Comparing units against cost and supply

This tread is definitely worth keeping an eye on!

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:sweat: iTanks added


:+1:


Very true, especially with Raynor getting involved. but then we could also say that Raynor should have lower mineral costs, and Swann and the Auto Refinery crew should get a lower Vespene cost. In the end, I figured a good compromise was to have a separate column for Vespene alone


For fun, hereā€™s Raynor!Tanks with both Mech+ and Drop Pod+.

edit: My math was wrong here, still crazy though.

Very informative, appreciated, brother! Just out of curiosity, who do you play in co-op?

and like this I am correcting my error ways and am now spamming tanks as Raynor O_o

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You underestimate the dps of marines. When stimmed, they each do about 21 dps (excluding drop pods bonus). So about 2/3 the dps of a tank-mode tank vs armored, costs only minerals, less build time, full damage to light units, 1/3 the supply, etc.

Quick thought, could you do one about Karax Photon Cannons (with and without the attack speed upgrade and Energizer bonus), Khaydarin Monoliths (same applies) and Swann turrets (Flaming Betty, Blaster Billy and Spinning Dizzy) with and without the KMC Autoloaders? If you smack the fully 60% HP (and shields) masteries on as well youā€™re a champion. Had a talk about whoā€™s static is better and would like to see the turrets themselves being broken down into numbers. Please and thank you.

Oh sure. On the list, Iā€™ve got Bio, Immortals, Ultra, Lings, then Static.

I tend to play random, but Iā€™d say I main Raynor and Fenix.

Sure, whenever you get around to it. Quick question, do you happen to know how the Spinning Dizzyā€™s area of effect upgrade works? 8 small rockets with 1 explosive damage each. Is that negated by armor orā€¦?

Itā€™s 8 rockets at 1 damage each, but attacks have to do 1 damage regardless of armour amount as far as I know so it canā€™t get reduced.

On a side note, does anybody know the anti ground damage of Mengskā€™s Thors?

Check out www dot starcraft2coop dot com/datatables.

Oh, one more request mate, if/when you do the static comparison, you think you can also break it down by the space they take up?

Squishy Folks, Real Good at Damage

Trooper equipment stats included, but only at trooper cost and not compared cause they are very hard to compare, with their high upfront cost and lower long term.


You donā€™t mess with Raynorā€™s stim, a +75% speed boost is amazingly strong. With 30 mastery Drop Pod boost, Raynor!Marines are just silly; stacking everything gives them a +135% speed boost.

For their cost, if they werenā€™t timed, Infested Marines are the best for HP. For permament units; Raynor!Marines are strongest for cost, meanwhile the Elite model is once again the best for comparative supply cost.

  • It will take 2 deaths for a Flame Trooper to beat a Rayner!Marine in cost to HP.

Good call, very important for them.

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Did you factor in Plagued Munitions into the damage output of the Infested Marines? I didnā€™t realize they had such a ā€˜tinyā€™ damage output.

I didnā€™t because it adds such a small amount of extra dps, largely because it isnā€™t stackable so it doesnā€™t scale with units. That said it adds another 3 dps for the first unit that hits, that does push them up to .52 dps vs cost.

Well that is unimpressive. Iā€™ve been meaning to brainstorm this through, do you think that upgrade needs a little oompfh to make it better? Like being able to stack for each Infested Marine?

That would help, especially now that the Trooper swarms have been slashed in size. My only concern there is that I think it might make a lot of extra lag with the amount of extra numbers the game would have to crunch.

Not sure though.

Edit: At this point, changing it to a defense debuff or something I think would be interesting.

Tough Folks, Not Fantastic At Damage

As everyone has +3/+3, Zeratul has all 3 parts of the Artifact.
Enforcerā€™s air attack not compared since itā€™s the only one to auto attack air.
Taldarin added mostly for fun, he also scales far better as he diesā€¦


Artanis and Fenix have roughly the same HP to cost, with Artanis pulling ahead looking at supply thanks to his improved barrier. Enforcers are the worst to cost for their hp, and the worst for ground dps at that.

All three Immortals and the Enforcer have the exact same base damage, so Fenix pulls ahead only because he has the cheapest iteration.

Didnā€™t include any cost reduction for Karax, with 30 mastery Karax!Immortals still cost more than the others, they still sit in the same spot.

  • Even Karax!Immortals are better to mass than Enforcers for anti ground. Pound for pound, with no cost reduction for Karax, and 30 mastery attack speed for Zeratul, Karax!Immortals have twice the dps for cost.

  • If we calculate the 200 damage of Shadow Cannon, dividing it by the cooldown time (60 sec) we get 33.33 dps. So technically Karax!Immortals have a higher dps to non-armoured air than Enforcers. They have a much higher burst damage as well. Though Enforcers do have an odd kind of linear splash.


Thatā€™ll be it for now, still enjoying making these and seeing the results so thereā€™ll be more to come.

edit: thanks to KrikkitOne for pointing out that I missed Artanisā€™ double barrier upgrade.

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shouldnā€™t Artanis immortals have a bigger barrier for better hp

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Edit: youā€™re right, I somehow missed his double barrier ability