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I am trying to figure out what are the guys at Blizzard have on their minds about the SC2 units and their respective roles. I came up with this and hope that this guides everyone on what each unit is designed for so that everyone can see which has overlaps and which has shortcomings.
Terran:
Marine - Bio DPS'r Marauder - anti-melee unit (what's the slow for?) Ghost - unit sniper and anti-shield Reaper - harass Hellion - Mech AoE DPS'r Siege Tank - longranged Mech AoE nuker Thor - unit sniper, anti-air Viking - Anti-air, harass Banshee - air dps'r, Harass Medivac - Bio Army Support, Transport Raven - All-around support unit Battlecruiser - dps'r and unit sniper
Zerg:
Overlord - supply and transport Overseer - scout and detection Queen - macromanagement Zergling - melee DPS'er Baneling - AoE nuker Roach - ranged tank, harass Hydralisk - ranged DPS'er Infestor - all-around support unit Mutalisk - air dps'r, harass Corruptor - anti-air Ultralisk - melee tank and aoe dps'r Brood Lord - long ranged DPS'r
Protoss:
Zealot - melee DPS'er Stalker - ranged DPS'er Sentry - support caster High Templar - offensive caster Dark Templar - melee nuker, ground harass unit Archon - AoE nuker and tank Observer - scout and detection Warp Prism - transport Immortal - ranged nuker and tank Colossus - long ranged AoE Nuker, harass Phoenix - anti-air, unit sniper Void Ray - harass, anti-tank Carrier - air DPS'er Mothership - all around support unit
Some notes: - A DPS'er is unit that deals moderately low damage in a fast rate. - A nuker is a unit that deals severely high damage in a slow rate. - A unit sniper is a unit designed to take out enemy key units. - A harass unit is designed to disrupt your enemy's econ/production or even throw him off his game - AoE = Area of Effect / Splash ; designed for making quick work of massed units
If you have any objections or violent reactions, feel free to bring it up in this thread.
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Hey man, Raynor here. I don' think them roaches are good for mineral harassin', it be like sending them on a suicide mission, like me and Fenix once went to but we got the skills, alright.
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On April 06 2010 02:38 Jimmy Raynor wrote: Hey man, Raynor here. I don' think them roaches are good for mineral harassin', it be like sending them on a suicide mission, like me and Fenix once went to but we got the skills, alright. I was thinking the logic behind their ability to move while burrowed and I think it makes sense. Similar on how you would send DT's to kill off a few SCV's.
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Kyrgyz Republic1462 Posts
On April 06 2010 02:29 lolaloc wrote: Terran:
Marauder - build these to win straight up Banshee - build these to win through harassment Other units - build these to lose
Sorry, couldn't resist.
On a serious note, there are IMO very few units that have a strictly defined role, and each unit is individual enough and its use situational to make such classification useless.
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Marauder - build these to win straight up
terran doesnt have others options to not lose straight up.
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On April 06 2010 02:41 Random() wrote: Marauder - build these to win straight up
That's a nice one. Anyway, this thread is supposed to decipher each unit's supposed role in the game. The Marauder's slow seems to be put in SC2 to replace the Firebat's capability on keeping Zerglings and Zealots at bay.
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On April 06 2010 02:40 lolaloc wrote:Show nested quote +On April 06 2010 02:38 Jimmy Raynor wrote: Hey man, Raynor here. I don' think them roaches are good for mineral harassin', it be like sending them on a suicide mission, like me and Fenix once went to but we got the skills, alright. I was thinking the logic behind their ability to move while burrowed and I think it makes sense. Similar on how you would send DT's to kill off a few SCV's. Burrow moving and self healing makes them stealthy and able to run past cannons because they just regen and dont give a fck.. DT is not cool anymore as banshee or roach
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On April 06 2010 02:44 lolaloc wrote:Show nested quote +On April 06 2010 02:41 Random() wrote: Marauder - build these to win straight up
That's a nice one. Anyway, this thread is supposed to decipher each unit's supposed role in the game. The Marauder's slow seems to be put in SC2 to replace the Firebat's capability on keeping Zerglings and Zealots at bay.
that's an interesting assessment, as their role also seems to keep everything else on the ground at bay. Also, that their supposed "weakness" is those 2 units you mentioned.
hmm..
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On April 06 2010 02:48 iounas wrote: makes them stealthy and able to run past cannons because they just regen and dont give a fck.. Which strengthens their roles as a harassment unit. Supposedly, cannons would not do shit to Roaches even if they have Detection because of ridiculous regeneration.
On April 06 2010 02:51 TSL-Lore wrote: that's an interesting assessment, as their role also seems to keep everything else on the ground at bay. Also, that their supposed "weakness" is those 2 units you mentioned.
hmm.. Which IMO is wrong. First of all, why would you get a unit that can slow enemy units' movement? Of course it's to prevent the enemy from touching your army.
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On April 06 2010 02:29 lolaloc wrote: Marauder - anti-melee unit
lol
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On April 06 2010 03:49 yomi wrote:lol Please realize that the topic is about the SUPPOSED ROLE for each unit. Seeing that the marauder has a slow, it just makes sense that it is used to keep melee/short-ranged units at bay.
To help yourself, why don't you ask yourself first: What is the slow MAINLY for?
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i don't think that the game is simple enough to confine each unit to a single 'role'
also, by your definition of DPSer (low damage, high rate) shouldn't DTs and immortals be nukers?
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On April 06 2010 04:03 kerpal wrote: i don't think that the game is simple enough to confine each unit to a single 'role'
Unless you study each unit individually and project how each unit performs in a generic game.
On April 06 2010 04:03 kerpal wrote: also, by your definition of DPSer (low damage, high rate) shouldn't DTs and immortals be nukers? Thanks for the correction.
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