If BW Units fought SC2 Units....
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kholdprazole
United States3 Posts
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IamBach
United States1059 Posts
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Tears.Of.The.Moon
Slovenia715 Posts
Everything dies so fast in SC2 compared to BW :o , so i have to give the win to SC2. | ||
Morbidius
Brazil3449 Posts
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jcroisdale
United States1543 Posts
But on another note this is not worthy of a thread. | ||
PITN
New Zealand158 Posts
On April 14 2011 09:30 PerfectTear wrote: SC2 units DPS > BW units DPS Everything dies so fast in SC2 compared to BW :o , so i have to give the win to SC2. Well, depends, all the aoe in BW is far more powerful. They had to nerf it hard in sc2 | ||
Mailing
United States3087 Posts
![]() Also, wait until 2015 until the last expo comes out, then compare :D | ||
Torumfroll
290 Posts
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prodiG
Canada2016 Posts
BW. Hands down. I'd take my hardass dragoon over these pansy-ass stalkers any day. | ||
FinestHour
United States18466 Posts
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neobowman
Canada3324 Posts
Siege tanks, 70 damage per shot. Marines fire double rate with stim. Freely detecting overlords 75/25 hydralisks Hive Tech Psi Storm Reavers Reach SC1 hands down. | ||
skypig
United States237 Posts
Cracklings from BW have DPS that would shred any SC2 unit army, except something like mass tanks/colossi. On the same note, the SC2 zergling is pathetic compared to the BW original. Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Siege tanks from BW deal 70 damage (un-upgraded) per shot to large units; this is way more than SC2 tanks. High templar from BW have psionic storms that can deal 110 total damage (instead of 80 like in SC2), plus they can cast 3 times instead of 2 at full energy. Carriers from BW have 4 armor, and battlecruisers from BW have 3 armor - these would own SC2 units. BW units win, no contest. | ||
CCa1ss1e
Canada3231 Posts
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Phyrigian
New Zealand1332 Posts
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prodiG
Canada2016 Posts
On April 14 2011 09:40 skypig wrote: BW units would win, hands down - anyone claiming that SC2 units would win has not played BW enough. Cracklings from BW have DPS that would shred any SC2 unit, short of mass tanks/colossi. The SC2 zergling is pathetic compared to the BW original. Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Siege tanks from BW deal 70 damage (un-upgraded) per shot to large units; this is way more than SC2 tanks. High templar from BW have psionic storms that can deal 110 total damage (instead of 80 like in SC2), plus they can cast 3 times instead of 2 at full energy. Carriers from BW have 4 armor, and battlecruisers from BW have 3 armor - these would own SC2 units. BW units win, no contest. plague only did 300? i thought it reduced health to 1 no matter what O____________O | ||
proot
United States126 Posts
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Shana
Indonesia1814 Posts
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skypig
United States237 Posts
On April 14 2011 09:40 prodiG wrote: plague only did 300? i thought it reduced health to 1 no matter what O____________O "Only" 300, lol? That's more than most ground units have - the only units that are left with ANY health at all are carriers, battlecruisers, and ultralisks. It's like a ridiculously powerful version of FG, except you have to wait 'til tier 3. | ||
Antisocialmunky
United States5912 Posts
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Sanguinarius
United States3427 Posts
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IamBach
United States1059 Posts
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GhostFall
United States830 Posts
If you played the SC1/SC2 Conversion mod, units like medics, dragoons, vultures utterly dominate everything. However, Starcraft 2 macro mechanics > Starcraft 1 macro mechanics. Sure Starcraft 1 units are stronger, but starcraft 2 will have more units in the same amount of time. | ||
Striding Strider
United Kingdom787 Posts
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prodiG
Canada2016 Posts
On April 14 2011 09:42 skypig wrote: "Only" 300, lol? That's more than most ground units have - the only units that are left with ANY health at all are carriers, battlecruisers, and ultralisks. It's like a ridiculously powerful version of FG, except you have to wait 'til tier 3. i meant like i didn't know there was actually a limit on it because i'm so used to just seeing everything be at 1 health ![]() | ||
Treadmill
Canada2833 Posts
On April 14 2011 09:40 skypig wrote: BW units would win, hands down - anyone claiming that SC2 units would win has not played BW enough. Cracklings from BW have DPS that would shred any SC2 unit army, except something like mass tanks/colossi. On the same note, the SC2 zergling is pathetic compared to the BW original. Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Siege tanks from BW deal 70 damage (un-upgraded) per shot to large units; this is way more than SC2 tanks. High templar from BW have psionic storms that can deal 110 total damage (instead of 80 like in SC2), plus they can cast 3 times instead of 2 at full energy. Carriers from BW have 4 armor, and battlecruisers from BW have 3 armor - these would own SC2 units. BW units win, no contest. It's not quite that clear cut - SC2 tanks shoot more quickly than BW tanks, I think they actually have higher dps in the end, especially considering they do the same damage to "light" (35). SC2 Battlecruisers have 3 base armour too. I think BW units would win though, 'cause the SC2 units would all clump up like they do and get murdered by the BW splash. | ||
DARKHYDRA
United States303 Posts
Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Im pretty sure the main reason defilers were scary was darkswarm+consume. | ||
BryanSC
United States455 Posts
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Ben...
Canada3485 Posts
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Chicane
United States7875 Posts
On April 14 2011 09:47 BryanSC wrote: BW would win because you could actually micro the units unlike SC2. That makes no sense... they would win because they are harder to control, and therefore harder to use efficiently... what? How about they would win simply because they are more powerful... | ||
TheTenthDoc
United States9561 Posts
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dartoo
India2889 Posts
Edit:Someone saying brood war units will win because of micro..LOL, it is so much tougher to control units in brood war. I t actually goes against them. | ||
IamBach
United States1059 Posts
On April 14 2011 09:44 prodiG wrote: i meant like i didn't know there was actually a limit on it because i'm so used to just seeing everything be at 1 health ![]() Also, defilers with consume basically have unlimited energy so they can basically continue to plague everything. | ||
Aequos
Canada606 Posts
Surprisingly, I think immortals would help a ton, as they're pretty proof against all of Protoss's heavy hitters from BW save the Carrier. | ||
beefhamburger
United States3962 Posts
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Tdelamay
Canada548 Posts
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vrok
Sweden2541 Posts
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Zapdos_Smithh
Canada2620 Posts
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zeru
8156 Posts
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Sandro
897 Posts
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CidO
United States695 Posts
On April 14 2011 09:47 BryanSC wrote: BW would win because you could actually micro the units unlike SC2. So BW because you had to have skill ontop of skill. Skill in the game and skill to make up for the short falls and pathing issues that were in the game? That makes no sense. That comparison bluntly is retarded, if you compared any game in it's current state to it's previous or older one you would always choose the older one cause it's harder. At this point, it's like asking what is a better fruit, wine or potatoes. edit, let me spell it out for the people saying "HERP DERP BW WILL ALWAYS BE BETTER" and the other kids saying "NUUU SC2 IS BETTER YOU OLD GEEZER" Everyone loves potatoes, you can say it two different ways. Find me someone who hates potatoes and i'll find you a liar. Wine gets better with age. Guess which one is the wine and which one the potatoes. | ||
nitdkim
1264 Posts
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IamBach
United States1059 Posts
On April 14 2011 09:51 beefhamburger wrote: As much as I would like SC1 to win, I don't see what would beat Broodlords with mass Viking and PDD support other than pure spells. Broodlords are beefy enough to tank plenty of storms and the broodlings will minimize swarm effects by stoping any ground units from getting close. Goliaths would be good if PDD didn't work on them. I am pretty sure broodlords aren't any better than gardian. I think just simple ranged marines or muta/devourer would kill that pretty bad. | ||
XsebT
Denmark2980 Posts
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AeonStrife
United States918 Posts
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swim224
Botswana368 Posts
On April 14 2011 09:51 beefhamburger wrote: As much as I would like SC1 to win, I don't see what would beat Broodlords with mass Viking and PDD support other than pure spells. Broodlords are beefy enough to tank plenty of storms and the broodlings will minimize swarm effects by stoping any ground units from getting close. Goliaths would be good if PDD didn't work on them. Stasis would own them because in sc2 units clump up so much. You could also plague them or use the corsair's splash. | ||
OnceKing
United States939 Posts
If you want to compare buildtimes and stats directly it's a different matter altogether though I suspect units from BW moved into SC2 would have scaled down stats, or SC2 units moved into BW would have scaled up stats (ex. 40 BW HP is not worth as much as 40 SC2 HP) | ||
Arisen
United States2382 Posts
But seriously, though, I don't know how you could argue that SC2 units would win in a fight. Sure, if you let the mechanics of both games into this fight, SC2 would win because you'd have a maxed army in 7 minutes, but the units themselves were more powerful in Brood War. I liked a discription I read (from LuLush I think) that stated that in Brood War there were 3 overpowered races fighting eachother, and in Starcraft II, they're trying to approach "balance". The approach now is to nerf everything that's powerful because the millions of casual players around the world don't care if a year or two down the road something could be figured out, they just want to be able to win all the time with every race with minimal effort, which is sad, but it's what we have | ||
chuDr3t4
Russian Federation484 Posts
If it was in BW, BW units would win hands down. Imagine Colossus or Thor in BW. lol. ![]() But if it was in SC2, I think SC2 units would have made a stand. | ||
hmmm...
632 Posts
1) DARKSWARM: marine/marauder ball, protoss deathball LOLWUT 2) PSIONIC STORM: marine/marauder ball, protoss deathball LOLWUT 3) CHEAPASS VULTURES: so OP it's not even funny 4) PLAGUE: marine/marauder ball, protoss deathbal LOLWUT 5) CRACKLINGS: these would own sc2 cannons any day. 6) OP TANKS: 85 damage with +3 attack upgrade. yes...EIGHTY FIVE 7) MEDICS: tier 1, way cheaper than medivacs, way sexier 8) SCOURAGE 9) ARBITERS: need I say more. They're like much cheaper motherships now esp. since mothership vortex got nerfed to uselessness the last patch. This is actually a good thread in showing why BW is more interesting to watch imo; each race has hella overpowered units but they counteract each other which gives us very interesting games (i think it was coincidence that BW turned out this way but either way, it turned out well) On the OTHER hand....we see Blizzard nerfing units in SC2 to OBLIVION. DON'T NERF Blizzard! Instead, if it's imbalanced, balance it by buffing. | ||
Aron Times
United States312 Posts
PLAAAAAGUUUUUUUU!!! Anyway, I'm going to vote for the Starcraft 2 units because they have much better AI. You don't have to babysit them as much, which means more brain power allocated for uber micro. In Brood War, you had to dedicate much of your micro towards mitigating the idiotic AI, so if both players are at the same skill level, the Starcraft 2 units would win. Another question. Who would win? Firebathero or Idra? | ||
zeru
8156 Posts
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imBLIND
United States2626 Posts
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babblingduk
Canada79 Posts
Like others have said, it would depend. I would argue that unit for unit, BW would win. But if it was nada playing himself (one in BW one in SCII) then i think SC2 would win just cause of the intelligence of the AI. IMO good AI > high DPS cant do the damage if you cant control the units =p | ||
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pathy
Taiwan619 Posts
bw ez | ||
Novalisk
Israel1818 Posts
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Bobster
Germany3075 Posts
:p | ||
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520
United States2822 Posts
Zealot charge is superior to Zealot leg speed. Stalkers move faster than Dragoons and can Blink at the cost of a little less health. SC1 High Templar can't deal with the long range Feedback of SC2 High Templar, although Dark Archons in the equation will quickly turn this around. SC2 Dark Templar do more damage than SC1 Dark Templar. The Sentry, which has no real SC1 equivalent, brutally shifts things in favor of SC2 Protoss, as Force Fields take advantage of both stupid Dragoon AI and stupid scarab AI. Imagine if every scarab shot you fired had to make its way around a mineral line? The Shuttle beats the Warp Prism in survivability, but lacks the ability to drop more than 4 units at a time. Immortals are better overall against the SC1 Protoss army than the Reaver is against the much more mobile SC2 Protoss army, and absolutely destroy the Reaver 1v1. Colossus can take advantage of weak SC1 Protoss anti-air, although lose straight up to Dark Archons due to Mind Control. Observers... are observers. There's no increased sight range in SC2, so I guess SC1 Observers win? The Scout loses handily to the Void Ray in all forms of combat. The Phoenix and Corsair both provide similar roles in the game, but Disruption Web over an army that can Blink is much less useful than lifting up Reavers and High Templars is. SC2 Carriers do more DPS than SC1 Carriers do, and they fire their Interceptors out much more quickly. The Arbiter kicks the crap out of the Mothership hands down, but I believe that Force Field overall is more potent than Stasis in this example. | ||
babblingduk
Canada79 Posts
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oXoCube
Canada197 Posts
SC2 Zerg could probably beat BW zerg in context of the current metagame SC2 Protoss could beat BW terran IMO, especially if chargelots can drag mines, it would be a lot harder once vessels came out though In terms of pick any unit combinations you want, BW would roll sc2 and its not even close. | ||
jjhchsc2
Korea (South)2393 Posts
On April 14 2011 09:40 skypig wrote: BW units would win, hands down - anyone claiming that SC2 units would win has not played BW enough. Cracklings from BW have DPS that would shred any SC2 unit army, except something like mass tanks/colossi. On the same note, the SC2 zergling is pathetic compared to the BW original. Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Siege tanks from BW deal 70 damage (un-upgraded) per shot to large units; this is way more than SC2 tanks. High templar from BW have psionic storms that can deal 110 total damage (instead of 80 like in SC2), plus they can cast 3 times instead of 2 at full energy. Carriers from BW have 4 armor, and battlecruisers from BW have 3 armor - these would own SC2 units. BW units win, no contest. Couldn't have said it better. | ||
KillerPlague
United States1386 Posts
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DyEnasTy
United States3714 Posts
On April 14 2011 09:33 Torumfroll wrote: The Colossus would win. no. Siege Tanks in BW were the shit. | ||
Spectorials
558 Posts
When I see them in SC2 I lol in comparison :D | ||
therockmanxx
Peru1174 Posts
There are 6 diferents mathups For example PvP Early game, I believe that SC2 have a big advantage because Stakers are easier to micro thn Goons Reavers would make a big diferent because they make so much damage in Mid Game and speed shuttle make them extreme powerfull unit with enough micro Now because sc2 units always stick together Reaver would make even more damage but the stupid scarabs AI mess up everytime when units are to close When the zealots come in the game I would said that advantage goes to sc2 again because you dont need to surround the enemy, they just do it without micro Lol Templars fight goes to sc1 because storms are OP Warp Gate tech .... I really dont know how this affect the balance of this matchup but if you consider that this reduce the building time of units and make them easy to macro this give another advantage to sc2 in late game ... | ||
oXoCube
Canada197 Posts
On April 14 2011 10:12 KillerPlague wrote: would BW units get armor types (light, mech, bio, etc.)? Small - Light Large - Armored Shields would take 100% damage from everything. At least that makes the most sense to me. Now that I think about it, BW zerg would be completely screwed against one base banes. | ||
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BLinD-RawR
ALLEYCAT BLUES50110 Posts
Suprised noone said this DarkSwarm+lurkers>>>SC2 | ||
3 Lions
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United States3705 Posts
On April 14 2011 09:40 cca1ss1e wrote: Defilers. yeah plague > fungal imo dark swarm > all | ||
HKriceboy88
United States248 Posts
Plaguuuuuuuuuuuuuuuuuuuuuuuuuu Dark swarm, dark swarm, and dark swarm. | ||
starcraft911
Korea (South)1263 Posts
On April 14 2011 09:30 PerfectTear wrote: SC2 units DPS > BW units DPS Everything dies so fast in SC2 compared to BW :o , so i have to give the win to SC2. Sounds like you've never played bw in your life. Irradiate on mutas. Reavers killing 99% of all workers in 1 attack. Storm damage melting HUGE groups of hydras. The only thing as far as DPS goes that SC2 has is colossus and I'll take 2 reavers in a shuttle over colossus any day. | ||
Logarythm
United States264 Posts
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Gharst
United States17 Posts
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Golgotha
Korea (South)8418 Posts
On April 14 2011 09:40 skypig wrote: BW units would win, hands down - anyone claiming that SC2 units would win has not played BW enough. Cracklings from BW have DPS that would shred any SC2 unit army, except something like mass tanks/colossi. On the same note, the SC2 zergling is pathetic compared to the BW original. Defilers from BW can cast plague; this spell deals 300 damage to all units in a big AoE cloud. Siege tanks from BW deal 70 damage (un-upgraded) per shot to large units; this is way more than SC2 tanks. High templar from BW have psionic storms that can deal 110 total damage (instead of 80 like in SC2), plus they can cast 3 times instead of 2 at full energy. Carriers from BW have 4 armor, and battlecruisers from BW have 3 armor - these would own SC2 units. BW units win, no contest. for some reason this post made me want to play BW again. it was glorious. | ||
ShatterStorm
Australia146 Posts
How about starting at the basics, BW SCV's with 60 health... Terran could Worker rush every sc2 opponent and win hands down. | ||
Stanlot
United States5742 Posts
High Templar: Better storms Dark Archon: Maelstrom Science Vessel: Irradiate It wouldn't even be close D; | ||
Najda
United States3765 Posts
Also it depends, is this just a max army vs max army? Or does it matter how they got there? | ||
DuneBug
United States668 Posts
is it even debatable though.... splash damage has been toned down so much in this game, the only thing that has kept its power is the siege tank. But of course has a supply cost. i'll take the stalker over the goon. Goon did more damage and was tougher but seriously though reavers and lurkers i would take any day over baneling / colossus. plaguuuu, dark swarm against portoss .. oh man makes me salivate. | ||
IamBach
United States1059 Posts
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puppykiller
United States3126 Posts
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RaiKageRyu
Canada4773 Posts
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skypig
United States237 Posts
On April 14 2011 10:23 Golgotha wrote: for some reason this post made me want to play BW again. it was glorious. Same here, bro, same here. Been playing SC2 nonstop for months now, but I've gotta get back into BW sometime soon...so much more epic game. | ||
Umbrella
Taiwan936 Posts
SC2 isn't nearly as chaotic as BW. Also, couldn't we just use the SC2BW races against SC2 races and get an idea that way? | ||
bjornkavist
Canada1235 Posts
On April 14 2011 10:33 skypig wrote: Same here, bro, same here. Been playing SC2 nonstop for months now, but I've gotta get back into BW sometime soon...so much more epic game. I agree lol, all this reaver talk just makes me want to blow the hell out of a terran player's mineral line. man, I miss reaver micro so much ![]() | ||
Subversion
South Africa3627 Posts
On April 14 2011 09:45 DARKHYDRA wrote: Im pretty sure the main reason defilers were scary was darkswarm+consume. PLAGUUUUUUUUUUUUUUUUUUUU- Yeah, I think Dark swarm was most of it ![]() Man, I would KILL for Dark swarm in SC2, would be so so sweet. | ||
Slago
Canada726 Posts
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MrGingerKid
United States63 Posts
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mutantmagnet
United States3789 Posts
To answer the OP it depends on the matchup. PvP BW Protoss techs up faster and builds armies faster than SC2 Protoss without Chrono Boost. BW Gateway and Stargate Protoss is a lot more resilient than SC2 but aren't as flexible. BW Robo is cheaper and hit harder than SC2 robo but SC2 robo is more flexible just like the other tech paths. I give the edge to BW Protoss here. Early game SC2 can have an econ or tech advantage but with proper scouting BW is IMO significantly too cost efficient that overcomes the econ route and can better support a robo or templar army with less bases than the SC2 army. The best tool for SC2 is warp gate usage early game. On largish maps pheonix could've been viable if not for my belief BW armies would adapt by making Speed upgraded scouts which would crush pheonix even more cost effectively than the other tech comparisons I mentioned. PvT There are some timing imbalances that IMO give SC2 terrans the edge. Two Reapers can significantly impact Protoss early econ while they wait for Goon range to be upgraded. Even if that doesn't happen Terran can open up with concussive twin maruaders and bull dog Protoss. Even if they don't do that Protoss is going to have an extremely hard time keeping up with MULE economics. If Protoss can survive through that then they have some viable options to win because reaver and psistorm are more powerful and DTs are harder to anticipate and prepare for. Overall I have a bleak out look for this match up. PvZ I give the edge to protoss here. Lings being weaker, hydras being crippled, no lurkers and no muta stacking isn't covered by roaches, blings and infestors. The only thing making Zerg viable here are Queens. TvT What an interesting match up. BW bio's only saving grace are medics. SC2's metal has no saving grace. BW though has nothing as well in Starport tech aside from BAttlecruiisers. SC2 Terran should crush BW terran in the early game because of mules and superior marines but both Terrans are highly capable at defense and depending on the map BW terran should survive to engage in Tank Wars. Once that happens the match up balances itself out very quickly. So this match up is a toss up. SC2 could win early game but this should rarely happen once players understand the timings and then everything will be dependent on who has the better strategy with what resources they have. TvZ SC2 Zerg curb stomps. Whether they go high econ baneling or macro roach they should crush face. Terran could try going metal but with access to queens to kick their map control into overdrive and their Hive tech being far more resiliant to mech play I don't see how this matchup can work without 90%+ win rate for zerg. TvP If BW terran can survive the warpgate push they should effectively be on par with SC2 Protoss. SC2 protoss will learn quickly how powerful mech play can really be but they have the immortal to prevent that from being a dominating strat. Aside from them and Blink stalkers they don't have anything that makes them really scary after the warpgate rush. Analysis: BW Terran should win more than lose. ZvZ BW lings are stronger than SC2 lings. This should decide most of the fights in such a short lived match up but SC2 zerg will adapt because their defensive and macro tools are too powerful to try to decide the game with ling play. Eventually SC2 zerg should curb stomp BW zerg but I have my doubts about this working out on certain maps. Verdict. SC2 will consistently beat BW zerg but it won't be as lopsided as TvZ. ZvT Complete massacre for BW zerg. Their only chance is defiler tech. They shouldn't live that long for that to happen. Even if they do pull it off they shouldn't be in a position army or economy wise to sustain it long enough for a comeback. Only an act of God can save BW zerg from SC2 Terrans. | ||
DrBoo
Canada1177 Posts
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MorningMusume11
United States3490 Posts
plus 60HP SCV's >> any worker in SC2 | ||
Golgotha
Korea (South)8418 Posts
On April 14 2011 10:33 skypig wrote: Same here, bro, same here. Been playing SC2 nonstop for months now, but I've gotta get back into BW sometime soon...so much more epic game. We can only hope that the SC2 expansions will deliver. If SC2 becomes 50% of what BW was, I will die happy. | ||
Nuttyguy
United Kingdom1526 Posts
shuttle reaver; basically a siege air unit tanks splash dmg in BW is so pro, use a marine/vulture to run to the dt; use the tank and focus that unit = DT DEAD | ||
IamBach
United States1059 Posts
On April 14 2011 10:38 mutantmagnet wrote: Only an act of God can save BW zerg from SC2 Terrans. Only an act of all the Gods put together could save goliathless terrans from well microed BW mutas. | ||
jabberwocky
Singapore59 Posts
On April 14 2011 10:38 mutantmagnet wrote: Only an act of God can save BW zerg from SC2 Terrans. Loved this! And your entire post made sense too. Though I really doubt how Terran can combat SC2 Protoss when they have warpgates and FF. Only superior mech positioning would allow them any chance. | ||
IamBach
United States1059 Posts
On April 14 2011 10:40 Golgotha wrote: We can only hope that the SC2 expansions will deliver. If SC2 becomes 50% of what BW was, I will die happy. + Show Spoiler + Fuck | ||
Misanthrope
United States924 Posts
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Zanno
United States1484 Posts
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Arcanne
United States1519 Posts
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TheTenthDoc
United States9561 Posts
On April 14 2011 10:35 bjornkavist wrote: I agree lol, all this reaver talk just makes me want to blow the hell out of a terran player's mineral line. man, I miss reaver micro so much ![]() Hate to break it to you but reaver micro beyond a certain point doesn't exist, it's all whether or not the Random Number Gods bless you. So get praying before you play! | ||
Kyhol
Canada2574 Posts
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TheTenthDoc
United States9561 Posts
On April 14 2011 10:44 IamBach wrote: Only an act of all the Gods put together could save goliathless terrans from well microed BW mutas. Umm I'm pretty sure Thors would do more damage to standard BW muta micro than Goliaths do, let alone MMM. | ||
mutantmagnet
United States3789 Posts
On April 14 2011 10:45 jabberwocky wrote: Loved this! And your entire post made sense too. Though I really doubt how Terran can combat SC2 Protoss when they have warpgates and FF. Only superior mech positioning would allow them any chance. Thanks. Forcefields is too gas dependent which slows down observers. Spidermines offer too much map control and vultures can kill sentries too fast because of their unit type being vulnerable to concussive damage. It's too risky to try to use more than one sentry early game. Mid game when tanks are out almost makes sentries obsolete. | ||
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BLinD-RawR
ALLEYCAT BLUES50110 Posts
On April 14 2011 10:49 Arcanne wrote: this is just a bw vs sc2 thread in disguise no shit sherlock.:p but its just harmless fun until that one dude who comes here to troll. | ||
Golgotha
Korea (South)8418 Posts
On April 14 2011 10:45 IamBach wrote: + Show Spoiler + Fuck lol did not mean to offend you. no doubt I love BW, and I have been playing BW for over 6 years. It is just that I have also been waiting for SC2 for a very long time. I want SC2 to succeed and blow BW out of the water. So I play SC2 because as a fan, I have waited many years for the game and also because I believe Blizzard will not disappoint once all the expansions are out. However, at the current state, SC2 is nowhere near BW (which of course is understandable due to it's young age). But if you want to play BW with me I am on the Fish server in Korea and I hamachi with friends. ^^ | ||
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ArvickHero
10387 Posts
P(BW) vs T(2): Storms and Reavers would tear apart MMM so badly, and no vultures for mine-support would make SC2 mech useless vs BW Protoss. There's the argument of PDD, but then all the BW P has to do is to just make a DA or two for some Feedback action. EMP, while more plentiful in SC2, would be a lot less effective than BW EMP. Arbiters in the lategame make BW Protoss very strong against SC2 Terran, while Carriers would be less than useful due to Vikings.. P(BW) vs Z(2): BW Protoss, no contest. No scourge makes Corsairs unstoppable, This would mean Sair/DT and Sair/Reaver nightmares for the SC2 Zerg, especially regarding the DTs. No Lurkers/flexible simcities, no Swarm, no fast moving Hydras, and no Scourge would make the mid-lategame Splashtoss (Dragoon/Zlot/Archon army with HT/Reaver support) pretty much unstoppable. The only consolation that SC2 Zerg has here is that they can fend off 2Gate a lot easier. P(BW) vs P(2): This is where I think SC2 Protoss would be most likely to win, due to chronoboosting and Warpgate mechanics. Theoretically however, if both can get to the earlymid-game on even terms, BW Protoss would have a slight advantage. Dragoon/Reaver army would be able to outmuscle the Stalker/Sentry/Zealot army pretty handily, and Colossus in low numbers and no Range upgrade isn't that good. However, if the game doesn't end there, then it gets more and more in favor for the SC2 Protoss. Immortals in higher numbers would be doing some serious damage, and Collossus in huge numbers would be very problematic for the BW Protoss. Not only that, but some Phoenix play lifting crucial units like Reavers and HT would be a great asset for SC2 Protoss (even if it is only for like 3 seconds). In battles with many HT, while BW Storms have a bigger radius and deal far more damage, SC2 HT have the luxury of being able to feedback AND storm. BW Protoss could open up with DT-Forge FE though, to block off any sort of 4 Gate rush and get a pretty decent mid-game footing. This could be combined with DA tactics, where BW Protoss will attempt to Mind Control Collossus before engagements (MC range is far o.o), and if BW Protoss can get off storms they are devastating. Also, Arbiter is way more useful than Mothership, as you can get more than one Arbiter and is a lot faster. kinda fun to theorycraft, might do ones on the other races lol | ||
Rinnegan5
Netherlands319 Posts
User was warned for this post | ||
ReketSomething
United States6012 Posts
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eviltomahawk
United States11135 Posts
Siege tanks in BW had a range of 12. SC2 siege tanks have a range of 13. Plus, SC2 siege tanks have 160 health as opposed to the 150 health of BW siege tanks. In addition, SC2 siege tanks build 5 seconds faster than their BW counterparts, though at the cost of 25 more Gas. Although BW siege tanks do more siege damage and have bigger splash, SC2 siege tanks do compensate with better range and health. Therefore, I think that in a standard Tank vs Tank would be quite interesting to watch as the SC2 tanks take advantage of their better range while the BW tanks take advantage of their better damage. These subtle differences should make all the difference in this mirror matchup. Also, although Vulture are overall better units than Hellions, they can still be shut down quite hard by Marauders, which are basically the Terran version of the Dragoon, minus shields but with Concussive Shell. Vultures will barely tickle the tons of health and armor of the Marauder while being slowed down and torn apart by the Concussive Shells. In addition, Vikings are much better AA than Goliaths. Although both do the same amount of base damage (20 for Goliaths and 10x2 = 20 for Vikings), Vikings also get a bonus against armored units, which makes them quite devastating against any Battlecruiser shenanigans from the BW faction. Couple with the fact that players can pump Vikings ridiculously fast out of reactored Starports, Vikings shut down BW airplay quite hard including Battlecruisers. In addition, whereas Goliath mobility was extremely limited since they are ground units with shitty pathfinding AI, Vikings suffer no such mobility issues since they are flyers. Also, Vikings work quite well with Siege Tank lines as spotters and mobile AA. In addition, MULEs give SC2 Terran a huge early and late game advantage over BW Terran. Early game MULEs give SC2 Terrans the ability to amass a larger army more quickly, thus giving them the advantage in early game pressure. Late game during near-stalemate situations, a mass OC strategy gives the SC2 Terran a significant advantage in resource collection and food differential by allowing him to sacrifice his SCVs much earlier to free up more supply for a bigger army while maintaining ridiculous income with MULEs. Also, Raven + Banshee can be an extremely potent combo when chipping away at tank lines. PDD can easily nullify missiles from Goliaths, Turrets, and Wraiths while the Banshee tears up Siege Tanks at a much faster rate than the Wraith's tiny airsoft guns. | ||
IamBach
United States1059 Posts
On April 14 2011 10:54 TheTenthDoc wrote: Umm I'm pretty sure Thors would do more damage to standard BW muta micro than Goliaths do, let alone MMM. Thors are slow as shit though. Its like Archons vs Mutas. You can have 500 Archons but I'll just run around killing everything when your not there to defend it. | ||
eXwOn
Canada351 Posts
With spells, duh... BW would dominate. | ||
Ryuu314
United States12679 Posts
112 damage storms, reaver scarabs that instagib shit, 20 damage dragoons, zealots that sell their wives (160 hp), permanent mind control, 5 minute stun (maelstrom), stasis (the other 5 minute stun), recall on a unit that actually moves, an archon with splash versus 20 damage storms, colossi that are boring as fuck, pansy stalkers that have a skill designed to run away (exaggeration, but w/e), zealots that perpetually cannot hold (150 hp), vortex which saves ur enemy, recall on a giant snail, and an archon that basically doesn't splash unless your opponent is retarded. Defilers which have: up to 300 damage aoe dot, immunity from terran, near-infinite energy, cracklings that melt everything, and one of the best ways to bm (infested terran lol) versus Infestors which have: 36 damage aoe dot (which happens to hold stuff in place for a few seconds), temporary mind control, infested terrans that shoot bb guns, and zergling that get melted by everything Tanks that do 70 damage, 3 mini-nukes on a 75 mineral unit, science vessels a 250 aoe dot (irradiate), stim that increases movespd and aspd by 100%, and lockdown versus tanks that do 50 damage, single-target 40 damage skill (snipe), and stim that takes forever to research and only increases speed by 50%. Yea, I'd say BW wins. The only real edge SC2 has over BW is the fact that you get resources a lot faster in SC2 due to the macro mechanics. So in a straight up game, SC2 would have the edge in early game, but BW would stomp mid-late game by far. | ||
Tandinel
66 Posts
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Ryuu314
United States12679 Posts
Warpgate and chronoboost makes PvP broken in favor of SC2. Larva inject, roaches, and banelings make ZvZ favor SC2. MULEs, longer tank range, and marauders make TvT favor SC2. When you get to the non-mirror match-ups though, BW should dominate. | ||
mutantmagnet
United States3789 Posts
On April 14 2011 11:00 eviltomahawk wrote: From the perspective of a TvT. Siege tanks in BW had a range of 12. SC2 siege tanks have a range of 13. Plus, SC2 siege tanks have 160 health as opposed to the 150 health of BW siege tanks. In addition, SC2 siege tanks build 5 seconds faster than their BW counterparts, though at the cost of 25 more Gas. Although BW siege tanks do more siege damage and have bigger splash, SC2 siege tanks do compensate with better range and health. Therefore, I think that in a standard Tank vs Tank would be quite interesting to watch as the SC2 tanks take advantage of their better range while the BW tanks take advantage of their better damage. These subtle differences should make all the difference in this mirror matchup. . Forgetting one important factor. BW tanks are 2 supply. SC2 tanks are 3. | ||
IamBach
United States1059 Posts
On April 14 2011 11:03 Tandinel wrote: Defiler dark swarm would make a huge difference imo...enough to win it along with reavers would be pretty amazing. Are there any melee terran units in SC2? I feel like DarkSwarm without the incredible damage of siege tanks would be so difficult for terran to deal with. | ||
Ryuu314
United States12679 Posts
On April 14 2011 11:07 IamBach wrote: Are there any melee terran units in SC2? I feel like DarkSwarm without the incredible damage of siege tanks would be so difficult for terran to deal with. Technically hellions are melee the same way firebats are melee. Oh and scvs lol | ||
Kamais_Ookin
Canada4218 Posts
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TheTenthDoc
United States9561 Posts
On April 14 2011 11:00 IamBach wrote: Thors are slow as shit though. Its like Archons vs Mutas. You can have 500 Archons but I'll just run around killing everything when your not there to defend it. Mutas outrange archons so they can deal with them. They don't outrange thors. They're slow, but spreading them would make them more efficient than archons. They're closer to using storm to defend than using archons to defend in BW, and storm was pretty good against mutas despite their agility and HT's slowness. | ||
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Whitewing
United States7483 Posts
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tree.hugger
Philadelphia, PA10406 Posts
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IamBach
United States1059 Posts
On April 14 2011 11:12 tree.hugger wrote: Dark Swarm + Lurkers + Scourge would destroy every single Sc2 unit combination. Lol at scourge vs Collosi. Would that even work? | ||
XsebT
Denmark2980 Posts
On April 14 2011 11:13 IamBach wrote: Lol at scourge vs Collosi. Would that even work? Well, there wouldn't be any sairs to help them out... if you didn't kill em, you didn't build enough scourge. | ||
Kamais_Ookin
Canada4218 Posts
On April 14 2011 11:13 IamBach wrote: It would work and it would disintegrate the colossi into trillions of pieces.Lol at scourge vs Collosi. Would that even work? | ||
Gleve
United States206 Posts
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Nazza
Australia1654 Posts
On April 14 2011 10:45 jabberwocky wrote: Loved this! And your entire post made sense too. Though I really doubt how Terran can combat SC2 Protoss when they have warpgates and FF. Only superior mech positioning would allow them any chance. You've never played against the Flash build. | ||
eviltomahawk
United States11135 Posts
On April 14 2011 11:07 mutantmagnet wrote: Forgetting one important factor. BW tanks are 2 supply. SC2 tanks are 3. True. However, MULEs compensate for the supply differential by allowing for a much lower SCV count while maintaining equal or greater mineral income, thus freeing up supply for more tanks. | ||
Kentakky
Sweden1272 Posts
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teamsolid
Canada3668 Posts
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Daozzt
United States1263 Posts
On April 14 2011 11:00 eviltomahawk wrote: From the perspective of a TvT. Siege tanks in BW had a range of 12. SC2 siege tanks have a range of 13. Plus, SC2 siege tanks have 160 health as opposed to the 150 health of BW siege tanks. In addition, SC2 siege tanks build 5 seconds faster than their BW counterparts, though at the cost of 25 more Gas. Although BW siege tanks do more siege damage and have bigger splash, SC2 siege tanks do compensate with better range and health. Therefore, I think that in a standard Tank vs Tank would be quite interesting to watch as the SC2 tanks take advantage of their better range while the BW tanks take advantage of their better damage. These subtle differences should make all the difference in this mirror matchup. Also, although Vulture are overall better units than Hellions, they can still be shut down quite hard by Marauders, which are basically the Terran version of the Dragoon, minus shields but with Concussive Shell. Vultures will barely tickle the tons of health and armor of the Marauder while being slowed down and torn apart by the Concussive Shells. In addition, Vikings are much better AA than Goliaths. Although both do the same amount of base damage (20 for Goliaths and 10x2 = 20 for Vikings), Vikings also get a bonus against armored units, which makes them quite devastating against any Battlecruiser shenanigans from the BW faction. Couple with the fact that players can pump Vikings ridiculously fast out of reactored Starports, Vikings shut down BW airplay quite hard including Battlecruisers. In addition, whereas Goliath mobility was extremely limited since they are ground units with shitty pathfinding AI, Vikings suffer no such mobility issues since they are flyers. Also, Vikings work quite well with Siege Tank lines as spotters and mobile AA. In addition, MULEs give SC2 Terran a huge early and late game advantage over BW Terran. Early game MULEs give SC2 Terrans the ability to amass a larger army more quickly, thus giving them the advantage in early game pressure. Late game during near-stalemate situations, a mass OC strategy gives the SC2 Terran a significant advantage in resource collection and food differential by allowing him to sacrifice his SCVs much earlier to free up more supply for a bigger army while maintaining ridiculous income with MULEs. Also, Raven + Banshee can be an extremely potent combo when chipping away at tank lines. PDD can easily nullify missiles from Goliaths, Turrets, and Wraiths while the Banshee tears up Siege Tanks at a much faster rate than the Wraith's tiny airsoft guns. You typed an entire essay you forgot to mention that BW T has spider mines, and the fact that everything costs less supply. | ||
Ryuu314
United States12679 Posts
On April 14 2011 11:20 Kentakky wrote: BW SCV gonna kill everything. 60 hp scvs DID kill everything back in beta. It was so retarded especially in PvT that Blizzard had to nerf scv hp down to 45 the way it is now. hahaha | ||
Golgotha
Korea (South)8418 Posts
On April 14 2011 11:13 IamBach wrote: Lol at scourge vs Collosi. Would that even work? why not? collossi are vulnerable to both ground and air attacks. anything can hit it. muahah I wouldnt mind trading my corrupters for scourgies. | ||
MCDayC
United Kingdom14464 Posts
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ZealotKiller
Canada161 Posts
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NicolBolas
United States1388 Posts
I'm not going to judge this on a unit-by-unit comparison. This is race vs. race. SC1 race X vs. SC2 race Y. Also, note that this is not about unit quality. This is not about which race has the best units or the most interesting units. This is about which race would win in a fight. Also, some translation conventions are in order. SC1 attacks that are Concussive deal max damage to SC2 Light units, and deal minimal damage to non-Light units. So Vultures will do 20 damage to Marines, but 5 damage to Banelings (due to being Light nor Armored). Similarly, SC2 attacks with bonus vs. Armored will be triggered against Large SC1 units. SC2 attacks with bonus vs. Light will be triggered against Small SC1 units. Bonsues against Massive are not triggered. Now, let's talk about matchups: SC2 Terran vs. SC1 Terran SC2 Terran demolishes SC1 Terran. Why? First, Marauders. Tier 1. Cheap. Massable. Sure, they take more damage from Siege Tanks, but they're like Dragoons. Except that Dragoons can't be healed by Medivacs; Marauders can. Also, Dragoons don't have stim. Dragoons can't slow units down. A SC1 Terran will have to Siege-Expand just like in SC1 TvP. The difference is that they're up against MMM now, not Zealots and Dragoons. Medivacs can do tactical drops right on top of the tanks. And while SC2 Marines will take lots of damage from Vultures, they will take out the Siege Tanks quickly enough. A SC1 Terran player will need to get Goliaths to even think about dealing this, thus delaying the expansion. By then, the SC2 player will have two Orbital Commands if not a third, with MULEs helping to pump out masses of MMM. The SC1 Terran will simply lose due to having a poorer economy. This ends in a 10 minute game where the SC1 Terran never gets out of his base. SC2 Terran vs. SC1 Protoss SC2 Terran wins again, but it's closer this time. The saving grace for the Protoss, for a time, is the Reaver. Dragoons and Zealots are as nothing against MMM, but Reavers are the stuff of the SC2 Terran's nightmares. Especially with the Reaver damage upgrade, they would easily allow the SC1 Protoss to expand and start to establish themselves on the map. Well, except for one thing: Shuttles die quick and easily to Vikings. That 10 range is can easily prevent Shuttles from allowing Reavers to keep up with an advancing Protoss army. This will slow the Protoss down. While Reavers will allow the Protoss to establish themselves and possibly do some harassment, they won't be able to actually attack. SC1 Protoss will have to slow push, much like a SC1 Terran going Mech. And the problem here is that, thanks to Orbital Commands, the SC2 Terran is going to have a bigger economy. He's going to have to find a solution to deal with Reavers if he wants to attack, but he could just as well play SK-Terran style with the Protoss: kill any expansions they try to take except their natural and starve them out. Or he can bring in some Vikings and Banshees. Banshees can quickly slay a few Reavers, and Vikings can kill the Shuttles. This allows the generally superior MMM combination to win the day. 20 min Macro game, with the Protoss starved out. SC2 Terran vs. SC1 Zerg This isn't even a fight; this is an execution. The SC2 Terran will barely even notice the Zerg is there. SC1 Zerg have no answer to MMM. They don't even have something that resembles an answer to MMM. SC1 Zerglings don't have the DPS to deal with Marauders. SC1 Hydralisks don't have the DPS to stop Marauders either, even though Hydras won't take full damage from them. And the zerg don't have the creep-speed bonus (and yes, I'm aware that SC1 Hydras are faster than their SC2 counterparts. That's still not fast enough). Marines have an extra 5 Hp (and that's before the Combat Shield upgrade), and much faster healing from Medivacs. If the SC1 Zerg fast-techs to Lurkers, they might be able to hold out for a bit, but any competent Terran player will save up a couple of scans and deal with them. The SC1 Zerg will FE, the SC2 Terrans will MMM them, and they'll fold like a cheap suit. It's over in 10 minutes. SC2 Protoss vs. SC1 Terrans The SC2 Protoss wins, but for only one reason. Mech is the SC1 Terran's greatest strength. Long range, Spider Mines, etc. Lots of brutal damage, and you don't even have to micro to do it. Territory denial. And this might have actually worked. If the SC2 Protoss didn't have one thing: Immortals. Immortals wreck everything that comes out of the SC1 Terran's Factory. They deal 20 damage to Spider-Mines and have hit-scan attacks, so Spider-Mines only slow them down. And even if they miss one, it's nothing to worry about; it only did 10 damage. They can walk through a Siege Tank line and melt it in seconds. This is exactly why Immortals were created: to make Terran Mech weaker. And they do their job very well. The Terran now must respond. They could go mass Vultures. Being Medium units, they will only take 20 damage from Immortals, and if you get enough of them, they can crack the Immortals shields. But that's just not going to be enough. Vultures don't have AoE, so even if they kill the shields of one Immortal, there's 5 more. The Protoss won't just be throwing down one or two Robos; they will have 5-6 pumping and Chrono-Boosting Immortals like it's going out of style. There won't even be Warpgate researched; so long as the SC1 Terran player insists on going Mech, the Protoss player will pump Immortals and kill them. The only effective SC1 Terran response is going for Infantry. So the Protoss player will just switch to standard SC2 Protoss play: get a death ball of Colossus and Gateway units and just go fucking kill him. The Terran could try for an Infantry/Mech mixture. But the death ball won't care. I give the SC1 Terran 15 minutes before he GGs. SC2 Protoss vs. SC1 Protoss The SC2 Protoss has the edge primarily on economic grounds. Dragoons, on paper, are better than Stalkers. But Stalkers do have one advantage: they're smaller. You can fit more Stalkers into a space than Dragoons. This means that there will be more Stalkers actually shooting in any fight than Dragoons. Zealots with Charge will also be pretty key in this fight, as they take half-damage from Dragoons. Throw in a few Immortals, assuming you can micro them reasonably, and the SC1 army must retreat. To their Reavers. And then the SC2 army must retreat. Colossi can help, but Reavers just do so much damage. However, the SC2 Protoss can do what the SC2 Terran did: use Phoenixes to kill off the Shuttles. This will be more costly than the Terran version, since Phoenixes will have to get in range of the Dragoons to do this. So the SC2 Protoss will effectively have the Colossus deathball. Blink Stalkers can snipe Reavers without Shuttles. Sentries can divide their army, making the number of Dragoons actually shooting even smaller. Therefore, SC1 Protoss will have no other options than to call for their biggest gun: Scouts. And no, I'm not kidding. The only viable use for SC1 Scouts is to fight the SC2 Protoss deathball. Scouts do lots of damage to flying units quickly. And they have a pretty solid quantity of Hp. So Scouts can be used the way SC2 Zerg use Corruptors against Colossi: take them out. Scouts can also help deal with Phoenixes and Void Rays if they appear. Scouts are expensive certainly, but there's no other option. High Templar are too high tech to get before the death ball kills you. And even if you got them, it doesn't do enough damage to stop a SC2 Protoss deathball. Plus, Stalkers with Blink can snipe them. Essentially, this boils down to economy. Thanks to Chrono Boost and Warp-In (faster reinforcement), and the need for SC1 Scouts, the edge goes to the SC2 Protoss. SC2 Protoss vs. SC1 Zerg This actually looks really bad for the SC2 Protoss if the SC1 Zerg rushes. SC1 Zerglings are better than their SC2 counterparts. However, SC1 Hydralisks aren't quite as strong at taking damage as SC2 Roaches, and they don't have Banelings, so there's no equivalent of a Baneling bust. The SC2 Protoss just needs to get Sentries and they should be able to hold off a rush. If the Zerg tries to play a macrogame, they're going to run into some problems. Observers are much more available in SC2 than SC1 (no Observatory), so they can more easily deal with Lurkers. Hydralisks won't be a particularly dangerous unit, not with Zealots+Charge and the more compact Stalkers around. So it's going to be Mutalisks vs. the deathball again. Except that the SC1 Zerg doesn't have the larva the SC2 Zerg has. Their Mutalisks will be later than most SC2 Protoss will see them. So the deathball will be much bigger, and the Mutalisk ball will be much smaller. Mutalisk micro can help, but it's not going to be enough. Again, the SC2 Protoss wins on economy. [edit] Hey, I'm stupid. I forgot about Scourge. So yea, the SC2 Protoss won't be building Colossi. Or anything that comes out of the Stargate. That sounds like a really good thing for the Zerg. But it's not enough. This just forces the Protoss to use a pure Gateway army. Sentries can divide the Zerg army, allowing the Protoss to cut it into pieces. Stalkers can take out key Lurkers when necessary. And there's not much the Zerg can do. SC2 Zerg vs. SC1 Terran The SC1 Terran will wall-in, as normal. They'll start massing up a few Marines, throw down an Academy. And then a bunch of Banelings will walk in, break the front, and the Zerg will just kill him. SC1 Terrans simply have no effective answer to Banelings. They will just die. SC2 Zerg have too much larva, and can build very effective units at Tier 1. The Terran has no chance. Game ends in 7 minutes. SC2 Zerg vs. SC1 Protoss SC2 Zerg will overwhelm them with Roaches. This is the same problem. The SC1 Protoss simply doesn't have anything to deal with the sheer quantity of units that a two-base SC2 Zerg can build. They can drone hard for a bit, then build ridiculous numbers of stuff. Even a one-base Zerg will win with a Roach Rush. Dragoons may hurt more than Stalkers, but there will be more Roaches faster than they can deal with. Again, the game ends in 7 minutes. SC2 Zerg vs. SC1 Zerg The SC1 Zerg will build a few Zerglings, maybe FE, start moving through Lair to Mutalisks, and then a bunch of Zerglings and Banelings will show up and they'll die. It doesn't matter that the SC1 Zerglings are better than their SC2 counterparts. What matters is that the SC2 player will have Banelings that melt Zerglings from either race. It simply isn't fair. Another 7 minute game. Ultimately, it's not fair for SC1. Even when the SC1 units have more DPS or whatever, the SC2 player has access to faster macro. MULES, ChronoBoost, and Spawn Larva are the biggest reasons why SC2 races would win most of their matches. | ||
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ArvickHero
10387 Posts
On April 14 2011 10:38 mutantmagnet wrote: I've been of the mind that I could always make a hybrid game with almost every SC2 unit being inserted into Broodwar. Not too many roles overlap due to the nuance in how the units can be controlled. To answer the OP it depends on the matchup. PvP BW Protoss techs up faster and builds armies faster than SC2 Protoss without Chrono Boost. BW Gateway and Stargate Protoss is a lot more resilient than SC2 but aren't as flexible. BW Robo is cheaper and hit harder than SC2 robo but SC2 robo is more flexible just like the other tech paths. I give the edge to BW Protoss here. Early game SC2 can have an econ or tech advantage but with proper scouting BW is IMO significantly too cost efficient that overcomes the econ route and can better support a robo or templar army with less bases than the SC2 army. The best tool for SC2 is warp gate usage early game. On largish maps pheonix could've been viable if not for my belief BW armies would adapt by making Speed upgraded scouts which would crush pheonix even more cost effectively than the other tech comparisons I mentioned. Disagree here, I'd give SC2 P the advantage here. Chronoboosts and Warpgate mechanics would make it pretty difficult for BW P to make it past the early-mid game. However, if BW P can make it past that, Dragoon/Reaver should be able to tear through Stalker/Sentry/Zlot. If the game doesn't end at that point, it's pretty disadvantageous for BW Protoss because Collossus/Immortal in higher numbers would do a lot of damage. Plus, SC2 HT can feedback to counter BW HT, and Phoenixes can lift things to change the battle tide (even if its only for 5 seconds). Best chance for BW Protoss imo is to go for DT-Forge FE to gain a good midgame footing, then use DA to MC Collossus before battles and Storm before SC2 P can get feedback :s If it gets to lategame tho, Arbs>>>>Mothership lol PvT There are some timing imbalances that IMO give SC2 terrans the edge. Two Reapers can significantly impact Protoss early econ while they wait for Goon range to be upgraded. Even if that doesn't happen Terran can open up with concussive twin maruaders and bull dog Protoss. Even if they don't do that Protoss is going to have an extremely hard time keeping up with MULE economics. If Protoss can survive through that then they have some viable options to win because reaver and psistorm are more powerful and DTs are harder to anticipate and prepare for. Overall I have a bleak out look for this match up. wat? 2 Reapers would be easily dealt with by a minimal amount of Dragoons posted in each base lol, it would be like playing against a Drop-harass style in BW, but much less threatening. Dragoons are waaay beefier than SC2 Stalkers, so a simple 2 Gate Range should be enough to fend off any SC2 T aggression. Once Protoss gets Reavers or Storm out, it's GG for the Terran lol. Hell, Protoss could even get DA for Maelstrom/Feedback. Mech play with no imba mines will make Protoss soooo happy haha. PvZ I give the edge to protoss here. Lings being weaker, hydras being crippled, no lurkers and no muta stacking isn't covered by roaches, blings and infestors. The only thing making Zerg viable here are Queens. Understatement, BW Protoss would totally demolish SC2 Zerg. No scourge means Corsairs will totally dominate, which would lead to Sair/Reaver and Sair/DT nightmares for SC2 Zerg. If Zerg doesn't die to these harassment tactics, they'll surely die to the followup Splashtoss composition (Zlot/Dragoon/Reaver/HT/Archon). No Lurkers, no Swarm, no Plague, no imba cracklings, no fast Hydras to flank with.. yep SC2 Zerg is totally screwed here lol. [/QUOTE] TvT What an interesting match up. BW bio's only saving grace are medics. SC2's metal has no saving grace. BW though has nothing as well in Starport tech aside from BAttlecruiisers. SC2 Terran should crush BW terran in the early game because of mules and superior marines but both Terrans are highly capable at defense and depending on the map BW terran should survive to engage in Tank Wars. Once that happens the match up balances itself out very quickly. So this match up is a toss up. SC2 could win early game but this should rarely happen once players understand the timings and then everything will be dependent on who has the better strategy with what resources they have. I think that SC2 Terran would just simply destroy BW Terran. Vikings that can land are just too much to handle for BW Terran lol, not to mention Marauder imba ;o Only saving grace is that in BC vs BC fights, BW Terran has the upper hand (but why bother when you got Vikings lol) and Wraiths can cloak........ TvZ SC2 Zerg curb stomps. Whether they go high econ baneling or macro roach they should crush face. Terran could try going metal but with access to queens to kick their map control into overdrive and their Hive tech being far more resiliant to mech play I don't see how this matchup can work without 90%+ win rate for zerg. Depends. Heavy marine styles are possible in SC2 in TvZ, so it should be possible w/ BW Terran too. But I'd have to say that BW T would be forced into a Mech style most of the time, which would be far more effective than SC2 T Mech, because Tanks cost less, and Vultures are imba. Also 2port Cloaked Wraith could be difficult for SC2 Zerg to deal with, since you can actually micro the Wraiths and Zerg's detection options are limited. TvP If BW terran can survive the warpgate push they should effectively be on par with SC2 Protoss. SC2 protoss will learn quickly how powerful mech play can really be but they have the immortal to prevent that from being a dominating strat. Aside from them and Blink stalkers they don't have anything that makes them really scary after the warpgate rush. Analysis: BW Terran should win more than lose. Agreed about how BW T Mech play will be so much more powerful, because Mines are ridiculous (And Stalkers are too fragile). Immortals will be too costly to make in high numbers and will be brought down really fast due to Vulture DPS. ZvZ BW lings are stronger than SC2 lings. This should decide most of the fights in such a short lived match up but SC2 zerg will adapt because their defensive and macro tools are too powerful to try to decide the game with ling play. Eventually SC2 zerg should curb stomp BW zerg but I have my doubts about this working out on certain maps. Verdict. SC2 will consistently beat BW zerg but it won't be as lopsided as TvZ. If BW Z forces the game into Zergling allins to time before Banelings can come out, then that's all the BW Zerg needs to win all the time. Also, BW Mutas can actually be microed and Scourge will give them absolute map control, thus I'd give it to BW Zerg ZvT Complete massacre for BW zerg. Their only chance is defiler tech. They shouldn't live that long for that to happen. Even if they do pull it off they shouldn't be in a position army or economy wise to sustain it long enough for a comeback. Only an act of God can save BW zerg from SC2 Terrans. Yea, it'd be really hard for BW Zerg to survive, unless BW Zerg has really sick Muta micro. Once it gets to Hive tech tho, BW Zerg should have the biggest advantage Seems like you forgot to do BW Zerg vs SC2 Protoss, to which I'll say that BW Zerg will win pretty easily due to better Hydras, microable Mutas, and Swarm/Plague | ||
Gemini_19
United States1237 Posts
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kunstderfugue
Mexico375 Posts
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Golgotha
Korea (South)8418 Posts
On April 14 2011 11:28 NicolBolas wrote: This post will probably take this more seriously than the OP intended, but I don't care. I'm not going to judge this on a unit-by-unit comparison. This is race vs. race. SC1 race X vs. SC2 race Y. Also, note that this is not about unit quality. This is not about which race has the best units or the most interesting units. This is about which race would win in a fight. Also, some translation conventions are in order. SC1 attacks that are Concussive deal max damage to SC2 Light units, and deal minimal damage to non-Light units. So Vultures will do 20 damage to Marines, but 5 damage to Banelings (due to being Light nor Armored). Similarly, SC2 attacks with bonus vs. Armored will be triggered against Large SC1 units. SC2 attacks with bonus vs. Light will be triggered against Small SC1 units. Bonsues against Massive are not triggered. Now, let's talk about matchups: SC2 Terran vs. SC1 Terran SC2 Terran demolishes SC1 Terran. Why? First, Marauders. Tier 1. Cheap. Massable. Sure, they take more damage from Siege Tanks, but they're like Dragoons. Except that Dragoons can't be healed by Medivacs; Marauders can. Also, Dragoons don't have stim. Dragoons can't slow units down. A SC1 Terran will have to Siege-Expand just like in SC1 TvP. The difference is that they're up against MMM now, not Zealots and Dragoons. Medivacs can do tactical drops right on top of the tanks. And while SC2 Marines will take lots of damage from Vultures, they will take out the Siege Tanks quickly enough. A SC1 Terran player will need to get Goliaths to even think about dealing this, thus delaying the expansion. By then, the SC2 player will have two Orbital Commands if not a third, with MULEs helping to pump out masses of MMM. The SC1 Terran will simply lose due to having a poorer economy. This ends in a 10 minute game where the SC1 Terran never gets out of his base. SC2 Terran vs. SC1 Protoss SC2 Terran wins again, but it's closer this time. The saving grace for the Protoss, for a time, is the Reaver. Dragoons and Zealots are as nothing against MMM, but Reavers are the stuff of the SC2 Terran's nightmares. Especially with the Reaver damage upgrade, they would easily allow the SC1 Protoss to expand and start to establish themselves on the map. Well, except for one thing: Shuttles die quick and easily to Vikings. That 10 range is can easily prevent Shuttles from allowing Reavers to keep up with an advancing Protoss army. This will slow the Protoss down. While Reavers will allow the Protoss to establish themselves and possibly do some harassment, they won't be able to actually attack. SC1 Protoss will have to slow push, much like a SC1 Terran going Mech. And the problem here is that, thanks to Orbital Commands, the SC2 Terran is going to have a bigger economy. He's going to have to find a solution to deal with Reavers if he wants to attack, but he could just as well play SK-Terran style with the Protoss: kill any expansions they try to take except their natural and starve them out. Or he can bring in some Vikings and Banshees. Banshees can quickly slay a few Reavers, and Vikings can kill the Shuttles. This allows the generally superior MMM combination to win the day. 20 min Macro game, with the Protoss starved out. SC2 Terran vs. SC1 Zerg This isn't even a fight; this is an execution. The SC2 Terran will barely even notice the Zerg is there. SC1 Zerg have no answer to MMM. They don't even have something that resembles an answer to MMM. SC1 Zerglings don't have the DPS to deal with Marauders. SC1 Hydralisks don't have the DPS to stop Marauders either, even though Hydras won't take full damage from them. And the zerg don't have the creep-speed bonus (and yes, I'm aware that SC1 Hydras are faster than their SC2 counterparts. That's still not fast enough). Marines have an extra 5 Hp (and that's before the Combat Shield upgrade), and much faster healing from Medivacs. If the SC1 Zerg fast-techs to Lurkers, they might be able to hold out for a bit, but any competent Terran player will save up a couple of scans and deal with them. The SC1 Zerg will FE, the SC2 Terrans will MMM them, and they'll fold like a cheap suit. It's over in 10 minutes. SC2 Protoss vs. SC1 Terrans The SC2 Protoss wins, but for only one reason. Mech is the SC1 Terran's greatest strength. Long range, Spider Mines, etc. Lots of brutal damage, and you don't even have to micro to do it. Territory denial. And this might have actually worked. If the SC2 Protoss didn't have one thing: Immortals. Immortals wreck everything that comes out of the SC1 Terran's Factory. They deal 20 damage to Spider-Mines and have hit-scan attacks, so Spider-Mines only slow them down. And even if they miss one, it's nothing to worry about; it only did 10 damage. They can walk through a Siege Tank line and melt it in seconds. This is exactly why Immortals were created: to make Terran Mech weaker. And they do their job very well. The Terran now must respond. They could go mass Vultures. Being Medium units, they will only take 20 damage from Immortals, and if you get enough of them, they can crack the Immortals shields. But that's just not going to be enough. Vultures don't have AoE, so even if they kill the shields of one Immortal, there's 5 more. The Protoss won't just be throwing down one or two Robos; they will have 5-6 pumping and Chrono-Boosting Immortals like it's going out of style. There won't even be Warpgate researched; so long as the SC1 Terran player insists on going Mech, the Protoss player will pump Immortals and kill them. The only effective SC1 Terran response is going for Infantry. So the Protoss player will just switch to standard SC2 Protoss play: get a death ball of Colossus and Gateway units and just go fucking kill him. The Terran could try for an Infantry/Mech mixture. But the death ball won't care. I give the SC1 Terran 15 minutes before he GGs. SC2 Protoss vs. SC1 Protoss The SC2 Protoss has the edge primarily on economic grounds. Dragoons, on paper, are better than Stalkers. But Stalkers do have one advantage: they're smaller. You can fit more Stalkers into a space than Dragoons. This means that there will be more Stalkers actually shooting in any fight than Dragoons. Zealots with Charge will also be pretty key in this fight, as they take half-damage from Dragoons. Throw in a few Immortals, assuming you can micro them reasonably, and the SC1 army must retreat. To their Reavers. And then the SC2 army must retreat. Colossi can help, but Reavers just do so much damage. However, the SC2 Protoss can do what the SC2 Terran did: use Phoenixes to kill off the Shuttles. This will be more costly than the Terran version, since Phoenixes will have to get in range of the Dragoons to do this. So the SC2 Protoss will effectively have the Colossus deathball. Blink Stalkers can snipe Reavers without Shuttles. Sentries can divide their army, making the number of Dragoons actually shooting even smaller. Therefore, SC1 Protoss will have no other options than to call for their biggest gun: Scouts. And no, I'm not kidding. The only viable use for SC1 Scouts is to fight the SC2 Protoss deathball. Scouts do lots of damage to flying units quickly. And they have a pretty solid quantity of Hp. So Scouts can be used the way SC2 Zerg use Corruptors against Colossi: take them out. Scouts can also help deal with Phoenixes and Void Rays if they appear. Scouts are expensive certainly, but there's no other option. High Templar are too high tech to get before the death ball kills you. And even if you got them, it doesn't do enough damage to stop a SC2 Protoss deathball. Plus, Stalkers with Blink can snipe them. Essentially, this boils down to economy. Thanks to Chrono Boost and Warp-In (faster reinforcement), and the need for SC1 Scouts, the edge goes to the SC2 Protoss. SC2 Protoss vs. SC1 Zerg This actually looks really bad for the SC2 Protoss if the SC1 Zerg rushes. SC1 Zerglings are better than their SC2 counterparts. However, SC1 Hydralisks aren't quite as strong at taking damage as SC2 Roaches, and they don't have Banelings, so there's no equivalent of a Baneling bust. The SC2 Protoss just needs to get Sentries and they should be able to hold off a rush. If the Zerg tries to play a macrogame, they're going to run into some problems. Observers are much more available in SC2 than SC1 (no Observatory), so they can more easily deal with Lurkers. Hydralisks won't be a particularly dangerous unit, not with Zealots+Charge and the more compact Stalkers around. So it's going to be Mutalisks vs. the deathball again. Except that the SC1 Zerg doesn't have the larva the SC2 Zerg has. Their Mutalisks will be later than most SC2 Protoss will see them. So the deathball will be much bigger, and the Mutalisk ball will be much smaller. Mutalisk micro can help, but it's not going to be enough. Again, the SC2 Protoss wins on economy. [edit] Hey, I'm stupid. I forgot about Scourge. So yea, the SC2 Protoss won't be building Colossi. Or anything that comes out of the Stargate. That sounds like a really good thing for the Zerg. But it's not enough. This just forces the Protoss to use a pure Gateway army. Sentries can divide the Zerg army, allowing the Protoss to cut it into pieces. Stalkers can take out key Lurkers when necessary. And there's not much the Zerg can do. SC2 Zerg vs. SC1 Terran The SC1 Terran will wall-in, as normal. They'll start massing up a few Marines, throw down an Academy. And then a bunch of Banelings will walk in, break the front, and the Zerg will just kill him. SC1 Terrans simply have no effective answer to Banelings. They will just die. SC2 Zerg have too much larva, and can build very effective units at Tier 1. The Terran has no chance. Game ends in 7 minutes. SC2 Zerg vs. SC1 Protoss SC2 Zerg will overwhelm them with Roaches. This is the same problem. The SC1 Protoss simply doesn't have anything to deal with the sheer quantity of units that a two-base SC2 Zerg can build. They can drone hard for a bit, then build ridiculous numbers of stuff. Even a one-base Zerg will win with a Roach Rush. Dragoons may hurt more than Stalkers, but there will be more Roaches faster than they can deal with. Again, the game ends in 7 minutes. SC2 Zerg vs. SC1 Zerg The SC1 Zerg will build a few Zerglings, maybe FE, start moving through Lair to Mutalisks, and then a bunch of Zerglings and Banelings will show up and they'll die. It doesn't matter that the SC1 Zerglings are better than their SC2 counterparts. What matters is that the SC2 player will have Banelings that melt Zerglings from either race. It simply isn't fair. Another 7 minute game. Ultimately, it's not fair for SC1. Even when the SC1 units have more DPS or whatever, the SC2 player has access to faster macro. MULES, ChronoBoost, and Spawn Larva are the biggest reasons why SC2 races would win most of their matches. this is why i like TL. such in depth analysis for everything. thanks for this. good read. | ||
LanTAs
United States1091 Posts
Siege tanks are stronger =0 NUUUU- GOLAITH ONLINE uhhoes Vultures+3 mini nukes, oh dear. EMP drains all energy from Sci Vessle Dragoons do moar damage than stalkers for sure =( i would not like to try on a BW vs SC2 map, cause BW always wins | ||
eviltomahawk
United States11135 Posts
On April 14 2011 11:23 Daozzt wrote: You typed an entire essay you forgot to mention that BW T has spider mines, and the fact that everything costs less supply. Actually, there isn't much difference in supply between SC2 and BW Terran. For Barracks units, only Marauders cost more supply at a supply of 2, though they don't have any BW equivalents. For Factory units, Hellions cost the same supply as Vultures. You are right about SC2 tanks costing 3 supply compared to BW's 2 supply tanks. For Starport units, the only difference in supply is that Banshees cost 3 supply as opposed to the 2 supply of the rest of the Starport units, except for Battlecruiser which cost 6 supply both in BW and SC2. Also, Ravens are much easier to tech to compared to Science Vessels, and OCs can be built with only a Barracks prerequisite. Therefore, easier detection form the SC2 Terran does compensate for lack of mines. | ||
seansye
United States1722 Posts
Psi Storm 112? Marines would literally die right when storm lands on them/ Hydras would get raped with their crap speed as well as roaches. T_T Or mass corsairs against zerg lol. Siege Tanks +3 = 85 x 24(2 groups of siege tanks) =X | ||
hmmm...
632 Posts
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MCDayC
United Kingdom14464 Posts
On April 14 2011 11:40 hmmm... wrote: i keep reading how sc2 mmm would own sc1 protoss. are people forgetting sc1 high templars are what!??? They wouldn't be able to get to HT. MMM would crush by the 12 minute mark. | ||
OopsOopsBaby
Singapore3425 Posts
On April 14 2011 09:33 Torumfroll wrote: The Colossus would win. dark swarm. | ||
thoradycus
Malaysia3262 Posts
On April 14 2011 11:40 hmmm... wrote: i keep reading how sc2 mmm would own sc1 protoss. are people forgetting sc1 high templars are what!??? EMP levels it out somewhat. | ||
MrSexington
United States1768 Posts
:7 | ||
seansye
United States1722 Posts
On April 14 2011 11:40 hmmm... wrote: i keep reading how sc2 mmm would own sc1 protoss. are people forgetting sc1 high templars are what!??? Dragoons would do 20 damage to marauders instead of 10 like the stalker, and zealot speed would make kiting nearly impossible with dragoons firing at it. | ||
Uldridge
Belgium4731 Posts
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Anxiety
United States650 Posts
edit: to my mention, stop lurkers? and Brood War workers can move and shoot. Mininukes>Sc2 zerg. | ||
thoradycus
Malaysia3262 Posts
On April 14 2011 10:44 IamBach wrote: Only an act of all the Gods put together could save goliathless terrans from well microed BW mutas. Thors would own muta stacking,lol. | ||
Ryuu314
United States12679 Posts
On April 14 2011 11:41 MCDayC wrote: They wouldn't be able to get to HT. MMM would crush by the 12 minute mark. Not really. SC1 MM > SC2 MM on the grounds that SC1 stim is stronger than SC2 stim. If you add in marauders, keep in mind that Dragoons do much more damage (20) to Marauders than Stalkers would (14). There's a reason Terrans in SC:BW dont' go MM against Protoss. Yes, HTs wouldn't be out yet, but reavers definitely could be. There's also no rule saying that you have to put reavers in shuttles. The Protoss could simply just turtle up with shuttle-less reavers and maybe cannons and wait for HT to hit the field then rape. | ||
thoradycus
Malaysia3262 Posts
On April 14 2011 11:54 Ryuu314 wrote: Not really. SC1 MM > SC2 MM on the grounds that SC1 stim is stronger than SC2 stim. If you add in marauders, keep in mind that Dragoons do much more damage (20) to Marauders than Stalkers would (14). There's a reason Terrans in SC:BW dont' go MM against Protoss. Yes, HTs wouldn't be out yet, but reavers definitely could be. There's also no rule saying that you have to put reavers in shuttles. The Protoss could simply just turtle up with shuttle-less reavers and maybe cannons and wait for HT to hit the field then rape. Wait wouldnt marauders be classified as medium units which would then it would receive 15 damage instead due to explosive dmg? I doubt rauders are large units tbh | ||
Gooey
United States944 Posts
Also, would be ridiculous trying to hold off a BW 2 rax marine/scv bunker rush with sc2 zerg. SCVs imba :D | ||
Ryuu314
United States12679 Posts
On April 14 2011 11:28 NicolBolas wrote: SC2 Terran vs. SC1 Zerg This isn't even a fight; this is an execution. The SC2 Terran will barely even notice the Zerg is there. SC1 Zerg have no answer to MMM. They don't even have something that resembles an answer to MMM. SC1 Zerglings don't have the DPS to deal with Marauders. SC1 Hydralisks don't have the DPS to stop Marauders either, even though Hydras won't take full damage from them. And the zerg don't have the creep-speed bonus (and yes, I'm aware that SC1 Hydras are faster than their SC2 counterparts. That's still not fast enough). Marines have an extra 5 Hp (and that's before the Combat Shield upgrade), and much faster healing from Medivacs. If the SC1 Zerg fast-techs to Lurkers, they might be able to hold out for a bit, but any competent Terran player will save up a couple of scans and deal with them. The SC1 Zerg will FE, the SC2 Terrans will MMM them, and they'll fold like a cheap suit. It's over in 10 minutes. This makes me laugh so hard and pretty much invalidates your whole post imo. Have you not heard of defilers with dark swarm? Yes, it's pretty far up the tech tree, but Zergs do just fine currently in SC:BW against bio play. Keep in mind that stim in BW > stim in SC2. Also BW zerglings do MUCH more dps than zerglings in SC2. Also keep in mind that lurkers destroy MM more effectively than banelings do and yet Zerg does just fine with banelings. Also keep in mind that BW mutas can stack much more effectively and thus harass the Terran's army or economy much better and buy Zerg more time. Just go watch some Jaedong ZvT. You're grossly underestimating the power of BW units (and in some cases completely forgetting about them) in your post. Honestly, I see no way for SC2 to beat BW in any non-mirror matchup. | ||
synapse
China13814 Posts
You mean, scourge + high collision = colossi are completely useless. | ||
lorestarcraft
United States1049 Posts
On April 14 2011 09:34 prodiG wrote: ...do you guys even know what scarabs, plague, cracklings and bw psi storm look like? BW. Hands down. I'd take my hardass dragoon over these pansy-ass stalkers any day. THIS! | ||
TheKanAry
United States149 Posts
Gogo map makers, SC2 vs BW. | ||
Ryuu314
United States12679 Posts
On April 14 2011 11:56 thoradycus wrote: Wait wouldnt marauders be classified as medium units which would then it would receive 15 damage instead due to explosive dmg? I doubt rauders are large units tbh Well depends on how you want to classify it, but for the sake of discussion let's say you're right. But Protoss still has reavers that instagib Terran MMM. Still not a fair match. Reaver turtle into HT. Heck, Protoss could just crawl across the map with shuttle-less reavers and still be fine against a bio Terran. -.- | ||
SurroundSound
106 Posts
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ChaseR
Norway1004 Posts
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da_head
Canada3350 Posts
On April 14 2011 09:34 prodiG wrote: ...do you guys even know what scarabs, plague, cracklings and bw psi storm look like? BW. Hands down. I'd take my hardass dragoon over these pansy-ass stalkers any day. this. and to add on, arbiters (statis fieldddddd), lurkers, reavers, and MEDICS. | ||
a176
Canada6688 Posts
+ Show Spoiler + ![]() | ||
danl9rm
United States3111 Posts
*colossi | ||
eviltomahawk
United States11135 Posts
Also, Dragoon range isn't very long without their 150/150 range upgrade, thus making early-game Stalker pushes and Warpgate rushes more powerful. Plus, Sentry Force Fields can really screw with Dragoon pathfinding assuming that the stupid AI carries over to the hypothetical battle. Assuming that the BW Protoss survives the inevitable 4gate rush, they will have to deal with SC2 Robo and Stargate techs. Phoenixes can nullify Reavers by picking off Shuttles and picking up Reavers with Graviton Beam. As I've said before, Reavers are pretty much useless against Immortals due to Hardened Shields, though it'll be interesting to see how Blink Stalkers do against a BW army. Nevertheless, Reavers will wreak havoc against SC2 balls assuming that Immortals don't soak up too much damage. Colossi will also be difficult to deal with assuming that the SC2 Protoss has a decent Gateway army and Immortal meat shield to protect them from Reavers. Zealot Charge also will make SC2 Zealots a bit better than BW Zealots despite BW Zealots having 10 more shields. Therefore, a BW Protoss MUST tech to Templar in a PvP since that is where they have a significant advantage. SC2 Templar are more expensive and no longer have Amulet, thus giving the cheaper, fully upgraded BW High Templar a greater advantage. Also, BW DTs are much better due to only requiring a Templar Archives, having double the non-shield health, and being cheaper in Gas cost and build time. On the other hand, SC2 DTs deal 5 more damage and can 1-shot workers. HOWEVER, SC2 High Templar also have Feedback, which has the potential to snipe BW Templar and nullify their better Storms. Also, there will be a difference in Archons between the SC2 and BW Protoss. Both Archons are identical in health and range but differ in damage and cost. BW can be a bit cheaper due to cheaper BW High Templar, though SC2 Archons can vary in cost due to the fact that they can be merged from any combination of High and Dark Templar. BW Archons do 30 base damage while SC2 Archons only deal 25, though the +10 vs bio for SC2 Archons do give them an edge against Zealots. Overall, SC2 Protoss will dominate in the early game, but the BW Protoss can hold its own in the mid and late game by taking advantage of Reavers and better Templar. However, SC2 Protoss also has great options for dealing with BW HT and Reavers with HT feedback and Immortals respectively. Overall, the BW Protoss will have a stronger, meatier Gateway army, but the SC2 Protoss can take advantage of the improved mobility of their Colossus, Blink Stalkers, and Chargelots for better positioning. | ||
FakePromise
United States77 Posts
BW units were so much better. SC2 zerg with our weakass zerglings and mutas that you can barely micro. I really didn't mind the macroing in SC1, I actually found it fun going 1a2a3a4a5sh6sh7sh8sh. It was harder to do but I remember feeling a sense of accomplishment when I could do that in just a few seconds and not screw up. And PLAGUUUU was so much better than fungal growth | ||
Loki57
United States292 Posts
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Rinrun
Canada3509 Posts
On April 14 2011 12:04 TheKanAry wrote: Thread needs UMS map. Gogo map makers, SC2 vs BW. I concur, this would help shine a light on the awesomeness of BW. I love the fact that some people are saying that BW zergs got nothing. LOL. | ||
eviltomahawk
United States11135 Posts
On April 14 2011 12:20 Loki57 wrote: People keep saying immortals would rape BW Terran like EMP didn't exist back then or something lol. EMP does come really late and high up in the BW tech tree, though. It takes a ton of time to tech to Science Facility, then research the EMP and Vessel energy upgrade. Therefore, Immortals are quite good in the mid-game before Vessels can come out, especially against Mines and Siege Tanks. The ability to clear out up to 10 mines per full shield is pretty huge, IMO. Also, HT Feedback can be quite devastating against Science Vessels, especially considering that Vessels are larger and easier to pick off compared to tiny Ghosts. However, Vessel EMP is much better than SC2 EMP, so the EMP vs Feedback dance will be much more precarious for both sides. | ||
arb
Noobville17921 Posts
On April 14 2011 12:24 Rinrun wrote: I concur, this would help shine a light on the awesomeness of BW. I love the fact that some people are saying that BW zergs got nothing. LOL. its like they forgot that dark swarm nullifies like 99% of all sc2 units or something | ||
MavercK
Australia2181 Posts
On April 14 2011 12:20 Loki57 wrote: People keep saying immortals would rape BW Terran like EMP didn't exist back then or something lol. already is one it uses alot of my SC2BW mod in it. my SC2BW mod is a full recreation of bw in sc2. last video i saw of sc2 vs sc1 however reavers didn't work correctly as per my mod. but anyway. it's there. on battle.net. just impossible to find thanks to custom map system. | ||
Chimpalimp
United States1135 Posts
Defiler + lurker is beating anything that SC2 zerg has. Reaver goon vs colossi stalker is about evenish, but I would give SC2 the upper hand because of pure mobility. Colossi and stalkers can maneuver much easier than reaver goon. If there is a ramp involved, stalkers win EZ. Vulture tank is beating anything SC2 terran can dish out. SC2 bio terran is better than BW bio terran. BW speedlots/templar/archon better than any sc2 anti-zerg equivalent for toss. So overall advantage to BW. But mobility really plays a factor, a lot of SC2 units are more mobile than their BW equivalent (by a lot i mean the reaver and dragoon are balls at moving from point a to point b). | ||
Ryuu314
United States12679 Posts
On April 14 2011 12:26 eviltomahawk wrote: EMP does come really late and high up in the BW tech tree, though. It takes a ton of time to tech to Science Facility, then research the EMP and Vessel energy upgrade. Therefore, Immortals are quite good in the mid-game before Vessels can come out, especially against Mines and Siege Tanks. The ability to clear out up to 10 mines per full shield is pretty huge, IMO. Also, HT Feedback can be quite devastating against Science Vessels, especially considering that Vessels are larger and easier to pick off compared to tiny Ghosts. However, Vessel EMP is much better than SC2 EMP, so the EMP vs Feedback dance will be much more precarious for both sides. Yea, this is pretty true, but marines in BW would drain immortal shields much faster than marines in SC2 drain immortal shields now and it's pretty darn fast. In all honesty, I feel that with equivalent skill levels non mirror matchups favor BW races due to superior units and mirror matchups favor SC2 races due to macro mechanics. | ||
pewpew415
United States48 Posts
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ArvickHero
10387 Posts
On April 14 2011 12:26 eviltomahawk wrote: EMP does come really late and high up in the BW tech tree, though. It takes a ton of time to tech to Science Facility, then research the EMP and Vessel energy upgrade. Therefore, Immortals are quite good in the mid-game before Vessels can come out, especially against Mines and Siege Tanks. The ability to clear out up to 10 mines per full shield is pretty huge, IMO. Also, HT Feedback can be quite devastating against Science Vessels, especially considering that Vessels are larger and easier to pick off compared to tiny Ghosts. However, Vessel EMP is much better than SC2 EMP, so the EMP vs Feedback dance will be much more precarious for both sides. I'm pretty sure Vultures focusing down Immortals would kill them very fast before they can do too much damage. Also, haven't you heard of the 2base +2Atk 5Fact/Vessel timing push/TvP Vessel Rush builds? And Siege Tank's imba range will murder HT before they can get close enough to feedback. | ||
HEROwithNOlegacy
United States850 Posts
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EchoZ
Japan5041 Posts
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Jotoco
Brazil1342 Posts
On April 14 2011 10:08 scintilliaSD wrote: I think SC2 Protoss would beat SC1 Protoss. This is assuming a world where SC2 units behave like SC2 units, and SC1 units behave like SC1 units. Zealot charge is superior to Zealot leg speed. Stalkers move faster than Dragoons and can Blink at the cost of a little less health. SC1 High Templar can't deal with the long range Feedback of SC2 High Templar, although Dark Archons in the equation will quickly turn this around. SC2 Dark Templar do more damage than SC1 Dark Templar. The Sentry, which has no real SC1 equivalent, brutally shifts things in favor of SC2 Protoss, as Force Fields take advantage of both stupid Dragoon AI and stupid scarab AI. Imagine if every scarab shot you fired had to make its way around a mineral line? The Shuttle beats the Warp Prism in survivability, but lacks the ability to drop more than 4 units at a time. Immortals are better overall against the SC1 Protoss army than the Reaver is against the much more mobile SC2 Protoss army, and absolutely destroy the Reaver 1v1. Colossus can take advantage of weak SC1 Protoss anti-air, although lose straight up to Dark Archons due to Mind Control. Observers... are observers. There's no increased sight range in SC2, so I guess SC1 Observers win? The Scout loses handily to the Void Ray in all forms of combat. The Phoenix and Corsair both provide similar roles in the game, but Disruption Web over an army that can Blink is much less useful than lifting up Reavers and High Templars is. SC2 Carriers do more DPS than SC1 Carriers do, and they fire their Interceptors out much more quickly. The Arbiter kicks the crap out of the Mothership hands down, but I believe that Force Field overall is more potent than Stasis in this example. Shuttle + Reaver micro >>>>>> Force fields. Dark Archon >>>>>>>> SC2 SC1 Carriers HEALS interceptors >> CS2 Carriers Arbiters > Sentries AND Mothership together. | ||
eviltomahawk
United States11135 Posts
On April 14 2011 12:30 Ryuu314 wrote: Yea, this is pretty true, but marines in BW would drain immortal shields much faster than marines in SC2 drain immortal shields now and it's pretty darn fast. In all honesty, I feel that with equivalent skill levels non mirror matchups favor BW races due to superior units and mirror matchups favor SC2 races due to macro mechanics. Yeah, Marines were pretty powerful in BW. However, the inferior macro mechanics of BW do limit Marine production due to lack of Reactors and MULEs. There is also the question of whether the poor pathfinding AI and limited unit selection of BW carry over in this hypothetical SC2 vs BW battle. If so, then Marine effectiveness will be limited by the difficulty in unit control. If not, then I do agree that improved Stim will tear apart Immortals. In addition, the lack of Marauders makes the supporting Gateway army much more powerful against bio, especially Stalkers. Force Fields and Guardian Shield also limit the effectiveness of pure Marines. Plus, Colossi are still pretty darn powerful against Marines. I guess the effectiveness of Immortals will really depend on how well the Gateway units and Colossi support it against the combination of Marines and mech. | ||
No0n
United States355 Posts
v SC2 Terran, SC1 Terran wins via superior economy. Why? SC1 Terran has 3 mini nukes for the cost of 175 minerals and 100 gas. These mini nukes will come in handy fighting off any MMM army that gets thrown at it, and also Tanks have bigger splash. Also, mini nukes come in handy fighting off drops and getting map control. Another thing is that you have to choose between mules and Scans, so if the terran decides to make a few wraiths, you could be screwed. Finally, even if the SC2 terran has mules, SC1 terran's SCVs have 60 HP and collect 8 minerals per trip, not the ugly 5 of SC2. v SC2 Zerg, SC1 Terran wins via mech. Banelings, won't do much because of mini nukes. Zerglings wont do much because of Vults. Roaches won't do much because of mini nukes. Rofl @ SC2 Hydras. Ultras... I'm not sure but last time I remember ultras didn't do that much vs. mech. Even if they did, mini nukes. Gols can take care of most air, discouraging broodlord play. Even if they went brood lord play, cloaked wraiths should do the job. It doesn't matter if they have extra larvae, their units just aren't robust or fast(flank fast enough) enough to deal with the mech army. v SC2 Protoss, SC1 terran has........ You guessed it, MINI NUKES!!! The Terran will win via economy OR just straight up timing push. THey should function about the same as in SC1 except now SC2 has warp in and blink... both of which can be stopped by good turret placement or spotter buildings. Another thing is a strategy called Deep Six. It's an old strategy that is basically bio mech push to kill a toss. So..... Tanks can take care of the colossi and your MnM can take care of everything else. Firebats not included. BW Zerg: v SC2 Terrans, Zerg wins via economy or just lurkers. Lurkers, which will probably be the key unit as usual, will rape any clumped army the Terran has, AKA their main army of MMM. Splitting vs. Lurkers with SC2 AI will be disastrous, since the SC2 units automatically clump. Line splash will do tons of damage. Speedlings will also help a ton, since they're really robust compared to their SC2 counterparts. Later on, we might see some lurker ling mutalisk play which will be really hard for the Terran to deal with. If the Terran decides to go mech instead, I think that going muta hydra could help A TON. Also, since you can use magic box to stop mutas from stacking than the thors are obsolete vs. mutas, just like in SC2. v SC2 Protoss, Zerg will win by landslide, playing a rush game or even a macro game. Why is that? Well the reason is that Lurkers and Hydras are just so good vs. anything that's not a Colossus. The DPS and Splash will do much damage to any ground army the Protoss will have, and even if ForceFields push lurkers from the spots they were in. Mutas can just stack and harass the living daylights out of the toss, and then when the phoenixes come can retreat to the, much faster than SC2 Hydras, Hydra OR ALTERNATIVELY, just bring some scourge. In the end, Zerg will probably just transition into Ultraling and kill anything toss has, including Voidrays and carriers because scourge are just so effective. Even if the Protoss has warpgates and warp prisms, ovies can be placed strategically around the map to watch for them. v SC2 Zerg, SC1 Zerg will probably win because Zerglings are just better in SC1 than SC2. If the SC1 Zerg 9 pools, he can just continue putting pressure on the SC2 Zerg with his better lings. For the SC2 Zerg to be able to defend, he'll need to pull drones, and even that is not assured to defend entirely. If he tries to get a queen out for extra larva, it means he had to use 150 minerals for a queen instead of more lings, meaning the extra and stronger lings from the BW side will just run over the SC2 side. BW Toss: v SC2 Terran, Protoss will win. Why do you ask? Well the fact that Reavers can do 225 damage with splash, control choke points with low numbers, and, in a shuttle, be very mobile, it will make a lot of MMM strategies fail outright. Sure you might say vikings can get the shuttle, but think about the fact in BW, even if you have wraiths you won't know exact where the shuttle is going to go. Now, Turrets in SC2 cost 100 minerals. That's quite a lot of minerals which could've been used on making something else. Also, that 100 minerals is only for 1 turret. 1 turret will not stop any reaver from getting into your base. That means you'll need at least 4 turrets, that's 400 MINERALS! That's enough for another CC, meaning more mules/scans. But you can't get that CC, because reavers are everywhere. if the Protoss player goes a lot of reavers, they can make corsairs. Corsairs can do a kind of moveshot, while vikings cannot. Another thing is that vikings are really slow if you think about it. Another plus is that Corsairs have Dweb, meaning you have to move your army meaning it's not shooting. OR alternatively, you could pull the old 2 base reaver into carrier for good measure. Why will this work? Firstly, reavers can mostly stop any bio attack from happening at your natural. Second, Interceptors dont just plain outright die from seeing an enemy, and third, if they skimp on defenses you can kill his entire economy. v SC2 Zerg, I think that reavers will definitely play a huge part here. 3-5 cannons in front of natural with a reaver or two could most likely stop any hydra roach bust that's going to attack you. Another you could do is just plain DT rush him. DTs do tons of damage and are invisible. SC2 Ovies do not detect automatically so it works. Plus, with that DT rush you also unlock the High Templar tech, which also helps in defending hydra roach busts. Corsairs would shut down basically all Zerg air AND could really help in ground fights via Dweb. Corsair reaver would also do very well because reavers will kill all the ground, and corsairs can take care of air. Corsairs will also Dweb the ground, helping the reavers hold out. As a late game transition, Corsair Carrier is viable again, because of the plain fact that there are no scourges. v SC2 Protoss, I think BW protoss wins. The fact of the matter is, Dragoons are just better than Stalkers, no matter how you put it. Sure stalkers are smaller and can fit more in one spot, but Dragoons are so powerful. Dragoons will do 15 damage per shot to those pesky stalkers before they can hit you, and your speedlots can kill their chargelots. Why you ask? Because speedlots have permanent speed, meaning they can spread out much better for a better concave than the Chargelots can. Another thing is that they won't go run up to a unit that went behind a wall of Zealots, they'll attack whatever is in front of them. Later on, reavers come into play. Reavers have splash, and do 225 damage per hit, meaning they will help other units kill the SC2 units faster with the splash and damage. He will get his pesky phoenixes to get your shuttles, but you'll be ready with your corsairs OR you'll just drop your reavers down while they try to kill your shuttle. THey will face losses while you still have both reavers and maybe even the shuttle. With your corsairs, if you chose to get them, you can go colossus hunting. In the midst of battle, you can cast Dweb and go attack their colossus. The real problem though with going phoenixes, is that you will have less actual units to attack with, meaning the dragoon force will be much larger than the stalker force, and since the dragoon is more muscular in many ways, they outcome will be that the dragoons will win. Edit: messed up what Deep Six was | ||
Tynan
Canada111 Posts
BWT versus SC2T, lol. | ||
arb
Noobville17921 Posts
On April 14 2011 12:44 Tynan wrote: Can't we test this? Aren't there modded maps with Brood War units? Someone should make one that lets people select BW or SC2 versions of their race. BWT versus SC2T, lol. I still just cant see SC2T winning at all,everything BW terran has is superior to MMM SC2 T cant go pure mech because tanks are so much more expensive, cost 1 more supply and do alot less damage vultures are free, and in broodwar vultures stopped bio play dead marauders have alot of hp, but tanks 2 shot basically every terran ground unit besides the thor so i dont think it matters and goliaths just give superior anti air compared to sc2 | ||
nitdkim
1264 Posts
On April 14 2011 12:41 eviltomahawk wrote: Yeah, Marines were pretty powerful in BW. However, the inferior macro mechanics of BW do limit Marine production due to lack of Reactors and MULEs. There is also the question of whether the poor pathfinding AI and limited unit selection of BW carry over in this hypothetical SC2 vs BW battle. If so, then Marine effectiveness will be limited by the difficulty in unit control. If not, then I do agree that improved Stim will tear apart Immortals. In addition, the lack of Marauders makes the supporting Gateway army much more powerful against bio, especially Stalkers. Force Fields and Guardian Shield also limit the effectiveness of pure Marines. Plus, Colossi are still pretty darn powerful against Marines. I guess the effectiveness of Immortals will really depend on how well the Gateway units and Colossi support it against the combination of Marines and mech. uhhh, in BW, people actually had MACRO. It's like you assume BW players will float at 1k minerals at 6 minutes into the game. Marines have range upgrade in BW. Let's put BW units in SC2 world and SC2 units into BW world. the result...? In both cases, I can see BW units being superior. You said something about 4gate attack vs dragoons. wtf you talkin about. You don't know 4gate until you've seen BW 4gate. i'm pretty sure you will have range up by the time warpgates are done. | ||
nalgene
Canada2153 Posts
Irradiate kind of removes the point of autoclumping zerglings/banelings ( 8.33/sec + game is played on faster so it's very hard to split them in time without dying ) Overlords aren't detectors and requires time+resources to morph to overseers ( Wraiths/moves same speed as mutas/patrol microed/ have 2 more range and quicker cooldowns in air attacks than mutalisks + can shoot without deacceleration ) SC2 mutas always have to deaccelerate while shooting targets ( even if they are in front of them ) Valkyries are fine and do 6x8 AoE in a 3x3 matrix vs air ( vikings = 0 armor / slightly longer range and slower ms / single target / less damage / less hp ) Dropships move at 3.094 ( 1.101 x worker speed ) instead of 2.50 so they could drop and run pretty well The zealots have 10 more shields and the dragoons have 20 more HP + both of these can regen slightly and might be advantageous for them early in the game. Goons also do 20 instead of 14 vs another stalker/goon. The other player's shields would regen faster out of combat if they do make it out alive though. The lings only in SC2 only have 1.90 attacks/second vs 3.00 attacks/second ( without adrenaline in both ) You'd a few more lings than the other guy does and getting lings very early is quite hard to get... Tanks at 85 damage kills stalkers in 2 hits from 3 hits ( they don't necessarily have to attack a immortal with sufficient micro... unless you want them to be played with A-move ) Lockdown on mechanical units might be interesting given the smart cast mechanics... you could just hit 12-16 units in a second and they can't fight back. Corsairs do well to prevent ground units from attacking ( disruption web ) and DA could simply stun the zerg army. Hallucination can be cast on enemies or friendly units ( and always spawns 2 of the target unit ) + these ones can't be differentiated by the other player even if they did have detectors compared to the Sentry-hallucination. The range upgrade is already given in SC2 ( range 5 instead of 4+1 ) Arbiter moving significantly faster than the mothership+ you can get a few of them to freeze entire armies for 40 seconds ( real seconds )/recall on a cheaper unit ( Overseers require time+resources instead of Overlords as detectors ) | ||
Klamity
United States994 Posts
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wherebugsgo
Japan10647 Posts
On April 14 2011 11:28 NicolBolas wrote: This post will probably take this more seriously than the OP intended, but I don't care. I'm not going to judge this on a unit-by-unit comparison. This is race vs. race. SC1 race X vs. SC2 race Y. Also, note that this is not about unit quality. This is not about which race has the best units or the most interesting units. This is about which race would win in a fight. Also, some translation conventions are in order. SC1 attacks that are Concussive deal max damage to SC2 Light units, and deal minimal damage to non-Light units. So Vultures will do 20 damage to Marines, but 5 damage to Banelings (due to being Light nor Armored). Similarly, SC2 attacks with bonus vs. Armored will be triggered against Large SC1 units. SC2 attacks with bonus vs. Light will be triggered against Small SC1 units. Bonsues against Massive are not triggered. Now, let's talk about matchups: SC2 Terran vs. SC1 Terran SC2 Terran demolishes SC1 Terran. Why? First, Marauders. Tier 1. Cheap. Massable. Sure, they take more damage from Siege Tanks, but they're like Dragoons. Except that Dragoons can't be healed by Medivacs; Marauders can. Also, Dragoons don't have stim. Dragoons can't slow units down. A SC1 Terran will have to Siege-Expand just like in SC1 TvP. The difference is that they're up against MMM now, not Zealots and Dragoons. Medivacs can do tactical drops right on top of the tanks. And while SC2 Marines will take lots of damage from Vultures, they will take out the Siege Tanks quickly enough. A SC1 Terran player will need to get Goliaths to even think about dealing this, thus delaying the expansion. By then, the SC2 player will have two Orbital Commands if not a third, with MULEs helping to pump out masses of MMM. The SC1 Terran will simply lose due to having a poorer economy. This ends in a 10 minute game where the SC1 Terran never gets out of his base. SC2 Terran vs. SC1 Protoss SC2 Terran wins again, but it's closer this time. The saving grace for the Protoss, for a time, is the Reaver. Dragoons and Zealots are as nothing against MMM, but Reavers are the stuff of the SC2 Terran's nightmares. Especially with the Reaver damage upgrade, they would easily allow the SC1 Protoss to expand and start to establish themselves on the map. Well, except for one thing: Shuttles die quick and easily to Vikings. That 10 range is can easily prevent Shuttles from allowing Reavers to keep up with an advancing Protoss army. This will slow the Protoss down. While Reavers will allow the Protoss to establish themselves and possibly do some harassment, they won't be able to actually attack. SC1 Protoss will have to slow push, much like a SC1 Terran going Mech. And the problem here is that, thanks to Orbital Commands, the SC2 Terran is going to have a bigger economy. He's going to have to find a solution to deal with Reavers if he wants to attack, but he could just as well play SK-Terran style with the Protoss: kill any expansions they try to take except their natural and starve them out. Or he can bring in some Vikings and Banshees. Banshees can quickly slay a few Reavers, and Vikings can kill the Shuttles. This allows the generally superior MMM combination to win the day. 20 min Macro game, with the Protoss starved out. SC2 Terran vs. SC1 Zerg This isn't even a fight; this is an execution. The SC2 Terran will barely even notice the Zerg is there. SC1 Zerg have no answer to MMM. They don't even have something that resembles an answer to MMM. SC1 Zerglings don't have the DPS to deal with Marauders. SC1 Hydralisks don't have the DPS to stop Marauders either, even though Hydras won't take full damage from them. And the zerg don't have the creep-speed bonus (and yes, I'm aware that SC1 Hydras are faster than their SC2 counterparts. That's still not fast enough). Marines have an extra 5 Hp (and that's before the Combat Shield upgrade), and much faster healing from Medivacs. If the SC1 Zerg fast-techs to Lurkers, they might be able to hold out for a bit, but any competent Terran player will save up a couple of scans and deal with them. The SC1 Zerg will FE, the SC2 Terrans will MMM them, and they'll fold like a cheap suit. It's over in 10 minutes. SC2 Protoss vs. SC1 Terrans The SC2 Protoss wins, but for only one reason. Mech is the SC1 Terran's greatest strength. Long range, Spider Mines, etc. Lots of brutal damage, and you don't even have to micro to do it. Territory denial. And this might have actually worked. If the SC2 Protoss didn't have one thing: Immortals. Immortals wreck everything that comes out of the SC1 Terran's Factory. They deal 20 damage to Spider-Mines and have hit-scan attacks, so Spider-Mines only slow them down. And even if they miss one, it's nothing to worry about; it only did 10 damage. They can walk through a Siege Tank line and melt it in seconds. This is exactly why Immortals were created: to make Terran Mech weaker. And they do their job very well. The Terran now must respond. They could go mass Vultures. Being Medium units, they will only take 20 damage from Immortals, and if you get enough of them, they can crack the Immortals shields. But that's just not going to be enough. Vultures don't have AoE, so even if they kill the shields of one Immortal, there's 5 more. The Protoss won't just be throwing down one or two Robos; they will have 5-6 pumping and Chrono-Boosting Immortals like it's going out of style. There won't even be Warpgate researched; so long as the SC1 Terran player insists on going Mech, the Protoss player will pump Immortals and kill them. The only effective SC1 Terran response is going for Infantry. So the Protoss player will just switch to standard SC2 Protoss play: get a death ball of Colossus and Gateway units and just go fucking kill him. The Terran could try for an Infantry/Mech mixture. But the death ball won't care. I give the SC1 Terran 15 minutes before he GGs. SC2 Protoss vs. SC1 Protoss The SC2 Protoss has the edge primarily on economic grounds. Dragoons, on paper, are better than Stalkers. But Stalkers do have one advantage: they're smaller. You can fit more Stalkers into a space than Dragoons. This means that there will be more Stalkers actually shooting in any fight than Dragoons. Zealots with Charge will also be pretty key in this fight, as they take half-damage from Dragoons. Throw in a few Immortals, assuming you can micro them reasonably, and the SC1 army must retreat. To their Reavers. And then the SC2 army must retreat. Colossi can help, but Reavers just do so much damage. However, the SC2 Protoss can do what the SC2 Terran did: use Phoenixes to kill off the Shuttles. This will be more costly than the Terran version, since Phoenixes will have to get in range of the Dragoons to do this. So the SC2 Protoss will effectively have the Colossus deathball. Blink Stalkers can snipe Reavers without Shuttles. Sentries can divide their army, making the number of Dragoons actually shooting even smaller. Therefore, SC1 Protoss will have no other options than to call for their biggest gun: Scouts. And no, I'm not kidding. The only viable use for SC1 Scouts is to fight the SC2 Protoss deathball. Scouts do lots of damage to flying units quickly. And they have a pretty solid quantity of Hp. So Scouts can be used the way SC2 Zerg use Corruptors against Colossi: take them out. Scouts can also help deal with Phoenixes and Void Rays if they appear. Scouts are expensive certainly, but there's no other option. High Templar are too high tech to get before the death ball kills you. And even if you got them, it doesn't do enough damage to stop a SC2 Protoss deathball. Plus, Stalkers with Blink can snipe them. Essentially, this boils down to economy. Thanks to Chrono Boost and Warp-In (faster reinforcement), and the need for SC1 Scouts, the edge goes to the SC2 Protoss. SC2 Protoss vs. SC1 Zerg This actually looks really bad for the SC2 Protoss if the SC1 Zerg rushes. SC1 Zerglings are better than their SC2 counterparts. However, SC1 Hydralisks aren't quite as strong at taking damage as SC2 Roaches, and they don't have Banelings, so there's no equivalent of a Baneling bust. The SC2 Protoss just needs to get Sentries and they should be able to hold off a rush. If the Zerg tries to play a macrogame, they're going to run into some problems. Observers are much more available in SC2 than SC1 (no Observatory), so they can more easily deal with Lurkers. Hydralisks won't be a particularly dangerous unit, not with Zealots+Charge and the more compact Stalkers around. So it's going to be Mutalisks vs. the deathball again. Except that the SC1 Zerg doesn't have the larva the SC2 Zerg has. Their Mutalisks will be later than most SC2 Protoss will see them. So the deathball will be much bigger, and the Mutalisk ball will be much smaller. Mutalisk micro can help, but it's not going to be enough. Again, the SC2 Protoss wins on economy. [edit] Hey, I'm stupid. I forgot about Scourge. So yea, the SC2 Protoss won't be building Colossi. Or anything that comes out of the Stargate. That sounds like a really good thing for the Zerg. But it's not enough. This just forces the Protoss to use a pure Gateway army. Sentries can divide the Zerg army, allowing the Protoss to cut it into pieces. Stalkers can take out key Lurkers when necessary. And there's not much the Zerg can do. SC2 Zerg vs. SC1 Terran The SC1 Terran will wall-in, as normal. They'll start massing up a few Marines, throw down an Academy. And then a bunch of Banelings will walk in, break the front, and the Zerg will just kill him. SC1 Terrans simply have no effective answer to Banelings. They will just die. SC2 Zerg have too much larva, and can build very effective units at Tier 1. The Terran has no chance. Game ends in 7 minutes. SC2 Zerg vs. SC1 Protoss SC2 Zerg will overwhelm them with Roaches. This is the same problem. The SC1 Protoss simply doesn't have anything to deal with the sheer quantity of units that a two-base SC2 Zerg can build. They can drone hard for a bit, then build ridiculous numbers of stuff. Even a one-base Zerg will win with a Roach Rush. Dragoons may hurt more than Stalkers, but there will be more Roaches faster than they can deal with. Again, the game ends in 7 minutes. SC2 Zerg vs. SC1 Zerg The SC1 Zerg will build a few Zerglings, maybe FE, start moving through Lair to Mutalisks, and then a bunch of Zerglings and Banelings will show up and they'll die. It doesn't matter that the SC1 Zerglings are better than their SC2 counterparts. What matters is that the SC2 player will have Banelings that melt Zerglings from either race. It simply isn't fair. Another 7 minute game. Ultimately, it's not fair for SC1. Even when the SC1 units have more DPS or whatever, the SC2 player has access to faster macro. MULES, ChronoBoost, and Spawn Larva are the biggest reasons why SC2 races would win most of their matches. Lol almost everything in this analysis is wrong. BW T v SC2 T: Marauders are stopped by marines, vultures, and tanks. The reason we see marauders in SC2 TvT is because tanks need 3 shots to kill them. BW tanks would two shot marauders, and they cost way less. Vultures are fast and drop spider mines. Any bio play is almost completely countered by spider mines; Marauders would have what...1 HP after getting hit? Also, BW marines stay viable because it still takes 2 shots to kill them. SC2 marines would not be because of mines and because tanks that do 70 damage would one shot them. Bio is not viable. As for medivacs, they come at the same time dropships do, so there's no difference there. In fact, I'd prefer medics and dropships over medivacs, as SC1 dropships are the fastest until shuttle speed, and medics are cheap as hell and have the optic flare. Blind a raven and the SC2 T must use scans or manually destroy mines. Finally, no one noticed that in SC1, each worker gathers 8 minerals per trip vs 5. You need half the gas workers too, and 50 less minerals. Start of game: 32 vs 30 minerals gathered per trip of the workers, in favour of BW. After first worker, 40 vs 35, after second, 48 vs 40, etc. I don't think mules would be as effective as you think. It doesn't sound like you've really played BW, seeing as dropships are standard in TvT. The only difference really is goliaths vs Vikings, and the advantage is debatable on this one because you can focus your starports on dropships, goliaths are cheaper, and goliaths benefit from the same upgrades as mech in BW but for SC2 Vikings fly, though they are marginally slower. TvZ lol wtf of course SC1 Zerg has an answer to MMM. In fact, it would probably be easier, seeing as sunkens are WAY better than spine crawlers, zerglings own face, hydras are cheaper than roaches yet do more DPS (and the tech time is the same) and lurkers are worlds better than banelings. I fail to see what SC2 Zergs have that make them better at dealing with MMM than SC1 zergs. Medics came faster in SC1 and firebats did huge AoE, yet Zergs were fine. Lategame swarm and plague makes playing against SC1 Zerg a bitch too, and scourge+mutas would spell doom for drop play. SC2 T vs SC1 P... LOL it's like you completely forgot about storm. SC1 P can tech to storm way faster, plus get DTs with the same tech. Reavers aren't as popular as other builds PvT these days in BW, and Arbiters... SC2 P vs SC1 T: I can agree with most of this, but don't forget there are ghosts and science vessels too. Ghosts are cheap as hell and lockdown would be crazy good against colossus, immortal, etc. Mech in SC2 is still viable against immortals, so I don't see why it wouldn't be with vultures (better than hellions) and just throwing marines into bunkers with the slow push (as opposed to the traditional turrets, no arbiters=less need for them) IMO MM+tanks+vultures would be crazy good. Vultures can harass like no unit in SC2 can, are cheap, and MM don't ever have to get into the range of colossus if it isn't necessary. SC2 P vs SC1 Z: Z wins. Period. Why? Larva issue is solved because SC2 Z must make queens. 2 queens=a third hatch. The larva difference is almost nonexistent, seeing as SC1 Zs benefit from increased resource rates and 4 free drones for the gas. Hydralisks might only have 80 HP in BW, but compare them to SC2 hydras. In SC2, hydras destroy all gateway units, even zealots, yet statistically they are worse than SC1 Hydras AND they are more than 25% more expensive in resources and double the supply cost, AND require more tech, AND do not synergize in upgrades with AoE, banelings. SC1 zergs get lurkers, massable hydras, better zerglings, swarm, scourge. Colossi would not exist. Hydra+scourge+lurker would literally destroy anything SC2 P has. Heck, hydra+scourge would be fine. Remember upgraded hydras are about as fast as SC2 speed roaches on creep. SC2 Z vs SC1 T Wait wtf? Both SC2 and SC1 T usually only have marines to deal with banelings busts. What the hell is the difference? SC1 Terrans have the advantage here particularly if they go for a factory build. Three mines and any bust attempt will get owned. Tanks with +1 will two shot roaches. SK Terran is even scarier than MMM in SC2, because there is no such thing as overstimming, and bunker rushes are way stronger because SCVs have 65 HP. Heck, you could SCV 4 marine all in every game and win. SC2 Z vs SC1 P Again, where is your logic coming from? What do SC2 Ps have to stop such rushes that SC1 Ps don't? Sentries? Please...you can stop a 7 RR with nothing but cannons. SC1 P has reavers and more easily accessible templar tech (Which makes SC2 Templar tech look like garbage) too. ZvZ: False, you can tech hydras in the same time SC2 Zergs tech roaches. It'll be just as strong, as anything hydras lose in HP compared to roaches is made up for in range, DPS, and speed. You can also use sunken/evo walls and get lurkers pretty fast, just gotta survive those first four minutes (more than possible with just lings, I do it all the time in SC2) Mules=Offset by natural economic mechanics in BW. Chronoboost=offset by shorter BW build times and economic advantages Spawn larva=offset by, again, economic advantages, fact that you can make a third hatch instead of two queens. | ||
eviltomahawk
United States11135 Posts
On April 14 2011 12:59 nitdkim wrote: uhhh, in BW, people actually had MACRO. It's like you assume BW players will float at 1k minerals at 6 minutes into the game. Marines have range upgrade in BW. Let's put BW units in SC2 world and SC2 units into BW world. the result...? In both cases, I can see BW units being superior. You said something about 4gate attack vs dragoons. wtf you talkin about. You don't know 4gate until you've seen BW 4gate. i'm pretty sure you will have range up by the time warpgates are done. MULEs, Chronoboost, and Larval Inject speed up SC2 macro to be much faster compared to BW macro. SC2 races can get more stuff much faster compared to their BW counterparts, giving them an advantage in the early game. Chronoboost and Larval Inject allow for faster worker production and overall faster unit and upgrade production. MULEs give SC2 Terrans an edge in income over a BW Terran with an equal SCV count. (edit: although the guy above me does explain pretty well that the improved macro mechanics are offset by differences in overall macro mechanics between the games) Also, though Dragoons are overall more powerful than Stalkers, Warpgate and Chronoboost imbalances the 4gate against the BW Protoss by taking advantage of faster Stalker production to possibly overwhelm the superior Dragoons with larger numbers of inferior Stalkers at the doorstep of the BW Protoss's base. Also, Sentries with their FF and Guardian Shield help against counterattacks and are quite helpful in the Warpgate rush. | ||
Hierarch
United States2197 Posts
On April 14 2011 12:02 Ryuu314 wrote: This makes me laugh so hard and pretty much invalidates your whole post imo. Have you not heard of defilers with dark swarm? Yes, it's pretty far up the tech tree, but Zergs do just fine currently in SC:BW against bio play. Keep in mind that stim in BW > stim in SC2. Also BW zerglings do MUCH more dps than zerglings in SC2. Also keep in mind that lurkers destroy MM more effectively than banelings do and yet Zerg does just fine with banelings. Also keep in mind that BW mutas can stack much more effectively and thus harass the Terran's army or economy much better and buy Zerg more time. Just go watch some Jaedong ZvT. You're grossly underestimating the power of BW units (and in some cases completely forgetting about them) in your post. Honestly, I see no way for SC2 to beat BW in any non-mirror matchup. No possibility of Hive to ever become relevant in that matchup, zerg doesn't have the larva to keep up with terran's mmm play from SC2, also blue flame hellions would own that matchup hard also considering there are no roaches. Mutas can only have 11 in a control group and 1 thor absolutely shuts down muta harass since they literally stack on top of each other. | ||
Bear4188
United States1797 Posts
BW SCV > SC2 SCV In beta SC2 SCV was easily the greatest worker ever, alas Blizzard smashed it with the nerfhammer. Auto-repair is pretty sick though. BW Economy <<< SC2 MULE MULE so good. So good. OMG so good. BW Marine < SC2 Marine Sorta tough, the SC2 marine has a good bit more health, but loses the range upgrade. I think the improved AI and >12 control groups really tip the favor to SC2 marine though. BW Firebat ? SC2 Marauder Different units, I'd say the marauder is ultimately more useful though. BW Ghost < SC2 Ghost I miss lockdown but putting one of the stronger abilities (EMP) on the SC2 ghost is a huge boost, snipe is also very nice. Ghost also does more damage in general and is more accessible. No BW counterpart < SC2 Reaper At this time in the SC2 metagame it's hard to see what the final role of the Reaper will be. It certainly has awesome damage potential that leads me to think it will have a role for anyone who came micro them. BW Medic >> SC2 Medivac As a pure healers medics are definitely a better healer. BW Vulture >> SC2 Hellion Vultures are just plain obnoxious. Mines are super good. Though I think hellions will only get more and more scary as players include blue flame as a late game harassing tool. BW Siege Tank ? SC2 Siege Tank BW tank does sick damage, SC2 tank has greater splash radius, greater range, and smart targetting (IIRC with upgrades I believe the SC2 tank even comes out slightly ahead in damage vs "light" units). As a bonus the SC2 tank does sick damage in tank mode. Both are great units. BW Goliath < SC2 Thor Not sure I should even be comparing these two. Thors are fucking beastly. Beastly. Goliaths own the crap out of "armored" air, Thors own the crap out of "light" air. Tipping the scales is the application of the auto-repair SCV making Thors a frightening foe. BW Wraith < SC2 Banshee Dude. Have you seen what Banshee do to mineral lines? BW Valkyrie < SC2 Viking Well, Valkyries aren't completely useless. Vikings are the siege tanks of the sky, and can even land. BW Dropship < SC2 Medivac Delivering the transport abilities while not needing to sacrifice space for medics. BW Science Vessel > SC2 Raven I think it would be better to compare spells here. Probably not the correct comparisons, but w/e. Irradiate > Seeker Missile Seeker missile would be awesome but it's so dang slow, so irradiate wins simply by guaranteeing that it will actually do something, anything. When a missile does hit it is clearly better, obviously. EMP >> Defense Turret BW EMP so good. Defense turret so meh. Defense Matrix < Point Defense Drone Point defense drones are pretty awesome. Dragoons? Hydras? Yeah, that's what I thought. zap zap zap BW Battlecruiser << SC2 Battlecruiser Not even close. + Show Spoiler [Protoss] + BW Probe > SC2 Probe BW Probe, most OP unit ever. BW Zealot > SC2 Zealot Legs > Charge, plus the BW zealot actually has a higher attack speed. BW Dragoon > SC2 Stalker This is a tough one to call. As a straight slugger the dragoon is obviously superior but the Stalker offers greater mobility and the very powerful blink ability. BW No Counterpart << SC2 Sentry Guardian shield = very strong Force field = super strong Hallucination = better than BW hallucination BW High Templar > SC2 High Templar BW storm is just so much better. Some ground is made up with smart casting and feedback in place of hallucinate. A few weeks ago the SC2 high templar with kaydarin amulet would have been a much more worthy foe. BW Dark Templar < SC2 Dark Templar Does more damage, what else do you want from a DT? BW Archon > SC2 Archon Don't think that needs an explanation BW Dark Archon >> SC2 No Counterpart Feedback is moved to the HT, maelstrom and mind control (with a massive nerf) to the infestor. Miss you red ball man. BW No Counterpart << SC2 Immortal Picture this: Immortal next to a shield battery. BW Reaver ? SC2 Colossus On the one hand you have ridiculous damage. On the other you have damage that you can be confident will actually connect and mobility. I think both of these units melt face. BW Shuttle < SC2 Phase Prism Warp-in gives the phase prism effectively unlimited capacity. BW Observer < SC2 Observer You get the sight upgrade for free! BW Corsair ? SC2 Phoenix Both of these have proven to be a huge pain in the ass for opponents. The Phoenix trades the splash for higher single target damage and the ability to pick off ground units with graviton beam. BW Scout < SC2 Void Ray BW Carrier < SC2 Carrier The only thing superior about the BW carrier is that the game is at a point where players no how to survive while they get them out on the battlefield. Toe to toe you would see the insane damage of the SC2 carrier prevail. BW Arbiter >> SC2 Mothership Obviously as a singular unit the mothership is awesome. However the arbiter fills all the same roles (with different spell graphics) almost as effectively while being more accessible and faster, it only lacks the damage. + Show Spoiler [Zerg] + BW Larva < SC2 Larva According to liquipedia the SC2 larva actually has greater sight range.. no shit :| BW Zergling ? SC2 Zergling Gah. This is hard. The singular BW crackling is SOOOOOOOOOOO much better than its "evolved" SC2 offspring. One thing that has evolved is the zergling AI and its ability to attack in non-single-file form and surrounding enemies automatically. Since zerglings are hardly ever used alone I think it's a wash. Plus it mutates into the... BW Infested Terran << SC2 Baneling One is basically unattainable and does terrible terrible damage. The other is attainable, does terrible terrible damage, makes a cute plushie, and inspires multiple music videos. BW No Counterpart << SC2 Roach Not a fan of roaches ![]() BW Hydra > SC2 Hydra The BW hydra was obviously a much quicker unit, making it more effective as an all-purpose unit. SC2 hydra delivers awesome DPS. BW Lurker >>> SC2 No Counterpart Yeah. BW Ultralisk ? SC2 Ultralisk I'm having a tough time calling this one. Is it better to have more, weaker units or fewer, much strong ones :/ On second thought the SC2 Ultralisk under dark swarm would be stupid good. BW Defiler > SC2 Infestor Consume >>> Infested Terran Dark Swarm >>> Neural Parasite Plague > Fungal Growth Defiler would be my pick for best unit in either game. BW Overlord > SC2 Overlord BW Overlord > SC2 Overseer Starts with detection, makes better noises. Contaminate is pretty good though. BW Mutalisk ? SC2 Mutalisk One can stack, one has infinite selection. Both kick ass. BW Scourge >>> SC2 No Counterpart T_T BW Devourer > SC2 Corruptor Both have pretty terrible DPS but I'd say the devourer debuff is better than corruption. BW Guardian < SC2 Brood Lord Guardian by itself does awesome damage, but the brood lord makes up for it with the wall of broodlings that greatly hamper enemy movement and cause a lot of damage themselves. BW Queen << SC2 Queen No contest. | ||
Jotoco
Brazil1342 Posts
On April 14 2011 11:00 eviltomahawk wrote: From the perspective of a TvT. Siege tanks in BW had a range of 12. SC2 siege tanks have a range of 13. Plus, SC2 siege tanks have 160 health as opposed to the 150 health of BW siege tanks. In addition, SC2 siege tanks build 5 seconds faster than their BW counterparts, though at the cost of 25 more Gas. Although BW siege tanks do more siege damage and have bigger splash, SC2 siege tanks do compensate with better range and health. Therefore, I think that in a standard Tank vs Tank would be quite interesting to watch as the SC2 tanks take advantage of their better range while the BW tanks take advantage of their better damage. These subtle differences should make all the difference in this mirror matchup. Also, although Vulture are overall better units than Hellions, they can still be shut down quite hard by Marauders, which are basically the Terran version of the Dragoon, minus shields but with Concussive Shell. Vultures will barely tickle the tons of health and armor of the Marauder while being slowed down and torn apart by the Concussive Shells. In addition, Vikings are much better AA than Goliaths. Although both do the same amount of base damage (20 for Goliaths and 10x2 = 20 for Vikings), Vikings also get a bonus against armored units, which makes them quite devastating against any Battlecruiser shenanigans from the BW faction. Couple with the fact that players can pump Vikings ridiculously fast out of reactored Starports, Vikings shut down BW airplay quite hard including Battlecruisers. In addition, whereas Goliath mobility was extremely limited since they are ground units with shitty pathfinding AI, Vikings suffer no such mobility issues since they are flyers. Also, Vikings work quite well with Siege Tank lines as spotters and mobile AA. In addition, MULEs give SC2 Terran a huge early and late game advantage over BW Terran. Early game MULEs give SC2 Terrans the ability to amass a larger army more quickly, thus giving them the advantage in early game pressure. Late game during near-stalemate situations, a mass OC strategy gives the SC2 Terran a significant advantage in resource collection and food differential by allowing him to sacrifice his SCVs much earlier to free up more supply for a bigger army while maintaining ridiculous income with MULEs. Also, Raven + Banshee can be an extremely potent combo when chipping away at tank lines. PDD can easily nullify missiles from Goliaths, Turrets, and Wraiths while the Banshee tears up Siege Tanks at a much faster rate than the Wraith's tiny airsoft guns. Do not forget about medics and firebats. Those should do fine against MMM. And Irradiate. That should melt MMM. Also. Blinding ravens + Cloak should be interesting. Making SC2 blow multiple scans. Don't forget BW have a HUGE advantage up the ramp. And a terrible disadvantage bellow ramp. Also, you're afraid of burrowed banes? I will show you spider mines! Also, lockdown.... lockdown was SOOOOOOOOOOOOOO good. Lock every siege tank? Lock Thors? I don't know, lock fucking everything! | ||
Tatari
United States1179 Posts
C'mon, the Stalker is like paper compared to the Dragoon. Plague, BW Storm, Defensive Matrix, etc. BW Cracklings... On April 14 2011 09:38 neobowman wrote: Vultures. Spider mines everywhere. Siege tanks, 70 damage per shot. Marines fire double rate with stim. Freely detecting overlords 75/25 hydralisks Hive Tech Psi Storm Reavers Reach <----------- SC1 hands down. lolque? ;D | ||
Ocedic
United States1808 Posts
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Ryuu314
United States12679 Posts
On April 14 2011 13:17 Hierarch wrote: No possibility of Hive to ever become relevant in that matchup, zerg doesn't have the larva to keep up with terran's mmm play from SC2, also blue flame hellions would own that matchup hard also considering there are no roaches. Mutas can only have 11 in a control group and 1 thor absolutely shuts down muta harass since they literally stack on top of each other. It's like you've never played/watched BW... You do realize that instead of queens people just built macro hatches right? Larva isn't really an issue. Especially since BW Zerg units are by far more cost-effective than SC2 Zerg units. Ask any pro who played Zerg in both BW and SC2 and I'm pretty darn sure they'll tell you BW units were more cost effective. Hellions are powerful, but cheaper hydras, lurkers, and mutas all can deal with hellions pretty handily. | ||
Bear4188
United States1797 Posts
On April 14 2011 13:20 Tatari wrote: C'mon, the Stalker is like paper compared to the Dragoon. Immortals would annihilate dragoons so hard. Blue goo, everywhere. | ||
zawk9
United States427 Posts
On April 14 2011 13:20 Tatari wrote: I'd say BW would win over SC2 units. C'mon, the Stalker is like paper compared to the Dragoon. Plague, BW Storm, Defensive Matrix, etc. BW Cracklings... lolque? ;D This is Reach | ||
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BLinD-RawR
ALLEYCAT BLUES50110 Posts
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Hierarch
United States2197 Posts
On April 14 2011 13:21 Ryuu314 wrote: It's like you've never played/watched BW... You do realize that instead of queens people just built macro hatches right? Larva isn't really an issue. Especially since BW Zerg units are by far more cost-effective than SC2 Zerg units. Ask any pro who played Zerg in both BW and SC2 and I'm pretty darn sure they'll tell you BW units were more cost effective. Hellions are powerful, but cheaper hydras, lurkers, and mutas all can deal with hellions pretty handily. Hellions melt all early lings and hydras due to both being light, what would a sc1 zerg do about a blue flame marauder timing? A 3rd hatch takes longer to build than 2 queens and the queens provide 5 more larva as long as you hit your injects. There's also cloaked banshee possibilities which can just win the game if zerg has no spore colonies. I'm not saying itd be a walkover, but I feel hellions with blue flame would be really hard to deal with for zerg. On April 14 2011 13:29 BLinD-RawR wrote: lets not forget...stacked mutas>SC2marines. Thor > stacked mutas | ||
Bear4188
United States1797 Posts
On April 14 2011 13:29 BLinD-RawR wrote: lets not forget...stacked mutas>SC2marines. They'd be met with the same response SC2 Mutas are met with, the Thor. | ||
thoradycus
Malaysia3262 Posts
On April 14 2011 13:29 BLinD-RawR wrote: lets not forget...stacked mutas>SC2marines. Doesnt matter because 3 thor shots=dead muta stack. | ||
btlyger
United States470 Posts
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chonkyfire
United States451 Posts
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ghrur
United States3786 Posts
On April 14 2011 13:29 Hierarch wrote: Hellions melt all early lings and hydras due to both being light, what would a sc1 zerg do about a blue flame marauder timing? A 3rd hatch takes longer to build than 2 queens and the queens provide 5 more larva as long as you hit your injects. There's also cloaked banshee possibilities which can just win the game if zerg has no spore colonies. I'm not saying itd be a walkover, but I feel hellions with blue flame would be really hard to deal with for zerg. Except BW hydras are medium, not light. So... I don't think blue flame applies. If they do, hydras could still be very efficient vs them. Also, Broodwar Zerg techs to 3 hatch muta, not 3 hatch hydra, with lings and sunkens before hand. Sunkens dealing 40 damage to marauders would also be quite devastating. Also, BW hydras>>>>>>>>>>>>>>SC2 Hydras, please remember that. BW also usually gets 3rd hatch by 13th supply, so it's still very fast. Also, BW overlords have sight, so zerg doesn't need spore colonies. Heck, Zerg can deal with 2port wraith in BW WITH micro without spores, banshee's wouldn't do anything, lol. | ||
Hierarch
United States2197 Posts
On April 14 2011 13:33 ghrur wrote: Except BW hydras are medium, not light. So... I don't think blue flame applies. If they do, hydras could still be very efficient vs them. Also, Broodwar Zerg techs to 3 hatch muta, not 3 hatch hydra, with lings and sunkens before hand. Sunkens dealing 40 damage to marauders would also be quite devastating. Also, BW hydras>>>>>>>>>>>>>>SC2 Hydras, please remember that. BW also usually gets 3rd hatch by 13th supply, so it's still very fast. Also, BW overlords have sight, so zerg doesn't need spore colonies. Heck, Zerg can deal with 2port wraith in BW WITH micro without spores, banshee's wouldn't do anything, lol. lol this is true, i totally forgot about BW overlords >.< my bad. Hellions wouldn't do bonus vs hydras? Then I change my stance, I still think the terran could win early-mid game but no chance late game. | ||
TheTenthDoc
United States9561 Posts
On April 14 2011 13:20 Jotoco wrote: Do not forget about medics and firebats. Those should do fine against MMM. And Irradiate. That should melt MMM. Also. Blinding ravens + Cloak should be interesting. Making SC2 blow multiple scans. Don't forget BW have a HUGE advantage up the ramp. And a terrible disadvantage bellow ramp. Also, you're afraid of burrowed banes? I will show you spider mines! Also, lockdown.... lockdown was SOOOOOOOOOOOOOO good. Lock every siege tank? Lock Thors? I don't know, lock fucking everything! Too bad ghosts are so outrageously high up in tech and cost in BW. :-/ Lockdown was a fantastic ability that never got used except in the late late late game and even then ghosts were terrible except for that ability (nukes were pretty bad and their concussive damage...ugh). | ||
Stratos_speAr
United States6959 Posts
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Huragius
Lithuania1506 Posts
On April 14 2011 09:33 Torumfroll wrote: The Colossus would win. | ||
SeakayKu
United States128 Posts
4 gate anybody? | ||
MajorityofOne
Canada2506 Posts
On April 14 2011 13:38 Stratos_speAr wrote: This isn't a discussion. BW would absolutely demolish SC2 and this is an undisputed fact. Scarabs, Swarm, Plague, good Tanks, a strong Psi Storm, Cracklings, etc... SC2 has an answer to all those things. Colossus colossus colossus colossus colossus colossus | ||
eviltomahawk
United States11135 Posts
On April 14 2011 13:20 Jotoco wrote: Do not forget about medics and firebats. Those should do fine against MMM. And Irradiate. That should melt MMM. Also. Blinding ravens + Cloak should be interesting. Making SC2 blow multiple scans. Don't forget BW have a HUGE advantage up the ramp. And a terrible disadvantage bellow ramp. Also, you're afraid of burrowed banes? I will show you spider mines! Also, lockdown.... lockdown was SOOOOOOOOOOOOOO good. Lock every siege tank? Lock Thors? I don't know, lock fucking everything! Though the Firebats would tear apart the SC2 Marines, Marauders are a completely different story. I'm not sure how the Marauder's armor type would translate into BW terms, but I assume that its Armored armor type means that Firebats will have a hard time dealing reduced damage against 100 hit points. Though Irradiate will be extremely powerful against clumped MMM balls, the SC2 Terran should have decent Starport production by the time upgraded Science Vessels come into play. Vikings are pretty good at sniping air units, so it should be difficult for Vessels to come within the ridiculous range of the Viking. In addition, Ghosts vs Science Vessels should be an interesting dance of SC2 EMP, BW EMP, and Irradiate. The Science Vessels must be supported behind lines of Tanks and Goliaths to be safe from Ghosts and Vikings. As far as the high ground advantage goes, I guess it really depends on how the hypothetical battle plays out. Dunno if it would be appropriate to apply BW high ground advantage only to BW units and SC2 highground mechanics to SC2 units. And blinding Ravens would be an intriguing idea, though investing in medics and Blind would mean having a slightly smaller mech army. Plus, Auto-Turret and PDD are still pretty powerful spells, and using Seeker Missile against clumped Tanks is also an interesting idea. Nevertheless, I do agree that mines would still be a bitch to deal with, though a mass OC strat would mean plenty of scans, assuming that the SC2 Terran lives that long. As far as Lockdown goes, it would be pretty powerful but also pretty expensive and slow to tech all the way up to Ghost tech in BW, though Ghosts are ridiculously cheap in BW compared to SC2 Ghosts. However, SC2 Ghosts have over twice the health and deal twice the damage against light units, so they will win in a 1v1, no-micro battle against their BW counterparts. Plus, SC2 Ghosts can shut down BW Ghosts quite hard with Snipe and EMP. Nevertheless, Lockdown is fucking annoying to deal with anytime it's used, though it would be pretty funny if PDD also shoots down Lockdown missiles. | ||
LuckyMacro
United States1482 Posts
On April 14 2011 13:46 MajorityofOne wrote: SC2 has an answer to all those things. Colossus colossus colossus colossus colossus colossus As someone said before. All you need from BW is... Lurker+defiler+scourge. kekekekekekeke | ||
DragonDefonce
United States790 Posts
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Bear4188
United States1797 Posts
On April 14 2011 13:48 DragonDefonce wrote: Just port units into SC2 with same stats and test them out. In general sc1 would win though Those aren't Brood War units, they're SC2 units with Brood War stats. You need the engine. | ||
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ArvickHero
10387 Posts
On April 14 2011 13:46 MajorityofOne wrote: SC2 has an answer to all those things. Colossus colossus colossus colossus colossus colossus Tanks, Scourge and Mind Control. yeeee... | ||
Stratos_speAr
United States6959 Posts
On April 14 2011 13:46 MajorityofOne wrote: SC2 has an answer to all those things. Colossus colossus colossus colossus colossus colossus Scourge, Defiler, Tanks, Reavers, Mutalisks, Devourers, fuck, damn near everything would demolish a Colossus. | ||
thoradycus
Malaysia3262 Posts
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Stroggoz
New Zealand79 Posts
bw has cooler units for sure tho, reaver/shuttle and dark archon +archon ownage ftw. | ||
Stratos_speAr
United States6959 Posts
On April 14 2011 13:51 thoradycus wrote: Due to better pathfinding/grouping,it is easier to face dark swarm with your MMM army,though SC2 terran has no definite awnser for defilers,due to the absent of irridiate,and ghosts are useless vs them due to cnsume. I feel like part of that would make it harder since the units aren't spread out nearly as much, meaning more of them would clump up under the Swarm. Although the easier controlling does mean it's easier to avoid the Swarm. gotta go with sc2, mass voids and mothership :/ bw has cooler units for sure tho, reaver/shuttle and dark archon +archon ownage ftw. Would be rolled by Arbiters, Storms, Carriers, Hydras + Swarm, Scourge, Mutalisks, probably even Wraiths or mass Valkyries, mass Marines, etc. etc. etc. BW units are just simply more powerful, come out just as quickly as SC2 units, and are more cost-efficient. | ||
RaiKageRyu
Canada4773 Posts
On April 14 2011 13:48 LuckyMacro wrote: As someone said before. All you need from BW is... Lurker+defiler+scourge. kekekekekekeke I assume Dark Swarm wont matter to Colossus, it is linear splash like the lurker, so it won't prevent any damage nor mitigate it like Swarm does against tank shells and Reaver scarabs. | ||
ghrur
United States3786 Posts
On April 14 2011 13:53 RaiKageRyu wrote: I assume Dark Swarm wont matter to Colossus, it is linear splash like the lurker, so it won't prevent any damage nor mitigate it like Swarm does against tank shells and Reaver scarabs. It matters because of the way it's linear. Lurkers are vertical, while colossi are horizontal. Swarm makes you miss one hex up when you shoot from something in towards the swarm. Spines come from underground, colossi shots don't. They would miss one hex up imo. :/ | ||
Talack
Canada2742 Posts
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thoradycus
Malaysia3262 Posts
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Mjolnir
912 Posts
I miss BW tanks. | ||
oldmansay
5 Posts
On April 14 2011 09:54 CidO wrote: So BW because you had to have skill ontop of skill. Skill in the game and skill to make up for the short falls and pathing issues that were in the game? That makes no sense. That comparison bluntly is retarded, if you compared any game in it's current state to it's previous or older one you would always choose the older one cause it's harder. At this point, it's like asking what is a better fruit, wine or potatoes. edit, let me spell it out for the people saying "HERP DERP BW WILL ALWAYS BE BETTER" and the other kids saying "NUUU SC2 IS BETTER YOU OLD GEEZER" Everyone loves potatoes, you can say it two different ways. Find me someone who hates potatoes and i'll find you a liar. Wine gets better with age. Guess which one is the wine and which one the potatoes. when have bad harvest village have only potato and water no wine please do not dig at night | ||
Jyxz
United States117 Posts
mainly units in SC1 had their MAX damage, even tho it only did full damage vs a certain unit type... for example ghosts list 10 damamge but hit for 2.5 on most units... likewise seige tanks say 70 but yeah its 35 vs light... the other huge thing is the smart fire in SC2... I think im going to go with SC2 on this one hmm but it is close... edit: i mean it obviously is on a by unit basis and etc. etc. OP needs to specify conditions what 10 of every unit or something or just 1 on 1, 1 on 1 SC2 marine wins SC1 draggon and ling, but if we are talking about like New SC2 units roach fucking poops on every SC1 unit, and maruder does teh same with terran | ||
ExO_
United States2316 Posts
On April 14 2011 09:34 prodiG wrote: ...do you guys even know what scarabs, plague, cracklings and bw psi storm look like? BW. Hands down. I'd take my hardass dragoon over these pansy-ass stalkers any day. Quoted for truth. Miss Dragoons ![]() | ||
RaiKageRyu
Canada4773 Posts
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LoLAdriankat
United States4307 Posts
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RaiKageRyu
Canada4773 Posts
Funny thing is Blink stalkers would be the de facto key unit in favoring SC2 protoss in any PvP against their P counterpart. Reavers will be sniped easily. | ||
Trevoc
United States145 Posts
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wherebugsgo
Japan10647 Posts
On April 14 2011 13:18 Bear4188 wrote: + Show Spoiler [Terran] + BW SCV > SC2 SCV In beta SC2 SCV was easily the greatest worker ever, alas Blizzard smashed it with the nerfhammer. Auto-repair is pretty sick though. BW Economy <<< SC2 MULE MULE so good. So good. OMG so good. BW Marine < SC2 Marine Sorta tough, the SC2 marine has a good bit more health, but loses the range upgrade. I think the improved AI and >12 control groups really tip the favor to SC2 marine though. BW Firebat ? SC2 Marauder Different units, I'd say the marauder is ultimately more useful though. BW Ghost < SC2 Ghost I miss lockdown but putting one of the stronger abilities (EMP) on the SC2 ghost is a huge boost, snipe is also very nice. Ghost also does more damage in general and is more accessible. No BW counterpart < SC2 Reaper At this time in the SC2 metagame it's hard to see what the final role of the Reaper will be. It certainly has awesome damage potential that leads me to think it will have a role for anyone who came micro them. BW Medic >> SC2 Medivac As a pure healers medics are definitely a better healer. BW Vulture >> SC2 Hellion Vultures are just plain obnoxious. Mines are super good. Though I think hellions will only get more and more scary as players include blue flame as a late game harassing tool. BW Siege Tank ? SC2 Siege Tank BW tank does sick damage, SC2 tank has greater splash radius, greater range, and smart targetting (IIRC with upgrades I believe the SC2 tank even comes out slightly ahead in damage vs "light" units). As a bonus the SC2 tank does sick damage in tank mode. Both are great units. BW Goliath < SC2 Thor Not sure I should even be comparing these two. Thors are fucking beastly. Beastly. Goliaths own the crap out of "armored" air, Thors own the crap out of "light" air. Tipping the scales is the application of the auto-repair SCV making Thors a frightening foe. BW Wraith < SC2 Banshee Dude. Have you seen what Banshee do to mineral lines? BW Valkyrie < SC2 Viking Well, Valkyries aren't completely useless. Vikings are the siege tanks of the sky, and can even land. BW Dropship < SC2 Medivac Delivering the transport abilities while not needing to sacrifice space for medics. BW Science Vessel > SC2 Raven I think it would be better to compare spells here. Probably not the correct comparisons, but w/e. Irradiate > Seeker Missile Seeker missile would be awesome but it's so dang slow, so irradiate wins simply by guaranteeing that it will actually do something, anything. When a missile does hit it is clearly better, obviously. EMP >> Defense Turret BW EMP so good. Defense turret so meh. Defense Matrix < Point Defense Drone Point defense drones are pretty awesome. Dragoons? Hydras? Yeah, that's what I thought. zap zap zap BW Battlecruiser << SC2 Battlecruiser Not even close. + Show Spoiler [Protoss] + BW Probe > SC2 Probe BW Probe, most OP unit ever. BW Zealot > SC2 Zealot Legs > Charge, plus the BW zealot actually has a higher attack speed. BW Dragoon > SC2 Stalker This is a tough one to call. As a straight slugger the dragoon is obviously superior but the Stalker offers greater mobility and the very powerful blink ability. BW No Counterpart << SC2 Sentry Guardian shield = very strong Force field = super strong Hallucination = better than BW hallucination BW High Templar > SC2 High Templar BW storm is just so much better. Some ground is made up with smart casting and feedback in place of hallucinate. A few weeks ago the SC2 high templar with kaydarin amulet would have been a much more worthy foe. BW Dark Templar < SC2 Dark Templar Does more damage, what else do you want from a DT? BW Archon > SC2 Archon Don't think that needs an explanation BW Dark Archon >> SC2 No Counterpart Feedback is moved to the HT, maelstrom and mind control (with a massive nerf) to the infestor. Miss you red ball man. BW No Counterpart << SC2 Immortal Picture this: Immortal next to a shield battery. BW Reaver ? SC2 Colossus On the one hand you have ridiculous damage. On the other you have damage that you can be confident will actually connect and mobility. I think both of these units melt face. BW Shuttle < SC2 Phase Prism Warp-in gives the phase prism effectively unlimited capacity. BW Observer < SC2 Observer You get the sight upgrade for free! BW Corsair ? SC2 Phoenix Both of these have proven to be a huge pain in the ass for opponents. The Phoenix trades the splash for higher single target damage and the ability to pick off ground units with graviton beam. BW Scout < SC2 Void Ray BW Carrier < SC2 Carrier The only thing superior about the BW carrier is that the game is at a point where players no how to survive while they get them out on the battlefield. Toe to toe you would see the insane damage of the SC2 carrier prevail. BW Arbiter >> SC2 Mothership Obviously as a singular unit the mothership is awesome. However the arbiter fills all the same roles (with different spell graphics) almost as effectively while being more accessible and faster, it only lacks the damage. + Show Spoiler [Zerg] + BW Larva < SC2 Larva According to liquipedia the SC2 larva actually has greater sight range.. no shit :| BW Zergling ? SC2 Zergling Gah. This is hard. The singular BW crackling is SOOOOOOOOOOO much better than its "evolved" SC2 offspring. One thing that has evolved is the zergling AI and its ability to attack in non-single-file form and surrounding enemies automatically. Since zerglings are hardly ever used alone I think it's a wash. Plus it mutates into the... BW Infested Terran << SC2 Baneling One is basically unattainable and does terrible terrible damage. The other is attainable, does terrible terrible damage, makes a cute plushie, and inspires multiple music videos. BW No Counterpart << SC2 Roach Not a fan of roaches ![]() BW Hydra > SC2 Hydra The BW hydra was obviously a much quicker unit, making it more effective as an all-purpose unit. SC2 hydra delivers awesome DPS. BW Lurker >>> SC2 No Counterpart Yeah. BW Ultralisk ? SC2 Ultralisk I'm having a tough time calling this one. Is it better to have more, weaker units or fewer, much strong ones :/ On second thought the SC2 Ultralisk under dark swarm would be stupid good. BW Defiler > SC2 Infestor Consume >>> Infested Terran Dark Swarm >>> Neural Parasite Plague > Fungal Growth Defiler would be my pick for best unit in either game. BW Overlord > SC2 Overlord BW Overlord > SC2 Overseer Starts with detection, makes better noises. Contaminate is pretty good though. BW Mutalisk ? SC2 Mutalisk One can stack, one has infinite selection. Both kick ass. BW Scourge >>> SC2 No Counterpart T_T BW Devourer > SC2 Corruptor Both have pretty terrible DPS but I'd say the devourer debuff is better than corruption. BW Guardian < SC2 Brood Lord Guardian by itself does awesome damage, but the brood lord makes up for it with the wall of broodlings that greatly hamper enemy movement and cause a lot of damage themselves. BW Queen << SC2 Queen No contest. I think your analysis is better than others I've seen, but you still missed things. BW Terran Econ vs mules: You forgot that BW Terrans need half the SCVs for gas, and at every point in the game their SCVs are more efficient. When the orbital builds at 15, for example, a BW Terran will have 13 SCVs. 15 SC2 workers bring in 75 minerals per trip, while 13 BW SCVs will bring 104 per trip=33% more. The difference continually gets larger, too. Once the mule is called down, it's worth like 3 SCVs=an additional 15 minerals per trip. By the time the orbital finishes, though, the BW player will have caught up in SCVs=an additional 16 minerals per trip. BW econ wins because scans do not cause a sacrifice in economy, and each additional SCV brings more revenue, and full gas saturation requires 3 less SCVs and 50 less minerals (already makes up for a single mule at all times, at all bases with full gas saturation) Valkyrie actually does more DPS than Viking, is cheaper, and has more HP. BW ghost costs 25/75, that alone makes it better than the SC2 ghost, as you could have two ghosts locking things down pretty easily for less than the cost of one SC2 ghost. Tech time is longer, though, so it's all on preference. Dropships>medivacs because of the 20% better movement rate. You have medics for healing, the increased rate of movement is mch more useful than an extra slot for one more marine. Remember wraiths are faster than banshees and can hit air; this does make this one rather hazy. Goliaths have a much better AA ROF, damage output, and movement speed than thors. Remember that BW Goliaths were never really used against Mutas (watch the recent JD vs Fantasy game to see how much Goliaths suck vs Mutas) but rather vs carriers and dropships. You don't need thors vs Mutas when you have irradiate and 75 mineral turrets. Corsairs: you forgot that they have d-web. DTs: wrong assessment here, BW DTs are better because they are cheaper, are way faster to tech to, and do not require a sacrifice in tech to be built. Shuttles: nope, shuttles have more HP and so are the better choice here. You can also micro them more easily than warp prisms precisely because of this (and the way BW shuttles move) reavers complement shuttles better than any unit can in SC2. Carriers: wrong assessment here too, the +2 armor is exactly why broodwar carriers are better, plus they can move while still attacking, and they heal the interceptors. The DPS difference doesn't matter with SC2 Carriers because in upgrade situations the BW carriers do more damage because the ROF is greater and the armor of the opponents is not as effective vs BW carriers. Zerg larva: I actually give the edge to BW because in broodwar you can incorporate larvae/eggs into your simcity on certain maps. Morphing a unit will actually block the choke; I've seen Shine do it before. Zerglings: broodwar counterpart, way better DPS and the nonclumping AI is better anyway. Mutas: broodwar Mutas, you can stack them such that you can one-shot marines without taking any more than 10 damage or so. They also don't have to slow down to fire, and the whole point of Mutas is NOT massability, it's harassability (woot for making up words) Broodwar ultralisk is better. Lasts longer (ESP with swarm) and is so much faster. No contest there, the SC2 ultra is nearly useless. | ||
Jotoco
Brazil1342 Posts
On April 14 2011 11:28 NicolBolas wrote: SC2 Terran vs. SC1 Terran SC2 Terran demolishes SC1 Terran. Why? First, Marauders. Tier 1. Cheap. Massable. Sure, they take more damage from Siege Tanks, but they're like Dragoons. Except that Dragoons can't be healed by Medivacs; Marauders can. Also, Dragoons don't have stim. Dragoons can't slow units down. A SC1 Terran will have to Siege-Expand just like in SC1 TvP. The difference is that they're up against MMM now, not Zealots and Dragoons. Medivacs can do tactical drops right on top of the tanks. And while SC2 Marines will take lots of damage from Vultures, they will take out the Siege Tanks quickly enough. A SC1 Terran player will need to get Goliaths to even think about dealing this, thus delaying the expansion. By then, the SC2 player will have two Orbital Commands if not a third, with MULEs helping to pump out masses of MMM. The SC1 Terran will simply lose due to having a poorer economy. This ends in a 10 minute game where the SC1 Terran never gets out of his base. Medics are really good, here. While defending on the high ground medics could BLIND medvacs and deny vision up cliff. Also 100% Stim should be very strong. Also vultures are 25min spider mines deployers. And ghosts... Lockdown medvacs? Lockdown tanks, thors, banshees, vikings, and then clean house? Irradiate against MMM? So many options... On April 14 2011 11:28 NicolBolas wrote: SC2 Terran vs. SC1 Protoss SC2 Terran wins again, but it's closer this time. The saving grace for the Protoss, for a time, is the Reaver. Dragoons and Zealots are as nothing against MMM, but Reavers are the stuff of the SC2 Terran's nightmares. Especially with the Reaver damage upgrade, they would easily allow the SC1 Protoss to expand and start to establish themselves on the map. Well, except for one thing: Shuttles die quick and easily to Vikings. That 10 range is can easily prevent Shuttles from allowing Reavers to keep up with an advancing Protoss army. This will slow the Protoss down. While Reavers will allow the Protoss to establish themselves and possibly do some harassment, they won't be able to actually attack. SC1 Protoss will have to slow push, much like a SC1 Terran going Mech. And the problem here is that, thanks to Orbital Commands, the SC2 Terran is going to have a bigger economy. He's going to have to find a solution to deal with Reavers if he wants to attack, but he could just as well play SK-Terran style with the Protoss: kill any expansions they try to take except their natural and starve them out. Or he can bring in some Vikings and Banshees. Banshees can quickly slay a few Reavers, and Vikings can kill the Shuttles. This allows the generally superior MMM combination to win the day. 20 min Macro game, with the Protoss starved out. Dark Templars and Dark Archons (along with regular templar and archons) should be very strong against Terran. Mind control key units, harass with DTs, uber storms, MAELSTON... Also, Carriers that healed interceptors! They would OWN a lot of stuff! Also, a defensive protoss should use shield batteries and have no trouble holding stuff. On April 14 2011 11:28 NicolBolas wrote: SC2 Terran vs. SC1 Zerg This isn't even a fight; this is an execution. The SC2 Terran will barely even notice the Zerg is there. SC1 Zerg have no answer to MMM. They don't even have something that resembles an answer to MMM. SC1 Zerglings don't have the DPS to deal with Marauders. SC1 Hydralisks don't have the DPS to stop Marauders either, even though Hydras won't take full damage from them. And the zerg don't have the creep-speed bonus (and yes, I'm aware that SC1 Hydras are faster than their SC2 counterparts. That's still not fast enough). Marines have an extra 5 Hp (and that's before the Combat Shield upgrade), and much faster healing from Medivacs. If the SC1 Zerg fast-techs to Lurkers, they might be able to hold out for a bit, but any competent Terran player will save up a couple of scans and deal with them. The SC1 Zerg will FE, the SC2 Terrans will MMM them, and they'll fold like a cheap suit. It's over in 10 minutes. This one is a little trickier, although lings did a HUGE amount of damage back then, I'm not sure it would be enough, although I think it would. Also, Hydras were SOOOOO cheap.... you could make so many of then! Sunken colonies were so OP, too... I think zergs would do fine early game. And once Lurkers+Defilers are out... I pity any SC2 Terran that stands in their way... Also queens... I keep imagining a queen spawning broodling on a Thor! THE RAGE!!!!!!! [/QUOTE] On April 14 2011 11:28 NicolBolas wrote: SC2 Protoss vs. SC1 Terrans The SC2 Protoss wins, but for only one reason. Mech is the SC1 Terran's greatest strength. Long range, Spider Mines, etc. Lots of brutal damage, and you don't even have to micro to do it. Territory denial. And this might have actually worked. If the SC2 Protoss didn't have one thing: Immortals. Immortals wreck everything that comes out of the SC1 Terran's Factory. They deal 20 damage to Spider-Mines and have hit-scan attacks, so Spider-Mines only slow them down. And even if they miss one, it's nothing to worry about; it only did 10 damage. They can walk through a Siege Tank line and melt it in seconds. This is exactly why Immortals were created: to make Terran Mech weaker. And they do their job very well. The Terran now must respond. They could go mass Vultures. Being Medium units, they will only take 20 damage from Immortals, and if you get enough of them, they can crack the Immortals shields. But that's just not going to be enough. Vultures don't have AoE, so even if they kill the shields of one Immortal, there's 5 more. The Protoss won't just be throwing down one or two Robos; they will have 5-6 pumping and Chrono-Boosting Immortals like it's going out of style. There won't even be Warpgate researched; so long as the SC1 Terran player insists on going Mech, the Protoss player will pump Immortals and kill them. The only effective SC1 Terran response is going for Infantry. So the Protoss player will just switch to standard SC2 Protoss play: get a death ball of Colossus and Gateway units and just go fucking kill him. The Terran could try for an Infantry/Mech mixture. But the death ball won't care. I give the SC1 Terran 15 minutes before he GGs. Immortals meet lockdown. You're dead now. Colossus, meet lockdown too. Or Goliaths... Damn, I don't think SC2 has a chance here. On April 14 2011 11:28 NicolBolas wrote: SC2 Protoss vs. SC1 Protoss The SC2 Protoss has the edge primarily on economic grounds. Dragoons, on paper, are better than Stalkers. But Stalkers do have one advantage: they're smaller. You can fit more Stalkers into a space than Dragoons. This means that there will be more Stalkers actually shooting in any fight than Dragoons. Zealots with Charge will also be pretty key in this fight, as they take half-damage from Dragoons. Throw in a few Immortals, assuming you can micro them reasonably, and the SC1 army must retreat. To their Reavers. And then the SC2 army must retreat. Colossi can help, but Reavers just do so much damage. However, the SC2 Protoss can do what the SC2 Terran did: use Phoenixes to kill off the Shuttles. This will be more costly than the Terran version, since Phoenixes will have to get in range of the Dragoons to do this. So the SC2 Protoss will effectively have the Colossus deathball. Blink Stalkers can snipe Reavers without Shuttles. Sentries can divide their army, making the number of Dragoons actually shooting even smaller. Therefore, SC1 Protoss will have no other options than to call for their biggest gun: Scouts. And no, I'm not kidding. The only viable use for SC1 Scouts is to fight the SC2 Protoss deathball. Scouts do lots of damage to flying units quickly. And they have a pretty solid quantity of Hp. So Scouts can be used the way SC2 Zerg use Corruptors against Colossi: take them out. Scouts can also help deal with Phoenixes and Void Rays if they appear. Scouts are expensive certainly, but there's no other option. High Templar are too high tech to get before the death ball kills you. And even if you got them, it doesn't do enough damage to stop a SC2 Protoss deathball. Plus, Stalkers with Blink can snipe them. Essentially, this boils down to economy. Thanks to Chrono Boost and Warp-In (faster reinforcement), and the need for SC1 Scouts, the edge goes to the SC2 Protoss. Dark templars would be key here, not only Reavers. Not only DTs are awesome, Dark Archons would simply dominate Colossus/Immortals. Literally. Carriers are MUCH better in BW and Arbiters... They own. Run some Dark Archons, Mind Control Colossus/Immortals from BEYOND their range and recall. Or simply bait the blink stalkers, stasis then, kill everything else, camp the stasis and obliterate SC2 army. I see how SC2 can win, with Warpgate tech and all, but BW is at an advatage, I think. [/QUOTE] On April 14 2011 11:28 NicolBolas wrote: SC2 Protoss vs. SC1 Zerg This actually looks really bad for the SC2 Protoss if the SC1 Zerg rushes. SC1 Zerglings are better than their SC2 counterparts. However, SC1 Hydralisks aren't quite as strong at taking damage as SC2 Roaches, and they don't have Banelings, so there's no equivalent of a Baneling bust. The SC2 Protoss just needs to get Sentries and they should be able to hold off a rush. If the Zerg tries to play a macrogame, they're going to run into some problems. Observers are much more available in SC2 than SC1 (no Observatory), so they can more easily deal with Lurkers. Hydralisks won't be a particularly dangerous unit, not with Zealots+Charge and the more compact Stalkers around. So it's going to be Mutalisks vs. the deathball again. Except that the SC1 Zerg doesn't have the larva the SC2 Zerg has. Their Mutalisks will be later than most SC2 Protoss will see them. So the deathball will be much bigger, and the Mutalisk ball will be much smaller. Mutalisk micro can help, but it's not going to be enough. Again, the SC2 Protoss wins on economy. [edit] Hey, I'm stupid. I forgot about Scourge. So yea, the SC2 Protoss won't be building Colossi. Or anything that comes out of the Stargate. That sounds like a really good thing for the Zerg. But it's not enough. This just forces the Protoss to use a pure Gateway army. Sentries can divide the Zerg army, allowing the Protoss to cut it into pieces. Stalkers can take out key Lurkers when necessary. And there's not much the Zerg can do. Dark Swarm? And I would find it hilarious when a queen pops an Immortal with Spawn Broodling! Or even a Colossus... And Inside a DarkSwarm with plague... What could protoss do? Run for their lives, that's what. On April 14 2011 11:28 NicolBolas wrote: SC2 Zerg vs. SC1 Terran The SC1 Terran will wall-in, as normal. They'll start massing up a few Marines, throw down an Academy. And then a bunch of Banelings will walk in, break the front, and the Zerg will just kill him. SC1 Terrans simply have no effective answer to Banelings. They will just die. SC2 Zerg have too much larva, and can build very effective units at Tier 1. The Terran has no chance. Game ends in 7 minutes. How about some Spider Mines against Banes? And sim city until Siege tanks with ULTRAGEOUS damage simply annihilate banes? Irradiate, again, will destroy zerg. Also, Firebats would tank Baneling damage and With a lot of medics it would be difficult to break terran. On April 14 2011 11:28 NicolBolas wrote: SC2 Zerg vs. SC1 Protoss SC2 Zerg will overwhelm them with Roaches. This is the same problem. The SC1 Protoss simply doesn't have anything to deal with the sheer quantity of units that a two-base SC2 Zerg can build. They can drone hard for a bit, then build ridiculous numbers of stuff. Even a one-base Zerg will win with a Roach Rush. Dragoons may hurt more than Stalkers, but there will be more Roaches faster than they can deal with. Again, the game ends in 7 minutes. Here BW Protoss should try to rush to tech, while walling in and turtling with goons AND shield Batteries, or cannons + batterries. If the protoss survives the rush, it is GG. Because DTs without Ovi Detection... Uber Storms... Carriers that heal interceptors.... Reavers against clumped up anything.... rape! Specially with lousy anti-air zerg has now, Shuttle + reaver micro... droll worthy. On April 14 2011 11:28 NicolBolas wrote: SC2 Zerg vs. SC1 Zerg The SC1 Zerg will build a few Zerglings, maybe FE, start moving through Lair to Mutalisks, and then a bunch of Zerglings and Banelings will show up and they'll die. It doesn't matter that the SC1 Zerglings are better than their SC2 counterparts. What matters is that the SC2 player will have Banelings that melt Zerglings from either race. It simply isn't fair. Another 7 minute game. Don't forget how good sunken colonies were for defense... They would 1 shot banes! 3~4 sukens and you would need a absurd amount of banes. Another thing is that Hydras could kite banelings without speed, I think. And if BW zerg can tech to defilers or Lurkers... SC2 zerg doesn't have an answer to that until tier 3. And by then Queens can snipe ultras... And scourge vs Broodlords? lol On April 14 2011 11:28 NicolBolas wrote: Ultimately, it's not fair for SC1. Even when the SC1 units have more DPS or whatever, the SC2 player has access to faster macro. MULES, ChronoBoost, and Spawn Larva are the biggest reasons why SC2 races would win most of their matches. Aside from very early rushing, SC2 is WAY weaker... And SC1 has a lot of mechanics to delay/defend early pushes... Shield Batteries and cannons, Bunkers, Spider Mines, Sunkens were all pretty good defenses and would be too much against SC2, I think. | ||
Ryuu314
United States12679 Posts
On April 14 2011 14:21 RaiKageRyu wrote: Thinking about it a second time, BW units are only awesome in the late game. SC2 early units are so damn effective, they can bum rush any of their counterparts. Even with 60hp scvs. This is wrong. For the most part, BW units are by far more cost effective. If you don't believe me just look at the dps comparisons between BW units and their counterparts. There's a nice thread with a cool spreadsheet somewhere in the SC2 general forums if you're really interested in looking. The reason why SC2 units seem to be so damn strong in the early game is because of the macro mechanics. I believe Lalush (?) wrote a very interesting article about the effect of the macro mechanics on resources and income on the early game. The general conclusion was that due to the new mechanics, players are met with a "mineral surplus" in the early game that diminishes as the game goes on. Essentially what happens is that the large influx of minerals in the early game (which was absent in BW) allows the SC2 races to create ridiculous composition of low tier, high mineral, low gas cost units/builds (ie 4gate, 3rax, etc...). TL;DR: SC2 races are stronger early game but it's not that SC2 units are more cost effective, it's more due to the macro mechanics giving a large influx of minerals that causes this. EDIT: In all honesty, I don't see how any SC2 race can really beat BW races, except for the exception of PvP simply because of how retardedly broken 4warpgate is to that matchup... But then again, you have to take into consideration that Zealots have more hp in BW and BW units do max damage to shields. So in PvP, BW units would do much higher dps for a majority of the fight regardless of unit classifications. | ||
RezChi
Canada2368 Posts
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Wr3k
Canada2533 Posts
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Spicy Pepper
United States632 Posts
So chronoboost & warpgates, mules, queen inject/creep speed bonus would probably be the first things to examine. There's a good chance that would be the deciding factor. | ||
Jotoco
Brazil1342 Posts
On April 14 2011 12:35 HEROwithNOlegacy wrote: Is this a serious question ^_^? Void ray's, Colossus , and Thors would own everything! :D, Idk though reavers were pretty damn good would be a close battle! Void: Terran: Lockdown Zerg: Scourge Protoss: Scout/Mind Control/Storm/Archons Protoss can't hard counter like Terran and Zerg, but do pretty well Colossus: Terran: Lockdown/Siege tank/Goliath Zerg: Scourge/Spawn Broodling (LOL) Protoss: Mind Control/Scouts Thors: Terran: Lockdown (feeling a trend, here?) Zerg: Spawn Broodling (LOL²)/Dark Swarm Protoss: Mind Control/Disruption Web Not that fearsome.... | ||
L_Master
United States8017 Posts
That said maurader, like the dragoon, would be pure shit against lings. Would be fun to see MMM ball versus lurker+ling before defiler is out. Another interesting thing is that depending on dropship timing early SC2 terran bust vs zerg might be more dangerous if medivac arrived before spire as MM could be elevatored into the main in an attempt to ignore the sunken or two zerg usually gets pre muta. EDIT: In all honesty, I don't see how any SC2 race can really beat BW races, except for the exception of PvP simply because of how retardedly broken 4warpgate is to that matchup... But then again, you have to take into consideration that Zealots have more hp in BW and BW units do max damage to shields. So in PvP, BW units would do much higher dps for a majority of the fight regardless of unit classifications. 4 gate would be pathetic vs BW protoss. A dt fast expand would force protoss to do some 2 or 3 gate robo every game, at which point we would probably see goon/reaver vs stalker/immortal or stalker/colossi. | ||
Okiesmokie
Canada379 Posts
On April 14 2011 09:42 skypig wrote: "Only" 300, lol? That's more than most ground units have - the only units that are left with ANY health at all are carriers, battlecruisers, and ultralisks. It's like a ridiculously powerful version of FG, except you have to wait 'til tier 3. Fungal Growth does more dps than plague did. Plague does 4 dps, Fungal does 12 dps to armored targets AND locks them in place. | ||
canikizu
4860 Posts
The game wise, SC2. No way BW can win when they only have 4 workers in the beginning. | ||
Barett
Canada454 Posts
There are a few units that would change this balance though. Reavers of course cause they would just destroy everything when they are so clumped up lol. Defilers with Dark Swarm would do numbers if you can clump like 20 units under it lol. And the old Psystorm in SC2? Omg it would just tare everything apart. What about Zerglings? They old Zergling DPS with smart surrounds and pathing. It wouldn't even be fare lol. It is a very interesting debate, but I think BW units would do monumentally better. | ||
eviltomahawk
United States11135 Posts
On April 14 2011 14:24 wherebugsgo wrote: Valkyrie actually does more DPS than Viking, is cheaper, and has more HP. ... BW ghost costs 25/75, that alone makes it better than the SC2 ghost, as you could have two ghosts locking things down pretty easily for less than the cost of one SC2 ghost. Tech time is longer, though, so it's all on preference. ... Remember wraiths are faster than banshees and can hit air; this does make this one rather hazy. ... Goliaths have a much better AA ROF, damage output, and movement speed than thors. Remember that BW Goliaths were never really used against Mutas (watch the recent JD vs Fantasy game to see how much Goliaths suck vs Mutas) but rather vs carriers and dropships. You don't need thors vs Mutas when you have irradiate and 75 mineral turrets. ... Shuttles: nope, shuttles have more HP and so are the better choice here. You can also micro them more easily than warp prisms precisely because of this (and the way BW shuttles move) reavers complement shuttles better than any unit can in SC2. Actually, Valkyries are much more expensive at 200/125 as opposed to the 150/75 of the Viking. Plus, Vikings build faster at 42 seconds compared to 50 seconds for Valks. Although Valkyries do more more overall DPS, the nature of their volley-missile attack make it much different to micro compared to Vikings, which can easily kite and snipe most air units. However, Valks do have more health, armor, and speed, and I assume that they can tear apart clumped up Vikings that aren't microed. However, properly microed Vikings can snipe off quite a few Valkyries while limiting the better DPS of the Valks. Also, Vikings can just land and walk away, trolling the AA-only Valks. As far as the BW Ghost vs SC2 Ghost goes, the SC2 Ghost is overall a much better combat unit despite the increase in cost. The SC2 Ghost has more health, does more DPS vs light units, and has EMP and Snipe, both of which can be quite useful against enemy spellcasters. Plus, Nukes don't cost supply in SC2, are cheaper, and can be built quicker even though they are overall weaker than their BW counterparts. Nevertheless, Lockdown is a tough spell to deal with, though the gas investment is quite questionable. Though Wraiths are overall a much more flexible unit compared to Banshees, they have a much more inferior air to ground attack. Though both units cost the same and have the same build time, it takes the lasers of 3 Wraiths to equal the damage output of a single volley of Banshee missiles, thus making Wraiths inferior harassment aircraft despite their AA attack, greater speed, and ability to cloak. However, their AA attack do make them quite useful against a multitude of air units, though this overlaps the Wraith's role with that of the slightly cheaper Viking. As far as the Goliath vs Thor comparison goes, it is true that Goliaths are overall better AA units. However, I've usually considered the Viking to be the spiritual successor to the Goliath since both have similar range, DPS, and AA roles to a degree. Although Goliaths tear apart capital ships and other aircraft, their mobility is limited due to the fact that they are ground-based units that share the retarded pathfinding of the Dragoon. Therefore, aircraft can often abuse the immobility of Goliaths by abusing cliffs and terrain. Not so for the Viking, which is not limited by terrain differences. Overall, I feel that the Viking is a better AA unit compared to the Goliath, especially against capital ships. However, the Viking's air-to-ground transformation does make it much less flexible when dealing with ground threats. (basically, I think Vikings are flying Goliaths) As far as the Shuttle vs Warp Prism comparison goes, both units technically have the same amount of total hitpoints at 80/60 and 100/40 health/shields for the Shuttle and Warp Prism respectively. The Warp Prism builds faster, also has a speed upgrade, and has the ability to warp in units, which makes it a potent force despite the lack of complementary Reavers. Plus, Warp Prism + Storm is an extremely underused harassment tactic in SC2. Overall, the Shuttle is a better harassment tool with its complementary Reavers, but the Warp Prism's Phase mode gives it much more depth with the ability to warp in units and hide tech buildings. | ||
youngminii
Australia7514 Posts
BW was balanced only by it's imbalanced units. SC2 has no chance. | ||
akalarry
United States1978 Posts
some people would still say terran imba | ||
Hikko
United States1126 Posts
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Ryuu314
United States12679 Posts
On April 14 2011 14:57 L_Master wrote: Early game T (SC2) v Z (BW) would be pretty interesting cause of something no one has mentioned. Mauraders vs Lurker. Before swarm is out, marauders rape lurkers just like the BW dragoon does, though perhaps the clumping would reduce the effectiveness slightly. That said maurader, like the dragoon, would be pure shit against lings. Would be fun to see MMM ball versus lurker+ling before defiler is out. Another interesting thing is that depending on dropship timing early SC2 terran bust vs zerg might be more dangerous if medivac arrived before spire as MM could be elevatored into the main in an attempt to ignore the sunken or two zerg usually gets pre muta. 4 gate would be pathetic vs BW protoss. A dt fast expand would force protoss to do some 2 or 3 gate robo every game, at which point we would probably see goon/reaver vs stalker/immortal or stalker/colossi. I'm not sure what kind of DT fast expand you've been watchin in BW but good 4gate rushes hit at like...30-ish supply. Templar archives won't even be halfway done by then -.- | ||
zawk9
United States427 Posts
Though Wraiths are overall a much more flexible unit compared to Banshees, they have a much more inferior air to ground attack. Though both units cost the same and have the same build time, it takes the lasers of 3 Wraiths to equal the damage output of a single volley of Banshee missiles, thus making Wraiths inferior harassment aircraft despite their AA attack, greater speed, and ability to cloak. However, their AA attack do make them quite useful against a multitude of air units, though this overlaps the Wraith's role with that of the slightly cheaper Viking. Wraiths also properly stack and have moving shot... Both of which are massive advantages for a harassment unit. | ||
Levistus
1134 Posts
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Spicy Pepper
United States632 Posts
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eviltomahawk
United States11135 Posts
On April 14 2011 15:18 zawk9 wrote: Wraiths also properly stack and have moving shot... Both of which are massive advantages for a harassment unit. However, the Wraith's air-to-ground laser is pitifully weak, so having to build multiple Wraiths to achieve an effective stack means sinking more resources to get the same damage output as the Banshee. It's much quicker and cheaper to get out a single Banshee for harassment compared to building up a stack of Wraiths. | ||
Spicy Pepper
United States632 Posts
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canucks12
Canada812 Posts
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eviltomahawk
United States11135 Posts
On April 14 2011 15:21 Levistus wrote: I wonder if Marauders will be tough against reavers? Also BW ghost+nuke vs zerg, zerg will need a lot of overseers. Reavers deal 100 base damage per scarab. They also have an upgrade that ups that damage to 125. Since Marauders have 100 health and 1 armor, they might survive a single shot from an unupgraded Reaver, but with only 1 health left. With the Scarab damage upgrade, Reavers would 1-shot Marauders, thus completely nullifying Terran bio. Plus, Reavers are almost always accompanied by Shuttles that can just pick up the Reaver if the Terran attempts to bum-rush the Reaver with Marauders. | ||
Xapti
Canada2473 Posts
For Protoss and terran, it really depends what units vs what with which upgrades, and another major factor- How the damage and armor types translate, especially with regards to the medium sized units in SC1. I'd say stalkers would beat out dragoons with blink and forcefield. Stalkers also have the base 6 range without an upgrade required too which helps a lot if the goons aren't upgraded too (more of a real game scenario though). Reavers help SC1 a bit, but blink plus the superior range of colossus would kinda destroy it. Reavers would help a lot in a real game, but from what I understood from the OP, we aren't talking about a real game, but just the units. Dark archons could actually be kinda viable vs colossus, since you'd be paying 250/200 for a 600/400 army size swing (plus getting free upgrade if you go by SC1 rules). SC2 Terran would dominate SC1 terran probably but it's hard to say. Spider mines and marauders are both good, but you can pressure with marauders before mines are readily available. Siege tanks cost a bit more, but they are a ton better with the instant attack, extra range,and extra unsieged DPS. While wraiths are nice cloaked anti-air, they don't do nearly as much damage as a banshee does vs the ground which is what's more important. Considering banshees are light, that means SC1 missile turrets (AND GOLIATHS) are pretty damn dinky vs them too making it even easier for SC2. | ||
Jotoco
Brazil1342 Posts
On April 14 2011 13:29 Hierarch wrote: Hellions melt all early lings and hydras due to both being light, what would a sc1 zerg do about a blue flame marauder timing? A 3rd hatch takes longer to build than 2 queens and the queens provide 5 more larva as long as you hit your injects. There's also cloaked banshee possibilities which can just win the game if zerg has no spore colonies. I'm not saying itd be a walkover, but I feel hellions with blue flame would be really hard to deal with for zerg. Thor > stacked mutas Wait, what? Hydras are MEDIUM, not Light. Cloaked banshee? EVERY overlord detects, and Hydras come tier 1, and are better AND cheaper! Spawn Broodlings from Queens > Thors. | ||
Ryuu314
United States12679 Posts
On April 14 2011 15:25 Spicy Pepper wrote: If I knew nothing about both games, I'd guess the guy who gets 6 workers to start would win. We're assuming that the two races have equal mining capabilities. BW, yes you only have 4 workers, but you also mine 8 minerals per trip and 8 gas per trip. | ||
Ezekyle
Australia607 Posts
On April 14 2011 13:48 LuckyMacro wrote: As someone said before. All you need from BW is... Lurker+defiler+scourge. kekekekekekeke It's not as invincible as you (and some other posters, I picked your post since it's the most recent) would think. Lurker+defiler+scourge vs... SC2 Terran: Ghosts. Why ghosts? EMP is kinda lame against consume, admittedly it reveals but so do scans. Cloak doesn't work against detector overlords. And nukes are a joke. Ghosts don't have anything else, do they? Oh wait, they do. That one ability that never sees the light of day, because it has no place in SC2 other than gimmicks. Snipes. Just like irradiate, sniper round works under dark swarm because it's a spell, not an attack. It takes two sniper rounds to kill a defiler, and they have range 10. A ghost can kill a defiler the moment it finishes building, or 1.5 if it has the energy upgrade, and sniper round is range 10. They're actually better than vessels at picking off defilers, and with the energy upgrade a ghost can snipe off a lurker the instant it pops out of the barracks. They've got 100 HP, which lets them survive the first couple of lurker hits even if they do somehow end up in range of the spines, and obviously scourges won't do anything to them. SC2 Protoss: Phoenixes. Liquipedia doesn't have the speed stats for BW units, but unless my internet detectoring failed me, they have 3.75 speed. Phoenixes are 4.25. They can kite scourges indefinitely and kill them off in a single attack (assuming scourges are light, which they would be). Once that's done there's nothing left to protect the defilers and lurkers. Unless you can constantly keep your entire army covered in dark swarms, you're going to get lifted and killed. Even if you do keep infinity defilers cowering under permanent swarms in the middle of the map, the phoenixes can kill every drone you make, and with the scourges gone void rays can clean up your base. SC2 Zerg: Infestors. Neural parasite has 50% more range than lurkers. As long as you can detect them (spore crawler migration would be the best option, since detection range > lurker attack range) you can simply yoink and suicide all the lurkers, then roll in with lings. And if you ever get within 9 range of a defiler, you can steal and kill it too. Alternatively you might simply be able to roll in with SO MANY BANELINGS and let their death explosions kill everything, but unless you can get a really good flank in the lurkers will massacre them. My matchup predictons: I'm going to assume that the SC2 and BW races are roughly equal macro-wise. MULEs, chronoboosts, larva injects and starting with 6 workers give SC2 a huge advantage, but likewise getting 8 resources per trip and only needing to mine from one geyser give BW an edge. I'm pretty sure SC2 would dominate economically, but I'm just going to ignore all the macro-related stuff because comparing resource collection rates isn't nearly as fun as arguing over who would kill who. SC2 Terran vs... BW Terran: Unsure, but leaning towards SC2 Terran. Bio vs. bio the better stim and firebats of BW would win pretty easily, but MMM with blue flame racecar support would murder the 40HP marines, so I'm pretty sure BW wants to go mech. Marauders would be medium, and thus would take less damage from BW tanks than they do from SC2 tanks, so in theory you could just stim in and crush siege lines. Marine+tank is of course the SC2 counter to that, but with 40HP marines and tanks doing around 33% less damage I'm not sure it's actually going to work. However, spider mines ruin everything, so unless you can remove them bum rushing tank lines just won't work. Ultimately SC2 bio vs. BW mech revolves around those spider mines, so I don't really know who would win it. Mech vs. mech seems to favour BW, since their tanks are cheaper, take up less supply and do more damage, but on the other hand SC2 tanks have more range and are supported by vikings, which allows them to abuse that sight. SC2 should win tank wars simply because they can slowly push up and abuse their extended range - BW tanks are better, but having to siege up while taking tank fire is really really bad. Add in a couple of ravens for PDD and there just isn't much BW Terran can do - bio vs. tanks is a joke, ghosts for lockdown are detected by ravens and killed, vultures are lolwat, goliaths can't shoot anything because of PDD and die to tanks, and BW air loses to viking + PDD. BW Protoss: Protoss wins. BW mech is on even footing with BW Protoss, but SC2 mech is weaker, so it won't cut it here. Bio vs. BW Protoss is laughable. On the other hand, thors are rather vicious against Protoss in both games, especially without immortals or mass collosus to pewpewpew them down in seconds. Still, I don't think thors alone are enough to take on BW Protoss, and so unless something weird like banshee+PDD works really well SC2 is going to lose badly in this matchup. BW Zerg: MMM isn't going to enjoy facing lurkers at all, but unfortunately for the Zerg MMM hasn't been in style for a while now, and a marine+tank slow push shouldn't be at all bothered by them, especially not if a raven is hanging around for detection. BW Zerglings are better than the SC2 version, but with the tighter unit clumping SC2 marines are preeeeetty good, and ultimately they don't have any real role. In SC2 lings are more of a meat shield for banelings and a mop-up unit than a real damage dealer, and without banes they have little purpose. Hydralisks also melt against marine+tank - they may be better than the SC2 version, but anything that dies to marine+tank in BW will die to the SC2 marine+tank as well. Stacked mutalisks are obviously a joke against thors, and unstacked they get shredded by marines. Ultimately this matchup, just like in BW, comes down to the dark swarms. If they work Terran dies, if the defilers get sniped Zerg dies. I might post more stuff later, but at the moment I cbf. | ||
Goldfish
2230 Posts
![]() Goliaths are most notably stronger than its SC1 counterpart, dealing 18 ground attack and 8 (+8 against armor) to air. which is 6(for ground) and 4(for air) more damage than Goliaths in SC1 (and Vikings in SC2). Also not only do Goliaths deal more damage than Vikings but they fire faster (Goliaths only have 1.5 delay vs Vikings 2) against air but Vikings fire faster than Goliaths in ground attack. The Lurker is in the editor and does 15 (+15 against armored) damage, this means the Lurker deals 10 more damage than BW counterpart. Lurkers can also be upgraded to have 9 range (3 more than the BW counterpart). See here (scroll down to upgrades). Also Dark Archons are apparently a "dangerous forbidden technique" according to the wiki (that and they may or may not be introduced in the expansion later which is why they aren't present currently in WoL). Vultures have higher DPS than Hellions (but no splash). Wraiths have higher air-air DPS than Vikings and move faster (3.75 speed vs 2.75) but less range. Anyway SC1 and SC2 units have their ups and downs. I do not agree with the reason that all these units have become outdated (well maybe "lore-wise only" they "may be" but gameplay they are comparable to SC2 units). If we're comparing game to game (if each units had their own mechanics and stats from each game), BW probably wins mid to late tech due to spellcasters being much more stronger but SC2 (most notably Terran) are stronger early and mid game due to Marauders and MULEs. Take note in BW workers mined slower but they mined 7 minerals (overall mining rate "seems" less than SC2 though. ) however BW' workers mine gas much faster (only one geyser needed and each one brought 8 gas). | ||
L_Master
United States8017 Posts
On April 14 2011 15:16 Ryuu314 wrote: I'm not sure what kind of DT fast expand you've been watchin in BW but good 4gate rushes hit at like...30-ish supply. Templar archives won't even be halfway done by then -.- DT's come out between the 4:45-6:00 mark depending on how fast you put down core and citadel. I believe the first round of warp-ins for the 4 WG comes around the 5:30 to 5:40 mark if its properly executed (not positive on this since I play only a mild amount of SC2). | ||
Zerksys
United States569 Posts
Couple things I'd like to say: Whoever says colossi are better than reavers doesn't know a thing about shuttle micro. Also that 1 good reaver shot is equal to 5 good colossi shots. In the end it won't even matter that colossi outrange reavers if you can pop 5 stalkers with one scarab. Tanks may fire faster in sc2, but 50 damage vs. 70 damage? The burst damage alone enough to make the attack speed not matter. Also if you have sc2 ai the 70 damage tanks don't even do that much friendly splash. Lurkers vs. banelings I'd take the lurker any day. You can bait banelings into suiciding into armored units, but try baiting lurkers with marines see how that goes. Most important of all I think is that scourge are not in the game. With scourge you can shut down drops easily, pick off colossi, pick off observers, etc... there's just so much you can do with scourge that this one unit can make many sc2 combinations just not work. Sc1 templars any day over sc2 templars. So much more damage output. | ||
Jotoco
Brazil1342 Posts
On April 14 2011 15:25 Spicy Pepper wrote: If I knew nothing about both games, I'd guess the guy who gets 6 workers to start would win. People said multiple times, BW workers brought 8min per trip. So they would win out, EVEN with the macro mechanics. | ||
Bear4188
United States1797 Posts
On April 14 2011 15:52 Jotoco wrote: People said multiple times, BW workers brought 8min per trip. So they would win out, EVEN with the macro mechanics. That's a completely worthless stat without factoring in time spent at patch, time spent from patch to town hall, and the effectiveness of the worker AI. | ||
Godstorm
Romania845 Posts
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windsupernova
Mexico5280 Posts
Flash, Bisu, Jaedong vs MVP, Nestea and MC I think I can rest my case. | ||
Fadetowhite
Korea (South)302 Posts
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jinorazi
Korea (South)4948 Posts
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Torpedo.Vegas
United States1890 Posts
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Edmon
United Kingdom259 Posts
Makes a huge difference in the early game. | ||
dartoo
India2889 Posts
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Edmon
United Kingdom259 Posts
On April 14 2011 16:34 dartoo wrote: ^^ did you know that sc1 workers mined 8 minerals? Yeah but it doesn't make up for their problems in path finding, slowness or the fact you start with less of them. | ||
Zerksys
United States569 Posts
On April 14 2011 16:32 Edmon wrote: I can't believe that no-ones mentioned that you get more workers in SC2 to start with (and they seem to pathfind and mine more effectively). This means SC2 would always win because a 6 pool would dominate any similar SC1 build (4 pool anyone?). Same with bunker push, etc. Makes a huge difference in the early game. For the last time Sc1 workers mine more therefore the argument that sc2 you start out with 6 workers is not valid. If anything this proves that bw units would win out because you need less drones for the same amount of economy. | ||
smaugswe
Sweden121 Posts
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Creationism
China505 Posts
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Ribbon
United States5278 Posts
Something to consider: Even though they're less useful in the game as a whole, SC2 carriers are actually MUCH better than SC1 carriers. They build faster, start with 4 interceptors for free, get the interceptor capacity upgrade for free, have graviton catapault, and SC2 interceptors do nearly twice as much damage (5+1x2) as SC1 interceptors (6+1). And since SC1 carriers are a useful unit toi have, SC2 carriers would be fucking ludicrous, because a +3 carrier would be the damage equivalent of a "+7" Carrier in SC1, and have graviton catapult to boot. | ||
Frankon
3054 Posts
Reaver would launch a scarab at the sc2 units. Stalkers would make a aggressive blink in the last second focus down the reavers. Colosus then come into battle.. Some of them get locked by stasi fields since they like to stack up. But sadly the arbiter would get insta killed by the phoenixes which would later go to snipe the HT and DA. BW Toss deploys then his greatest weapon.... Carriers. SC2 Toss can only sight at the sight of his own carriers... Luckly he manage to summon the Mothership with heavy support of the voidrays. Carriers focus down the Mothership and take it down in 15 seconds. Luckly it manages to recall the stalkers so now voids have a AA suport to fight interceptors when they rape the carriers. | ||
qanik
Denmark1899 Posts
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thehitman
1105 Posts
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Tears.Of.The.Moon
Slovenia715 Posts
SC2 P > BW P 4 gate would demolish BW P , stalkers out range and out run goons and stalkers are also much smaler and controllable, stalkers would kite goons the same way they kite marines in SC2, now add sentries and it is very one sided SC2T > BW T BWT would lose to a early push from SC2T .40 hp marines with 4 range vs 45 hp marines with 5 range. Firebats vs marauders , lol what a joke. Marauders would just break the BW T wall and it would be over, nothing BW T could do, marauders would even outrange bunkers, and marauders could easily kite spider mines, and eat tanks. Completely onesided. SC2 > BW Z This would be also over very fast. BW hydras and zerglings vs Roach and banelings . No way that BWZ could survive early game vs SC2 Z. Even if they would rush the SC2 Z, more workers and queen would completely stop that. Just don't see any way that BWZ could survive the early game. SC2 races just need to play agresive and they would win every time. | ||
Wazabo
Italy124 Posts
At a specific point in the game who can get out more stuff? I don't have much experience with BW so I can't really say. | ||
aznagent
Hong Kong166 Posts
Automatic worker mining, chornoboost, inject larva and MULES ... plus they start with 2 extra workers over SC1, so any rush (proxy gate, 6 pool, proxy rax) would be that much more effective against SC1 players | ||
dogabutila
United States1437 Posts
If you started to play an actual game, SC2 player would win. Macro mechanics are too strong, all the units have more DPS, and the things that would win it for you in a 200/200 fight (storm, tanks, reavers, etc) wouldn't come out fast enough to prevent you from dying. | ||
KevinIX
United States2472 Posts
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Nayl
Canada413 Posts
On April 14 2011 16:36 Edmon wrote: Yeah but it doesn't make up for their problems in path finding, slowness or the fact you start with less of them. This is flat out wrong, BW has stronger econ than SC2 when the number of workers on given mineral patches are lower. BW get higher income if let say only 12 workers are mining the mineral line. SC2 only starts to have advantage past that point, and the reason why SC2's econ maxes out at 3 base. So early game would be about equal, SC2 would have higher econ mid game, but BW would have way stronger econ late game. | ||
Qikz
United Kingdom12022 Posts
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Velr
Switzerland10679 Posts
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wassbix
Canada499 Posts
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Espelz
Germany819 Posts
![]() Other than that. i think bw units would win though.. just compare bw siege tanks to sc2 siege tanks... or bw ultras to sc2 ultras... | ||
REDBLUEGREEN
Germany1903 Posts
On April 14 2011 19:00 wassbix wrote: Imagine this forever http://www.youtube.com/watch?v=CUmb344E7ms&feature=player_profilepage Omg I am just now imagining vultures in sc2. Toss trying to block mines with forcefields sounds like ridiculous fun :D | ||
ggrrg
Bulgaria2716 Posts
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Deekin[
Serbia1713 Posts
On April 14 2011 09:38 neobowman wrote: Vultures. Spider mines everywhere. Siege tanks, 70 damage per shot. Marines fire double rate with stim. Freely detecting overlords 75/25 hydralisks Hive Tech Psi Storm Reavers Reach SC1 hands down. I lol'd | ||
genius_man16
United States749 Posts
If they both had the same AI (either way, both with BW or both with SC2) then BW would roflstomp SC2 no matter what. If it was BW ai vs SC2 ai though sc2 would probably come out on top cuz of better pathing, unit/building selection, etc. | ||
Sawamura
Malaysia7602 Posts
On April 14 2011 19:44 genius_man16 wrote: The real question that the OP never answered that would make all this arguing more coherent is if the BW units have the BW AI or the SC2 AI and vice versa. If they both had the same AI (either way, both with BW or both with SC2) then BW would roflstomp SC2 no matter what. If it was BW ai vs SC2 ai though sc2 would probably come out on top cuz of better pathing, unit/building selection, etc. Broodwar siege tank fully upgrade rapes all your sc2 ground unit put together even with max upgrade sadly sc2 sucks in term of unit composition and dps. | ||
Teddyman
Finland362 Posts
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Buffy
Sweden665 Posts
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keioh
France1099 Posts
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Baby_Seal
United States360 Posts
On April 14 2011 20:04 Buffy wrote: Mass tank and goliaths with vulture support 200/200, wanna see any zerg army from sc2 take that head on really. Brood Lords launch broodlings, triggering spider mines, which the broodlings lure over to the Terran's Goliaths and Tanks. | ||
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KwarK
United States42520 Posts
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MrHoon
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10183 Posts
They were the absolute best units ever fuck hydras man | ||
weiliem
2070 Posts
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frucisky
Singapore2170 Posts
On April 14 2011 15:35 Ryuu314 wrote: We're assuming that the two races have equal mining capabilities. BW, yes you only have 4 workers, but you also mine 8 minerals per trip and 8 gas per trip. That would be completely nullified if I send my 6 SC2 workers against your 4 BW workers at the start. But of course, BW SCVs were much beefier.! | ||
weiliem
2070 Posts
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SpeaKEaSY
United States1070 Posts
On April 14 2011 20:32 frucisky wrote: That would be completely nullified if I send my 6 SC2 workers against your 4 BW workers at the start. But of course, BW SCVs were much beefier.! lol can you imagine BW marine SCV rush against SC2 zerg on Steppes of War | ||
thoradycus
Malaysia3262 Posts
For one,terran will need to invest quite a bit in proper AA now that scouts are gone,and they cant really go for pure vulture/tank and some turrets for like 10 mins Immortals could be quite devastating early-mid game Terrans would need to be careful about placing mines near tanks due to zealot charge and blink etc | ||
arb
Noobville17921 Posts
On April 14 2011 19:33 ggrrg wrote: For the most part sc2 dps > bw dps, but just imagine what a few reaver would do to a terran bio ball. One shooting tons of marauders and marines ^^ Im not sure why people put so much faith in DPS nowadays,this isnt WoW you know higher DPS =/= a win | ||
iNfeRnaL
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Germany1908 Posts
There was - hands down - no ground army of Zerg [E: reason why I compare to Zerg? Well cause mech isn't "normal" in SC2 PvT unless you are Goody.] that could beat a fully upgraded 200 Protoss force consisting out of "Gas only units" (Templar, Archon, DT, Goon + 8 Reavers with 125 Dmg - and maybe even 10 Sairs to get rid of the DT's) - Zerg would only be able to beat something like this due to nice plague, spreading and using about 2-3 forces on his own to beat it - just because obviously this kind of force takes years to make for Protoss. Now if you're coming off to me like "blahblahblah, you don't ever get that unit combo tho so stop this theorycraft" - well I'm sorry, I ended up having this combo in like 2/3 of my PvZ's in the end and there's plenty of my pvz replays available to back up this statement. | ||
ShaSKiRa
Australia344 Posts
Its not about unit !! Its about mechanic !! :D | ||
pieman819
Australia457 Posts
On April 14 2011 20:35 arb wrote: Im not sure why people put so much faith in DPS nowadays,this isnt WoW you know higher DPS =/= a win eh dps isn't the be all in competative WoW either, spike damage and CC/dispelling is where it was at (havent followed wow for a while though) | ||
Count9
China10928 Posts
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wonderwall
New Zealand695 Posts
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Grummler
Germany743 Posts
On April 14 2011 20:53 wonderwall wrote: Regardless of who would win an actual matchup I would pay good money to see BW unit A.I v forcefields. This. Sentries>BW | ||
KinosJourney2
Sweden1811 Posts
On April 14 2011 09:42 Antisocialmunky wrote: It depends if the BW units had to fight on Demon's Forest... Hahahahaha, so true ![]() BW units would own SC2 units so hard, ridiculously good stuff like Psionic Storm, Reavers, Vulture Mines, Siege Tanks, Carriers, Dark Swarm, Probes and ridiculously beefy Ultralisks just can't be matched ![]() On April 14 2011 20:52 pieman819 wrote: eh dps isn't the be all in competative WoW either, spike damage and CC/dispelling is where it was at (havent followed wow for a while though) DPS > Burst for PvE in WoW, but for PvP burst and dispells is what you want. | ||
eviltomahawk
United States11135 Posts
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pieman819
Australia457 Posts
On April 14 2011 21:04 KinosJourney2 wrote: Hahahahaha, so true ![]() BW units would own SC2 units so hard, ridiculously good stuff like Psionic Storm, Reavers, Vulture Mines, Siege Tanks, Carriers, Dark Swarm, Probes and ridiculously beefy Ultralisks just can't be matched ![]() DPS > Burst for PvE in WoW, but for PvP burst and dispells is what you want. depends on the fight, but in general not standing in fire > all for pve | ||
FeyFey
Germany10114 Posts
Mass mutas can magic box. ZvX failed sc2 wins ^.^ . PvP immortals > reavers > goons, phoenix > zealots > scouts (scouts are just so damn expensiv even though they are better). And min heavy units + gas heavy unit combo ftw. But in general i would say it depends on which game mechanics are used, the bw ones or the sc2 ones. In a real match i would say mules+reactor addons, chronoboost and larva injection would make it hard to hold of pushes. Against this would stand the increased supply cost of units. Really difficult D: I would say bw terran > all, and the bw toss and zerg would need to survive up to t3. But i guess the sc2 terran could double reactor rax every bw race to death xD. but it shouldn't be a problem to make a custom map for the 6 races xD. | ||
Holgerius
Sweden16951 Posts
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zer0das
United States8519 Posts
I'd rather have the BW zealot any day because you can get them where you need to quickly (and positioning is key when smashing into a Terran line), and more importantly, reinforce your army mid-battle to crack the Terran blob. I suppose you could use proxy pylons to kind of counter act that, but I get the feeling that spider mines could shut that down pretty quickly. | ||
TheAwesomeAll
Netherlands1609 Posts
Storms not killing hydras *shakes head in laughter* | ||
By.Fantasy
Thailand123 Posts
BW units are so overpowered... Lolz now I wonder how did Terran ever dealt with Swarm + lurker combination xD Also SC2 Sentries will mess up your Unit AI so bad xD xD Lol it'll be funny..... xD xD | ||
Twistacles
Canada1327 Posts
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thoradycus
Malaysia3262 Posts
On April 14 2011 23:54 By.Fantasy wrote: BW will win let see your Clump of MMM lose to 1 reaver lolz BW units are so overpowered... Lolz now I wonder how did Terran ever dealt with Swarm + lurker combination xD Also SC2 Sentries will mess up your Unit AI so bad xD xD Lol it'll be funny..... xD xD thats depends if the reaver is acting retarded or not | ||
Capook
United States122 Posts
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firalol
United States51 Posts
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Noocta
France12578 Posts
I mean.. Reaver with good Scarabs IA would dominate the game. Period lol | ||
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Kipsate
Netherlands45349 Posts
On April 14 2011 09:38 neobowman wrote: Vultures. Spider mines everywhere. Siege tanks, 70 damage per shot. Marines fire double rate with stim. Freely detecting overlords 75/25 hydralisks Hive Tech Psi Storm Reavers Reach SC1 hands down. /thread lol. This kind of seems pointless but SC1 had more aoe damage(reaver) and aoe spells(swarm etc) and such so SC1 should ''win'' but what is the point of this thread. | ||
Ayush_SCtoss
India3050 Posts
Would be fun to see how they combat FFs though. Still would see BW maul Sc2 to death. | ||
Arkless
Canada1547 Posts
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Scrubington
Canada475 Posts
On April 15 2011 00:05 Arkless wrote: SC2 Units win hands down. Mostly because brood war units AI is rediculous. Reaver scarabs dancing in the mineral unable to figure out which worker it wants to hit. Or retarded dragoons with their pathing. Friday parody of Reaver scarab, "Which worker should I take?" | ||
andrewlt
United States7702 Posts
BW has stronger spells but has terrible AI, which isn't that big an issue when controlled by top players. SC2 has easier to use, dumbed down a-move units. But you can't do anything special with them. BW has tons of units with moving shot. SC2 doesn't. The muta stacking and wraith stacking would also murder SC2 units (Thor's the only exception) with their hit and run attacks. | ||
cocosoft
Sweden1068 Posts
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MrMotionPicture
United States4327 Posts
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Eppa!
Sweden4641 Posts
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meep
United States1699 Posts
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Jameser
Sweden951 Posts
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Cranberries
Wales567 Posts
Crushes. Attack at (SC2 timer here) 5:35 with 4 gates, 6 Stalkers and 1 Zealot. Would easily crush. | ||
Bear4188
United States1797 Posts
On April 15 2011 00:22 meep wrote: The reaver would one shot everything ![]() Immortal says hi. | ||
dave333
United States915 Posts
In terms of units/army compositions, brood war hands down. Every unit was so crazy. | ||
gamapg
Philippines189 Posts
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hmsrenown
Canada1263 Posts
ok srsly, brood wars units are so strong individually it's not even close | ||
flanksteak
Canada246 Posts
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N.geNuity
United States5112 Posts
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Scrubington
Canada475 Posts
flawless logic /thread | ||
LoLAdriankat
United States4307 Posts
Good thing Immortals can't shoot up. | ||
Venerac
United States201 Posts
Also, I'd love to see a custom map of BW vs ScII | ||
Duka08
3391 Posts
It wouldn't account for AI movement, especially in narrow passages and the lot, but a field test would still be fun xD http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316 | ||
LanTAs
United States1091 Posts
Immortal shields can only take 10 dmg up to a point, i think its about 100 or a bit less than that then the shields dont work anymore. | ||
Bigboss_26
United States49 Posts
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Bagi
Germany6799 Posts
On April 15 2011 01:14 LanTAs wrote: Immortal shields can only take 10 dmg up to a point, i think its about 100 or a bit less than that then the shields dont work anymore. Meanwhile the immortal is dealing 50 damage to the reaver per shot, at a much faster rate. | ||
ChrisXIV
Austria3553 Posts
On April 15 2011 01:14 LanTAs wrote: Immortal shields can only take 10 dmg up to a point, i think its about 100 or a bit less than that then the shields dont work anymore. o.O An Immortal can tank 10 shots from a Reaver, and then it still has a good amount of life. I don't see it losing in a straight up fight. BW would still win, though, since the spellcasters would be overpowered as hell in the SC2 engine. Smart-casting storms with huge AoE? Plague? Colossi - the most OP unit of all time (jk) - wouldn't stand a chance in BW-Land, with those Scourges flying around everywhere. ![]() | ||
Fanciful
United States59 Posts
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iPBioOrMech
Turkey297 Posts
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red4ce
United States7313 Posts
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zarepath
United States1626 Posts
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mizU
United States12125 Posts
BW units a-moved into SC2 units would die. Boxer playing SC1 vs Boxer playing SC2, BW wins. | ||
AeTheReal
United States108 Posts
I don't think there is a clear answer between whether the bw races are better or worse than the sc2 races. There is lot of things to consider like how do you convert the damage types for medium size units? There are probably a number of odd timing rushes due to differences as well. For example, dragoons have 4 range until after their range upgrade while stalkers start with 6 range straight from the gate. Which shield mechanic would apply to each protoss? How would the high ground mechanic work between them? What about unit pathing? If units mechanics would default to as close to the original as possible, I think sc2 units would have the advantage (be it slight or otherwise) until some of the heavier hitting T3 spell casters came out. However, I doubt they would be able to survive until that point. | ||
Jotoco
Brazil1342 Posts
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. I don't think there is a clear answer between whether the bw races are better or worse than the sc2 races. There is lot of things to consider like how do you convert the damage types for medium size units? There are probably a number of odd timing rushes due to differences as well. For example, dragoons have 4 range until after their range upgrade while stalkers start with 6 range straight from the gate. Which shield mechanic would apply to each protoss? How would the high ground mechanic work between them? What about unit pathing? If units mechanics would default to as close to the original as possible, I think sc2 units would have the advantage (be it slight or otherwise) until some of the heavier hitting T3 spell casters came out. However, I doubt they would be able to survive until that point. I think that we could transfer mostly everything. And I think bringing BW units to SC2 would be easier than the other way around. Medium could be considered the "nothing" in SC2, because it would not be either light nor armored. That also means that damage types from BW units would either do full damage, or very little. High ground mechanic should use BOTH. Miss chance and vision. That way to would be more fair, since otherwise BW units would be too screwed. Either that or don't have any high ground advantage at all. About the unit pathing... Either we use BW maps with BW pathing or SC2 maps with SC2 pathing, because SC2 maps have many more chokes and points that would bug out BW AI. About surviving the early game, I think the High Ground mechanics should help A LOT, coupled that BW defenses were awesome. Sunkens are.... OP. Photon Cannons did more damage, as well. Spider Mines were >>>>> Banes. Also Shield Batteries were excellent for defense. I imagine a couple of goons and a shield battery could slaughter something like 6 to 8 stalkers in a defensive position, or at least 4 in the open. | ||
Ryuu314
United States12679 Posts
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. | ||
-miDnight-
Taiwan455 Posts
that is what I want to ask | ||
Cheeselicker
United Kingdom78 Posts
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Sbrubbles
Brazil5776 Posts
On April 15 2011 01:15 Bigboss_26 wrote: Oh what's that, mass colossus? 30 scourge??! RO NOSE!!!! I think I finally understand why there are no scourge in SC2. | ||
Vain
Netherlands1115 Posts
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dolpiff
France300 Posts
and starting with 2 more workers too :D | ||
Mafs
Canada458 Posts
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Keeler
United States313 Posts
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arb
Noobville17921 Posts
On April 15 2011 06:12 Mafs wrote: Mass baneling would win. Unless they have AoE snare or FF. Mass tanks could work vs mass banes if they dont spread. uh..Storm? Tanks 1 shot banes regardless lurkers? Thats not even a remotely valid statement | ||
Cosmos
Belgium1077 Posts
tank > tank vulture > hellion goliath > thor (cost effectively) wraith > banshee+viking medic > medivac Only the marine is better now^^ | ||
Foo.2
6 Posts
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Ryuu314
United States12679 Posts
On April 15 2011 06:58 Cosmos wrote: 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.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^^ | ||
AssuredVacancy
United States1167 Posts
On April 15 2011 07:14 Ryuu314 wrote: 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. marines in sc2 is better imo because of their superior shooting animation. being able to shoot and run is pretty imba vs a lurk ling army | ||
RDaneelOlivaw
Vatican City State733 Posts
On April 15 2011 07:14 Ryuu314 wrote: 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. Technically speaking wouldn't it be better to compare the Viking to the Valkyrie? | ||
AeTheReal
United States108 Posts
On April 15 2011 03:31 Jotoco wrote: I think that we could transfer mostly everything. And I think bringing BW units to SC2 would be easier than the other way around. Medium could be considered the "nothing" in SC2, because it would not be either light nor armored. That also means that damage types from BW units would either do full damage, or very little. High ground mechanic should use BOTH. Miss chance and vision. That way to would be more fair, since otherwise BW units would be too screwed. Either that or don't have any high ground advantage at all. About the unit pathing... Either we use BW maps with BW pathing or SC2 maps with SC2 pathing, because SC2 maps have many more chokes and points that would bug out BW AI. About surviving the early game, I think the High Ground mechanics should help A LOT, coupled that BW defenses were awesome. Sunkens are.... OP. Photon Cannons did more damage, as well. Spider Mines were >>>>> Banes. Also Shield Batteries were excellent for defense. I imagine a couple of goons and a shield battery could slaughter something like 6 to 8 stalkers in a defensive position, or at least 4 in the open. Medium cannot be treated as untyped armor. That would completely change how they work. If anything, they should take base damage plus 33% of any bonus damage vs light or 50% of any bonus damage vs armored. For example, stalkers would do 12 damage (10 +50% of +4) to bw hydras with that setup. I think this would make the most sense. SC2 archons would be weird as well. Would you have to consider them small vs explosive attacks and large vs concussive attacks because of how its armor type works in SC2? By having both high ground mechanics do you mean having the miss chance and no return fire without high ground vision? You could shoot back at any unit attacking from high ground in BW without getting vision but you can't in SC2. Sunkens are not OP. They would actually do worse vs SC2 P and T. They attack slower than spine crawlers and do less damage against non-armored units comparatively. They also cost more, take longer to build, while having the same defensive stat as spine crawlers. The only thing good about them is that they do better damage against heavy armored units compared to spine crawlers - not to mention sunkens can't reposition themselves. If stalkers are considered large units by bw standards, then they are worse than dragoons for sure, but if they are considered medium then they become about equal - until blink comes into play. On April 15 2011 05:04 Ryuu314 wrote: 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. | ||
LG)Sabbath
Argentina3022 Posts
On April 14 2011 10:08 scintilliaSD wrote: I think SC2 Protoss would beat SC1 Protoss. This is assuming a world where SC2 units behave like SC2 units, and SC1 units behave like SC1 units. Zealot charge is superior to Zealot leg speed. Stalkers move faster than Dragoons and can Blink at the cost of a little less health. SC1 High Templar can't deal with the long range Feedback of SC2 High Templar, although Dark Archons in the equation will quickly turn this around. SC2 Dark Templar do more damage than SC1 Dark Templar. The Sentry, which has no real SC1 equivalent, brutally shifts things in favor of SC2 Protoss, as Force Fields take advantage of both stupid Dragoon AI and stupid scarab AI. Imagine if every scarab shot you fired had to make its way around a mineral line? The Shuttle beats the Warp Prism in survivability, but lacks the ability to drop more than 4 units at a time. Immortals are better overall against the SC1 Protoss army than the Reaver is against the much more mobile SC2 Protoss army, and absolutely destroy the Reaver 1v1. Colossus can take advantage of weak SC1 Protoss anti-air, although lose straight up to Dark Archons due to Mind Control. Observers... are observers. There's no increased sight range in SC2, so I guess SC1 Observers win? The Scout loses handily to the Void Ray in all forms of combat. The Phoenix and Corsair both provide similar roles in the game, but Disruption Web over an army that can Blink is much less useful than lifting up Reavers and High Templars is. SC2 Carriers do more DPS than SC1 Carriers do, and they fire their Interceptors out much more quickly. The Arbiter kicks the crap out of the Mothership hands down, but I believe that Force Field overall is more potent than Stasis in this example. Uhh I don't think so. Dragoons would rape everything. Huge range and high dps. Stalkers would have to come close to shoot, meanwhile getting destroyed from afar. More range = free shots + more of your units fire in battle than the opponent's. Goon range negates sentry FF. You can easily shoot down sentries from below ramps, and in battles FF doesn't help against high range units. Stasis with sc2 mechanics rapes everything. Units get clumped up more easily = 1 stasis can hold half your army while the other half gets destroyed. The only reason stasis was not OP in BW was because units didn't get clumped and so you couldn't stasis many units at once. In SC2, stasis would be OP. Way cheaper recall. Corsairs vs voids = no contest, sairs destroy anything airborne, especially in sc2 where units get clumped. I also think even scouts would beat voids if microed properly. Not sure about this. Also, your mothership gets mind-controlled, you lose instantly. Mothership would be useless in PvP bw vs sc2. | ||
StarStruck
25339 Posts
BW Zerglings beats SC2 Zerglings in every way. BW Hydras beats SC2 Hydras. Banelings beat BW Zerglings. Banelings beat BW Hydras (only if Hydras aren't upgraded) SC2 Queens beat BW Queens only if BW Queens don't have broodlings. Other than that, BW Queens would still fuck up your army with that ensare. Brood Lords versus Guardians = draw; however, if it's a base race Brood Lords win. BW Mutalisks beat SC2 Mutalisks. BW Mutalisks beat Corruptors. Fully upgrades BW Ultralisk beats fully upgraded SC2 Ultralisk. Devourers beat Corruptors and Scourges in numbers would just fuck any air unit composition up. Defilers would mess up everything, but they cannot kill anything on their own; whereas, Infestors can spawn Infested Terrans or take over a unit. Still Defilers are the shit. They are game changers. Marauders w/ conclusive shells would beat Firebats. Reapers beat Firebats. Marines with shield beat BW Marines. BW Marine with Medic beats Marine with shield. Marine with Medivac owns any Marine/Firebat composition. It really comes down to upgrades for infantry. BW Tanks beat SC2 Tanks. SC2 BC patch beats BW BC. Valkyries own any SC2 Terran Air Unit. 3-4 would manhandle a fully upgraded BC in SC2. Vulture with speed rape Blue Flame Hellions. Thor beats Goliath. If there are 3+ Goliaths versus a Thor then they win. If Thor has SCVs to repair, then it will win. Cost effectiveness goes to Goliath. Goliath beats Viking on Ground. Wraith beats Viking and Banshee (lmao). Science Vessel loses to Raven without support. Stalkers with blink/Sentry beat clunky Dragoon AI. Closi a-move beats Reavers (Reaver w/ damage upgrade, or shuttle wins as long as scarabs don't bug out and you have income!). BW Speed Zealot beats SC2 Zealot with charge. BW Shield Battery makes climbing up any ramp next to impossible unless unit composition is close to 3:1. BW Templar beats SC2 Templar. BW Archon beats SC2 Archon. BW Dark Templar beats SC2 Dark Templar. Corsair owns Phoenix. Phoenix owns Scout. Void Ray owns Scout. Void Ray owns Corsair. BW Carrier owns Phoenix/Void Ray/SC2 Carrier. Arbiter owns Mothership. BW Observer versus SC2 Observer = a draw; however, BW Observer owns turrets whereas SC2 Observer does not! | ||
The KY
United Kingdom6252 Posts
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LG)Sabbath
Argentina3022 Posts
Medic: tier 1, has energy upgrade, can cast optical flare (sc2 ovies can't detect). And they're much cheaper than medivacs. Also, you can produce medics from all of your barracks, so you can get like 10 at the same time if you need. No need to build factory + starport + reactor at all. | ||
eviltomahawk
United States11135 Posts
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. | ||
nalgene
Canada2153 Posts
On April 15 2011 08:26 StarStruck wrote: Roaches w/ burrow beat Hydras (SC1 counterpart). Without burrow or regen, Roaches would die very fast to a BW ling/hydra combination. BW Zerglings beats SC2 Zerglings in every way. BW Hydras beats SC2 Hydras. Banelings beat BW Zerglings. Banelings beat BW Hydras (only if Hydras aren't upgraded) SC2 Queens beat BW Queens only if BW Queens don't have broodlings. Other than that, BW Queens would still fuck up your army with that ensare. Brood Lords versus Guardians = draw; however, if it's a base race Brood Lords win. BW Mutalisks beat SC2 Mutalisks. BW Mutalisks beat Corruptors. Fully upgrades BW Ultralisk beats fully upgraded SC2 Ultralisk. Devourers beat Corruptors and Scourges in numbers would just fuck any air unit composition up. Defilers would mess up everything, but they cannot kill anything on their own; whereas, Infestors can spawn Infested Terrans or take over a unit. Still Defilers are the shit. They are game changers. Marauders w/ conclusive shells would beat Firebats. Reapers beat Firebats. Marines with shield beat BW Marines. BW Marine with Medic beats Marine with shield. Marine with Medivac owns any Marine/Firebat composition. It really comes down to upgrades for infantry. BW Tanks beat SC2 Tanks. SC2 BC patch beats BW BC. Valkyries own any SC2 Terran Air Unit. 3-4 would manhandle a fully upgraded BC in SC2. Vulture with speed rape Blue Flame Hellions. Thor beats Goliath. If there are 3+ Goliaths versus a Thor then they win. If Thor has SCVs to repair, then it will win. Cost effectiveness goes to Goliath. Goliath beats Viking on Ground. Wraith beats Viking and Banshee (lmao). Science Vessel loses to Raven without support. Stalkers with blink/Sentry beat clunky Dragoon AI. Closi a-move beats Reavers (Reaver w/ damage upgrade, or shuttle wins as long as scarabs don't bug out and you have income!). BW Speed Zealot beats SC2 Zealot with charge. BW Shield Battery makes climbing up any ramp next to impossible unless unit composition is close to 3:1. BW Templar beats SC2 Templar. BW Archon beats SC2 Archon. BW Dark Templar beats SC2 Dark Templar. Corsair owns Phoenix. Phoenix owns Scout. Void Ray owns Scout. Void Ray owns Corsair. BW Carrier owns Phoenix/Void Ray/SC2 Carrier. Arbiter owns Mothership. BW Observer versus SC2 Observer = a draw; however, BW Observer owns turrets whereas SC2 Observer does not! the SC2 marine after stim shoots 2.32 hits/second ( 45 hp from 55 / 50% stim / stats under quickest setting available ) the SC1 marine after stim shoots 3.2 hits/second ( 30 hp from 40 / 100% stim / stats under quickest setting available ) they actually die at around the same rate if they shot each other after stim, but the newer one is better vs splash damage, while the other is better for killing things straight up one requires 4+1 range while the other starts out with 5+0 lings vs lings are the only one that is just better in every way ( same cost/same hp/quicker attack rates ) 1.90 / adrenaline 2.34 and 3.00 / adrenaline 4.00 lings would be down to 15 hp and 5 hp after 2 seconds in a fight ( you'd win in a rush ) goons are 4+2 range vs stalkers 6+0 the hydras are only better due to 1 food cost, but the 5+1 vs 4+1 range and +2 damage sort of makes up for the cost, except the new one is also slower 4x12 damage ( 400/200 min/gas / 320 hp / longer range / 2 food ) /new 5x10 damage ( 375/125 min/gas / 400 hp / shorter range / 1 food ) /old | ||
Insanious
Canada1251 Posts
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. - - - - 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... | ||
StarStruck
25339 Posts
If we're comparing gateways to warp-gates then ofc! O; | ||
Tyree
1508 Posts
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 ![]() Zerg BW vs Zerg SC2 Landslide win for Zerg BW, the only unit SC2 Zerg would really have as a threat is the Roach. | ||
Jotoco
Brazil1342 Posts
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. - - - - 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. And later, as I have pointed out possibly more than 5 times already, but you didn't put an effort to read the thread. Feedback has shorter range than Mind Control. Defilers laugh at feedbacks and Siege Tanks still outrange templars. Not to mention any unit could simply snipe then. Immortals: Terran Lockdown/100%stim marines. Zerg: Dark Swarm/Spawn Broodling/OP lings. Protoss: Mind Control/Disruption Web/Actually useful Carriers VR/Phoenix: Terran: Lockdown/Goliath/Valkirie. Zerg: Useful Hydras/Dark Swarm/Devourers/SCOURGE. Protoss: Scout/Corsairs/Storm/Mind Control/Useful Archons/Carriers | ||
Insanious
Canada1251 Posts
On April 15 2011 09:06 StarStruck wrote: That wasn't part of the question. We're comparing the units to the units. If we're comparing gateways to warp-gates then ofc! O; K... are we comparing them 1 v 1 or over a unit of time... because I could say: - 2 base - 1 min of build time then sc2 wins very match up ever due to amount of units. - - - - - Or are we comparing random units vs random units? Like how SC2 HT kills 100% of SC1 casters with range 9 feed back. Like how SC2 Ghost kills 100% of SC1 bio units with snipe, very easily Like how SC2 Marauders >>>>> any SC1 "mech" (large) ground units due to slow + stim + armor + life + bonus damage. Like how mass overseers = gg SC1 production. Like how fungal >>>>> anything but siege tank in SC1 (Range 9). What else... banshees, SOOOOOOO much damage. The sentry, makes any battle so one sided for SC2 P. The baneling, sooooooooooooo strong vs pretty much everything in SC1. | ||
StarStruck
25339 Posts
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 ![]() Zerg BW vs Zerg SC2 Landslide win for Zerg BW, the only unit SC2 Zerg would really have as a threat is the Roach. If the Brood War army has a few arbiters and use stasis that turns the battle completely in their favor. 4 reavers could also crush the ground forces unless force fields bug the AI. The difference maker would be the fact stalkers can blink out whereas the goons would have to dance and yes, their AI is shit. It would come down to a few good stasis fields. Considering PvP armies are normally very goon heavy, yes I would say the SC2 army would win on that fact alone because dragoons are inferior to stalkers. Insanious, I'm assuming the OP meant SC2 units compared to their counterparts in BW (unit to unit in that regard). I kept structures consistent in my analysis because adding that in, would add a whole different layer to the conversation. By merging the two worlds together some things have to remain consistent. I kept building times and structures consistent. | ||
Ryuu314
United States12679 Posts
On April 15 2011 07:45 AeTheReal wrote: 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. On April 15 2011 07:30 GGTesomas wrote: Technically speaking wouldn't it be better to compare the Viking to the Valkyrie? Well imo the Valk attack is more similar to the Thor anti-air: lots of low damage hits, while Wraith anti-air is more similar to Viking anti-air: 2 hits of medium damage hits. 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 ![]() Zerg BW vs Zerg SC2 Landslide win for Zerg BW, the only unit SC2 Zerg would really have as a threat is the Roach. I'm pretty sure stasis isn't stopped by unit size... Also if colossi are really a problem, BW Protoss can always mind control. The only thing that really stopped DA usage from being super popular in BW was mechanical limitations. With smartcast, DAs would absolutely rape. EDIT: For context, I forget but I'm pretty sure it was Bisu himself who said in an interview that while Dark archons were extremely powerful (especially in PvZ) he couldn't afford to spend APM on controlling DAs since the APM was much more necessary for storms and other basic macro and micro mechanics. The same is true for queens (spawn broodling and ensnare) in non ZvZ match-ups along with the ghost in non late-game TvT match-ups. | ||
Insanious
Canada1251 Posts
On April 15 2011 09:15 Jotoco wrote: 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 ![]() | ||
LG)Sabbath
Argentina3022 Posts
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 | ||
LG)Sabbath
Argentina3022 Posts
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 ![]() 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 | ||
arb
Noobville17921 Posts
On April 15 2011 07:14 Ryuu314 wrote: 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 | ||
Ryuu314
United States12679 Posts
On April 15 2011 09:33 Insanious wrote: - 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. | ||
Vain
Netherlands1115 Posts
On April 15 2011 09:36 LG)Sabbath wrote: 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 | ||
how2TL
1197 Posts
On April 15 2011 09:43 Vain wrote: 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. | ||
Hierarch
United States2197 Posts
On April 15 2011 09:36 LG)Sabbath wrote: 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. | ||
moltenlead
Canada866 Posts
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lethyl
United States207 Posts
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eviltomahawk
United States11135 Posts
On April 15 2011 09:36 LG)Sabbath wrote: 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. | ||
Z3kk
4099 Posts
On April 15 2011 10:36 eviltomahawk wrote: 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). | ||
Essem
9 Posts
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". | ||
eviltomahawk
United States11135 Posts
On April 15 2011 10:41 Z3kk wrote: 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. | ||
YyapSsap
New Zealand1511 Posts
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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ArvickHero
10387 Posts
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. | ||
dukethegold
Canada5645 Posts
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AeTheReal
United States108 Posts
On April 15 2011 09:33 Ryuu314 wrote: 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: 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. | ||
NoisyNinja
United States991 Posts
Someone make a Unit Tester with both games' units. Including the new and old versions: both marines, both firebats, etc. | ||
closey
Hong Kong272 Posts
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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