 2011 09:11 Tyree wrote:Maxed out with all upgrades Toss BW vs Toss SC2 I think Toss SC2 would win, solely because of the strenght of Colossi and their splash damage would wreck the hell out of Toss BW. I doubt Arbiters freeze (forgot the name  ) would work on Colossi since they are massive (trollface.jpg). Plus you have Forcefields which would heavily split the Toss BW army and make it hard for Goons to do dps. Zerg BW vs Zerg SC2 Landslide win for Zerg BW, the only unit SC2 Zerg would really have as a threat is the Roach. colossi are not good against very large units like the dragoon
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On April 15 2011 07:14 Ryuu314 wrote:Show nested quote +On April 15 2011 06:58 Cosmos wrote: All the terran units in broodwar are stronger than the terran units in sc2 xd tank > tank vulture > hellion goliath > thor (cost effectively) wraith > banshee+viking medic > medivac
Only the marine is better now^^ Meh that's debatable. Medivacs heal at the rate of 3hp per energy while medics only heal at a rate of 2 health per energy. Marines on the other hand are IMO stronger in bw due to more powerful stim, but yea they're a lot squishier. Wraiths were pretty boss but personally I feel that the split into banshee+Viking was a good one. Banshees have inane atg dps and Vikings are pretty decent ata too. Theres one reason why marines in SC2 blow compared to SC1
The fact that its HARD to overstim without just rapidly hitting ttttttttttt, i dont think ive ever had a problem with having to choose my stims. Medics heal is just so cost effective
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On April 15 2011 09:33 Insanious wrote:Show nested quote +On April 15 2011 09:15 Jotoco wrote:On April 15 2011 08:56 Insanious wrote: People seem to forget a few things... Mainly SC2 cheese.
1) 4 warpgate = dead SC1 T, Z, P. Do a quick 4 warpgate, hell do the whole 4 warpgate with only zealots that comes SUPER Early...
Now tell me what an SC1 player can do to live through that. 5 minute mark... 8+ zealots. and the SC1 player has 2-3 units... ya...
2) 7rr = dead SC1, T, Z, P. Again same thing, comes around 5:25 with 7 roaches... nothing can defend against this in SC1.
3) 2 rax. DEAD sc1 T, Z, P... dead, oh so dead, very very dead.
Early agression = SC2 wins hands down.
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You let it get to late game, and ya, SC1 has an advantage, but SC2 would never let that happen. Half our tournaments end stupidly quickly, this would be no different.
But even then, SC2 P wins all match-up as SC1 cannot use a single spell ever... SC2 feedback on HT = range 9. Meaning no more spell casting from SC1 casters, period. Then you have immortals, which make siege tanks and reavers useless. Lets not even get to how good VRs and Pheonix would be vs SC1 races... Shield Batteries. Spider Mines. OP Sunkens and lings. - 2gate - 4 warp gate - 2 rax - 7rr - 5rr - 6 pool All come before these can be made in SC1 due to economics. 4 workers vs 6 workers 5 workers vs 7 workers etc etc... SC1 dies to SC2 cheese 100% of time, sorry  ... Hell let's take this as an example: SC2 terran vs SC1 terran: SC2 terran resources needed for a 2 rax: - 2 rax - 1 supply depot = 400 minerals SC1 terran resources needed for a vulture - 1 rax - 1 factory - 1 refinery = 450 minerals + 100 gas So before the SC1 player has a vulture, he will be behind the SC1 T by 250 minerals... so say 2 workers (so 4 workers vs 8 workers) and 3 marines... SC1 terran dies... 3 marines vs nothing, then vulture = 75 minerals and 30 seconds to build, so then it becomes 5 marines vs 1 vulture... etc, etc... this works for 100% of SC1 stuff. Also SC2 6 pool hits before SC1 4 pool  . People have to stop bringing up the 4 workers v. 6 workers. That point is completely moot. Yes, you start with less workers in BW, but workers also harvest more minerals per trip. The only race this 4 workers v. 6 workers thing will have any effect on is Zerg because they have to sacrifice a worker to build. Otherwise, there's no difference.
Prior to beta and also during early beta, people calculated the income rate for BW and SC2 (no macro mechanics ofc) and it was identical.
Obviously, with the new macro mechanics SC2 races will have a much quicker growth in their economy but that really doesn't have anything to do with 4 workers v. 6 workers.
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On April 15 2011 09:36 LG)Sabbath wrote:Show nested quote +On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines
Jeah, but you have to account for the fact that the resolution of sc:bw was ehm 640x480? whereas in sc2 you can get much bigger resolutions. Try playing starcraft 2 on 640x480 and then see how much screen stalkers shoot
Also i would love to do a bw 4 pool against a sc2 6 pool. 6 pool feels so much weaker then a 4 pool in bw imo
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On April 15 2011 09:43 Vain wrote:Show nested quote +On April 15 2011 09:36 LG)Sabbath wrote:On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines Jeah, but you have to account for the fact that the resolution of sc:bw was ehm 640x480? whereas in sc2 you can get much bigger resolutions. Try playing starcraft 2 on 640x480 and then see how much screen stalkers shoot  Also i would love to do a bw 4 pool against a sc2 6 pool. 6 pool feels so much weaker then a 4 pool in bw imo
AFAIK only screen aspect-ratio determines how much of the map you see, not resolution. 640x480 would see less by virtue of being 4:3 but I think that's it.
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On April 15 2011 09:36 LG)Sabbath wrote:Show nested quote +On April 15 2011 09:11 Tyree wrote:Maxed out with all upgrades Toss BW vs Toss SC2 I think Toss SC2 would win, solely because of the strenght of Colossi and their splash damage would wreck the hell out of Toss BW. I doubt Arbiters freeze (forgot the name  ) would work on Colossi since they are massive (trollface.jpg). Plus you have Forcefields which would heavily split the Toss BW army and make it hard for Goons to do dps. Zerg BW vs Zerg SC2 Landslide win for Zerg BW, the only unit SC2 Zerg would really have as a threat is the Roach. colossi are not good against very large units like the dragoon
Colossus do a base damage no + to anything, they have a wide enough arc to hit 3 dragoons which are next to each other.
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SC2 would win with some proxy rax/gate shit, but then BW would absolutely wreck if the game progressed. Carrier micro, stasis field, psi storm, plaguuu, goliaths, recall sieged tanks (more of a joke build) are really strong.
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does this mean i can emp a nexus, nuke it and kill it?
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On April 15 2011 09:36 LG)Sabbath wrote:Show nested quote +On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines Hmm, perhaps.
In the SC2BW mod, the Dragoon range is adjusted to be 6 goons long, which I guess looks like this: + Show Spoiler + Not quite half the screen, but that's probably because the screen in SC2 is zoomed out by a bit.
The range numbers and engine differences between SC2 and BW are an interesting factor in this discussion. Stalkers and Dragoons technically have the same range number, but Dragoons are perceived to have a longer range. Same thing with Siege Tanks, even though the SC2 Siege Tank has a range of 13 as opposed to the 12 range of the BW Siege Tank. Heck, Roaches technically have the same range number as unupgraded BW Hydras, both with range 4. Should be really interesting to see unpgraded Roaches fighting unupgraded BW Hydras. However, I assume that major engine differences would require changes to range numbers for a more accurate comparison.
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On April 15 2011 10:36 eviltomahawk wrote:Show nested quote +On April 15 2011 09:36 LG)Sabbath wrote:On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines Hmm, perhaps. In the SC2BW mod, the Dragoon range is adjusted to be 6 goons long, which I guess looks like this: + Show Spoiler +Not quite half the screen, but that's probably because the screen in SC2 is zoomed out by a bit. The range numbers and engine differences between SC2 and BW are an interesting factor in this discussion. Stalkers and Dragoons technically have the same range number, but Dragoons are perceived to have a longer range. Same thing with Siege Tanks, even though the SC2 Siege Tank has a range of 13 as opposed to the 12 range of the BW Siege Tank. When dealing with such similar units, these engine differences should be an interesting part of the discussion, especially regarding the subtleties of unit range.
Ohmygosh that screenshot looks so sexy.
How many people actually play the mod? It looks amazing >_<
And yes, I think BW units would absolutely rape SC2 units...though it's hard to compare since you have different damage systems, screen/unit/base sizes, etc. (i.e. which would we play on).
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I wonder why people saying Lurker > all sc2.
Wouldnt SC2 unit concave > lurker, as they fire in a straght line. The reason collosus are as good as they are is because of the fire mechanic they do like a "sweep".
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On April 15 2011 10:41 Z3kk wrote:Show nested quote +On April 15 2011 10:36 eviltomahawk wrote:On April 15 2011 09:36 LG)Sabbath wrote:On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines Hmm, perhaps. In the SC2BW mod, the Dragoon range is adjusted to be 6 goons long, which I guess looks like this: + Show Spoiler +Not quite half the screen, but that's probably because the screen in SC2 is zoomed out by a bit. The range numbers and engine differences between SC2 and BW are an interesting factor in this discussion. Stalkers and Dragoons technically have the same range number, but Dragoons are perceived to have a longer range. Same thing with Siege Tanks, even though the SC2 Siege Tank has a range of 13 as opposed to the 12 range of the BW Siege Tank. When dealing with such similar units, these engine differences should be an interesting part of the discussion, especially regarding the subtleties of unit range. Ohmygosh that screenshot looks so sexy. How many people actually play the mod? It looks amazing >_< And yes, I think BW units would absolutely rape SC2 units...though it's hard to compare since you have different damage systems, screen/unit/base sizes, etc. (i.e. which would we play on). Just search up "SC2BW" when creating a Custom Game, which should reveal several remakes of BW maps utilizing the mod. It would be wise to find players from a Chat Channel since almost no one is playing it through the normal Join Custom Games system.
There is also a pretty big SC2BW thread floating around in the Custom Maps section of the TL SC2 forum that has regular updates for the mod.
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Does the range system in BW same as the one used in SC2? I think its not comparable because of the different game engine. For instance, range upgraded marines (BW) would fend of Muta harass much better (you could actually snipe mutas) and it leads me to believe that a range 6 SC2 marine would do the same if there was ever an upgrade.
Anyway, looking at the various matchups for T (more along the lines of unit vs unit, not build orders since obviously build times would have to change):
T(BW)vT(SC2): Any sort of attempt at an MMM ball would be murdered. On the BW side, you have spidermines that force scans, ravens/starport tech, leave marauders on 1 hp, tanks that 2 shot maruaders and insta gib marines and goliaths that snipe medivacs. Drops wouldn't be so effective because of spider mines or due to tanks being spread around (cheaper and 2 supply meaning you can dedicate some tanks for defending unlike SC2).
In a tank vs tank scenario, BW tanks being less cost/supply, more damaging would prove to be better. Vikings may give vision, but goliaths with upgraded range (Viking on foot pretty much) would mean no viking vision unless you want to sacrifice vikings. Banshees can be deadly but 75mineral turrets along with mass scans/goliath or even cloaked wraiths can ruin the day. Cloaked wraiths would be so devastating if one does NOT see it coming (harder to see it coming that say a viking ambush).
A BC vs BC scenario would also tip in favor to BW. Science vessels can accompany the BCs and hence provide a greater flexibility in roaming around the map where as the SC2 countparts cannot with ghosts. Plus ghosts in SC2 on the otherhand just got their EMPs nerfed. Also yamatos decides BC vs BC battles period. If they include vikings, you can dedicate couple of valks which murder air units. Raven's PDD could be pretty good but science vessels can EMP. Would be an awesome sight if the SV casts defensive matrix just as the HSM is about to hit.
Would hellions trigger mines? I think they might since vultures hover hence why minse aren't triggered. Blue flame hellions could be nasty to a min line, but would require 3 shots! (5 shots unupgraded..)
Lock downs would be pretty devestating although its quite a high investment to have ghosts around in BW. Things like sensor towers could give an edge to SC2 T, but map awareness for BW T is given by mass tank lines, spidermines, and alot of scans that doesn't affect the economy at all.
Goliaths also being in the same tech tree as factory units, means better than vikings in terms of upgrades. Id prefer this over flying mobility and the almost uselessness of having the ability to walk around..
T(BW)vP(SC2): Is it me or the scene of those pesky blinking stalkers blinking on to a spidermine field just a beautiful sight to see? But on the otherhand, dragging the spidermine to a tank/workers/other units via blink would be so epic. Spidermines would also force P to get obs, taking up precious robo production time and restrict the P from gaining map control so easily.
Voidrays would be the most useless unit in this matchup because an upgraded range gols would murder them even before they got their beams going. Motherships included since they will get sniped or EMPed into oblivion.
Instead of a viking vs col, it would be cloaked wraiths vs Cols. Things like sniping the obs and then going after the cols with move shoot micro would be wicked to see. Same thing can be said about carriers too. Reminds me of boxer's cloaked wraiths vs carriers, although this failed against anytime in So1 game 5... damn
Chargelots would be less effectively at clearing mine fields compared to speedlots, heck even an immortal would be better at that. The latter would be an expensive mine clearing unit though.
Thinking of a 200/200 battle, with maxed out vulture/tank/gols +1~2 science vessel against a P death ball, I cant imagine a P winning at all (even a pure immortal/lots ball due to EMP) unless caught the T with their siege mode down. Because tanks and gols are 2 supply, there will just be more units than usual in SC2.
Hrm, I wonder if the goliaths would be able to use their air attack vs cols.. would be a funny sight! man that would be nasty. Also lockdowns would be another counter to mass cols or even immortals if science vessels aren't cutting it due to feedbacks.
T(BW) vs Z(SC2): An MM ball in BW is pretty devestating although it would be interesting to see how they react to banelings. Firebats could be used as shields and theyd melt lings like no tomorrow. However because the existence of roaches and baneling busts, this might force T to mech or turtle alot more til they got their siege tanks out or vultures with spider mines.
Depending on the roaches size, it could be 2 shotted or 3 with +1 weps from siege tanks. However vultures would be so much more devestating because of the lack of detection of Z early game. Spidermines around the mineral line, or even to kill off larvae would hurt the Z. Itd also make them constantly sending lings out to clear mine fields (some wont and see their roach ball die from mininukes). I wonder if speed up vultures would be fast as speed lings.. maybe a little slower?
Unlike SC2 where muta harass can go on forever and ever even with thors to a point, science vessels will shut it down. If they magic box, then put some medics/marines defending which is so much more effective than placing just marines in SC2 since medivacs cost 2 supply and you cant spread them around. Oh, and did i mention T has access to a flying thor that does ridiculous amount of splash?
Medics are obviously better then medivacs since you dont starport tech, and they cost 1 food. They can be spread around. Used as a wall, can blind overseers if thats important and could be useful for cloaked wraiths.
A tank+MM combo vs baneling/ling/muta will be pretty similiar to what we see already. But a full on 200/200 mech vs anything Z would be pretty entertaining. You cant simply run back and forth your infestors due to spider mines or heck science vessels will ruin your day. No scourges to bring those down although the range 9 fungal could be pretty devestating. Itd be an intensive micro fest. A cloud of science vessels would probably be the most dangerous unit against Z. Irradiating expensive units could really take a toll on the Z.
Broodlords will get sniped by goliaths although those triggering spider mines would be pretty funny. Tanks 7 shot ultras (both fully upgraded) or even way less due to being mini nuked. Defensive matrix could play a cruical role as well.
Im sure Ive missed some points, but Id prefer BW T anyday of the week compared to the SC2 version.
Conclusion: You know what.. i want my spider mines back!
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10387 Posts
Would like to add that BW BC also destroy SC2 BC because SC2 BCs have their attack split up into multiple weaker shots, whereas BW BC is 1 powerful shot. So Armor would affect the SC2 BC's DPS really heavily
And Siege Tanks/mine field should be able to murder Collossi anyways, since Tanks outrange everything lol. No need for cloaked wraiths. Not to mention, Stalkers are way weaker than Dragoons, so that will have a lot of effect.
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If Terran starts with 6 SCV that have 60 hp...
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On April 15 2011 09:33 Ryuu314 wrote:Show nested quote +On April 15 2011 07:45 AeTheReal wrote:On April 15 2011 05:04 Ryuu314 wrote:On April 15 2011 02:59 AeTheReal wrote: I don't know about that. I'm pretty sure phoenix are better at killing scourge than corsairs with their 20 damage vs light and the ability to shoot while retreating. Colossi would be pretty safe from scourge assuming you controlled your phoenix well.
Erm...no. If you tried to micro phoenix against scourge you'd eventually have to back up to the point where your colossi are exposed. If 50 scourge a-moved into say 15 phoenixes, there's no way they will be able to stop them from reaching the colossi. If 50 scourge a-moved into 15 corsairs they'll all evaporate simultaneously. The reason why corsairs were so damn strong was even though they do very little damage per hit, they have an incredibly high rate of fire and, most importantly, they do splash damage in a pretty significant aoe. Corsairs>Phoenixes anyday in terms of utility and usefulness. I don't think the 50 scourge scenario is very realistic. Zerg needs 25 larvae, 625 minerals, and 1875 gas to make that in a batch. Just the larvae cost is tremendous (over 8 hatchery full of larvae) so it's probably very unlikely for that scenario to pop up. Corsairs could hold it off, but only if they were coming from mostly one direction. It would also depend on upgrades there too. Twelve phoenix could theoretically shoot down up to 6 scourge per volley and does not rely on splash damage. While this could not take down larger flocks of scourge as easily, it's an unlikely scenario anyways and will be able to destroy smaller groups of scourge without taking damage. Also, do not it takes 4 scourge (50 minerals, 150 gas) to take down a colossi. You need that much plus however many gets shot down by the phoenix. Corsairs have to hit a critical mass of 4 or 5 before they can take down any scourges while phoenix can do that even as a single unit. While, yes, corsairs need critical mass, phoenix can only hit one scourge at a time. Even in SC2, overkill does exist for all units that dont' have instantaneous shots. As a result, phoenixes will overkill scourges extremely badly (unless you had insane APM) and woudln't be all that effective at taking out massive flocks of scourge. While my assumption of 50 scourge is unrealistic, high scourge numbers (12+) isn't really all that rare considering one larva pops 2 scourge and scourge is already a pretty common counter against air for Zerg. In low numbers, sure, phoenix will outperform corsairs as anti-scourge, but as the numbers increase, corsairs become much much better as anti-air than phoenix. And realistically, it really doesn't take all that long for a Protoss to get 4-5 corsairs assuming they play pretty standard. Phoenixes also require a similar critical mass in combating mutalisks anyways. Not to mention devourers would absolutely rape colossi just as hard (or harder) as corrupters currently do. Phoenix will definitely do some overkill but the point is they are near untouchable and forces the zerg to overproduce scourge to take down the colossi. At that point, scourge will not be cost effective. Devourers actually have really shitty dps. What made them awesome is acid spore effect from their attack allows the lower damage faster hitting units do way more damage. Now that I think about it, zerglings doing up to 14 damage a hit to colossus is pretty sweet.
On April 15 2011 09:36 LG)Sabbath wrote:Show nested quote +On April 15 2011 08:37 eviltomahawk wrote: Eh, a lot of people are saying that goons outrange Stalkers, though according to Liquidpedia, goon range is 4 unupgraded and 6 with the range upgrade. Stalker range is 6, and Sentry range is 5.
However, I assume that the significant engine differences do make a huge difference in how the "different" ranges are perceived. In order for the Dragoon to "feel" like the BW version while in the SC2 engine, its range might need to be adjusted to be above the original value of 6. Otherwise, it technically would have the same range as the Stalker. If that is the case, then early Stalker rushes might do significant damage to unupgraded, 4-range Dragoons. yeah i dont know about this, i mean in bw a dragoon with upgraded range can shoot from almost half a screen away, so i dont think the range numbers are similar between engines The range number between the games should be equivalent otherwise it would be completely unfair. I'm pretty certain sc2 is zoomed out a bit and the unit size proportions are different.
People seem to think sc2 workers gather minerals slower than in bw because they only carry 5 but that's not true. During development, blizz actually ran the numbers and sc2 workers returned minerals way too fast compared to bw when they carried 8. The reduction to 5 minerals made it much closer to bw mining speeds. So 4 workers should be about equivalent to 4 workers. I am assuming both variants will use 6 workers to start with for any matchup.
On April 15 2011 10:55 ArvickHero wrote: Would like to add that BW BC also destroy SC2 BC because SC2 BCs have their attack split up into multiple weaker shots, whereas BW BC is 1 powerful shot. So Armor would affect the SC2 BC's DPS really heavily
And Siege Tanks/mine field should be able to murder Collossi anyways, since Tanks outrange everything lol. No need for cloaked wraiths. Not to mention, Stalkers are way weaker than Dragoons, so that will have a lot of effect. I ran the numbers between the bw bc and the sc2 bc. SC2 BC barely wins (with 44 HP left.) I used the zealot attack speed as a conversion between games. A 22 cooldown in bw is about 1.2 in sc2. The results were calculated from unupgraded battlecruisers on both side. BW BC will will after 1-1 upgrade on both side though. Do note that SC2 BCs do build significantly faster (90 vs 13) and does way more dps to ground units. If Blizz didn't nerf the SC2 BC's air attack from 8 to 6 then it would blow the BW BC away.
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Here is a GENIUS IDEA:
Someone make a Unit Tester with both games' units. Including the new and old versions: both marines, both firebats, etc.
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On April 15 2011 11:56 NoisyNinja wrote: Here is a GENIUS IDEA:
Someone make a Unit Tester with both games' units. Including the new and old versions: both marines, both firebats, etc.
I have another idea
Someone make a Lost Temple of SC2, but instead of Terran Protoss Zerg you can also to choose BWTerran BWProtoss BWZerg and build their units.
Then we hold a tournament and invite the Koreans to represent the BW team and Team Liquid to represent SC2.
Then after the tournament, we hold ANOTHER tourney, and both sides SWITCH RACE.
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