Personally I love using Sentries, it’s rewarding when you shape the fights intelligently and give yourself an advantage. But they’re only really useful in the early to mid game, they cost too much thereafter.
Now for most of the other Protoss units…situational trash. For the cost their raw performance is terrible or laced with too much gimmick.
I agree with the Basic Idea of this Thread but would Switch some Units actually.
Hydras are used in every matchup and are pretty Strong especially at lower Level Play. Also Ultras are used pretty Often (but yeah maybe it can stay on the list). Maybe it should be switched to infestor and broodlord instead. Broodlords are only good in a pretty stale lategame and thats Not really that often the Case. and infestors are only good vs mech.
Landed Viking is actually preeeeety Strong. Its underrated/underused and its certainly Not weak. For example it has 10 dps more than a Stalker in a Viking vs Stalker Fight and it 2-shots workers.
I would rather add Banshee. Tho it got heavily Buffed its Just Not a good unit. Its good situational and adds a Lot of safety in the tvz matchup but apart from that its pretty useless.
Carriers are pretty overrated and arent actually really good thats true but colossi are much much much worse. Its basically a unit thats only built for a short time in pvt and t can disable it anyway. Carriers can be the ultimate composition vs every Race but colossi outright suck since its only good vs light Units which are T1 Units anyway.
Another unit that would suck is the Immortal. Its only good vs protoss but its Next to useless vs t or z since everything the Immortal does disruptor can do better. Its better vs mech and its better vs mass roach and is actually good vs Hydra too. The Immortal is only really built in the time that Robo bay needs to Finish.
Immortals are bad, too. Cost to much minerals, gas and supply for only one purpose- tanking shots from Sieged tank. Takes too long to produce and can’t shoot air.
I don’t really agree with the thread on the units being weak in a vacuum, they are weak because they are too expensive for what they do.
For instance, the sentry is a fantastic unit, but the gas cost is too extreme. Simply reducing sentry to 100 gas, while improving its energy regeneration rate would make it a better unit, without changing the actual performance of the unit on the battlefield.
The same goes for the cyclone, it costs 100 gas, when 75 gas would be better in exchange for a higher mineral cost (since mech builds float minerals), making a battlemech opening easier.
The viking and tempest both share the same problem, low speed and acceleration. Even if they kept the speed the same, but gave them instant acceleration, they would be massively improved.
As for corrupters, they should take away their special ability to attack buildings, and give them a special ability that reduces AOE damage taken for 5 seconds by 75%, on a 30 second recharge timer, with an upgrade that reduces the recharge to 20 seconds, and duration of the buff to 7 seconds (remember this is game seconds, which are shorter than real life seconds, so in real life is would be about 3.5 seconds and 5 seconds respectively, with the recharge rates being around 24 seconds and 15 seconds).
This corrupter change would allow zerg to engage the turtle terran/turtle toss air armies, while units with AOE attacks (like thors and archons) would not be affected by the buff, such that a terran would want to opt for AA missle + thor splash mode to attack corrtupers, which would allow brood lords to live longer since the thors wouldn’t be in high impact mode at the start of a fight, which would in turn force more vikings that terrans had to micro to avoid parasitic bomb and fungal, since thors would be too clunky en masse.
So you can see how such a simple change to the corrupter would change the interplay between Broods/Corrupters and Vikings/Thors and Ravens in ZvT.
As for the immortal, colossus and the ultra. First the stats and cost of the immortal and colossus are fine. The problem is what they attack. They should have a specialized AI targeting system such that immortals prefer armored targets and colossus prefer light targets.
You would think that ling//bane ultra wouldn’t be a threat to archon/immortal/colossus, but with the way AI targeting works, I’d put my money on the ling/bane/ultra any day. This is how it always plays out:
The lings in front of the ultras dies (meaning the immortals wasted their first volley on lings), archons and colossus lock onto the ultras, doing no splash. Between the next archon and colossus attack, more lings run forward in front of the utlras, which get targeted by the immortals, and all the immortals end up shooting single lings that keep rushing forward, while the ultras are soaking the archon and colossus splash.
Of course, HT’s will storm and kill the lings, but that’s why HT’s are needed, because colossus and archons cannot be relied upon to kill the lings…aka bad unit design due to targetting priorities.
To make a long story short, most issues in this game for the NON-GSL player could be remedied by minor changes to unit costs, changes to unit abilities, changes to energy regeneration, chances to unit speed and acceleration and changes to targeting priority, without actually changing the raw Health/Damage stats of the units.
Cyclones are ok for harassment and skirmishes in low numbers, as long as you pay enough attention to them and completely avoid certain threats:
Large numbers of Cyclones are an issue because of the way that lock-on works. In large numbers, only a fraction of the Cyclones can get their lock-ons without the army getting extremely close (which has a risk of units getting caught and killed).
Avoid Fungal at all costs. If you get hit by Fungal, you should morph the Hellbats and leave them in the desperate hope it might allow the Cyclones to escape.
Be careful of flanks.
Beware of Blink Stalkers or Phoenixes above a certain number.
Avoid entering the range of Sieged Tanks or Liberators. Sometimes you can get some damage on unsieged Tanks though.
Avoid Marauders. Cyclones can just barely get a lock-on off and retreat against the outer-most edge of a Bio-ball if you are careful enough, but nothing a Cyclone can lock-onto will be worth losing the Cyclone in those instances.
I would strongly disagree with that. The early-game build-up is still limited by minerals rather than gas, and Cyclones don’t have too much trouble making up their cost as long as you control them properly and don’t overproduce.
Neural Parasite is typically only used against mech, but Fungal is very strong against Bio and Battlemech. Both depend on running around to avoid taking bad engagements.
Brood Lord + Infestor is also a decent combination when you get to it, regardless of what you are facing.
You shouldn’t make Vikings explicitly “for” their anti-ground attack because of their cost. As air units, they are usually not cost-efficient on the ground.
However, Vikings are worth using for anti-air, and they are still supply-efficient against a decent number of ground units, so you might as well land them when the air battle is over.
The anti-mechanical damage makes Vikings worth using in TvT and TvP. Without it, they would struggle to compete against most ground units in those match-ups.
Landed Vikings are also often supply-efficient against Zerg despite having no damage bonuses. This is a function of a few factors:
Zerg’s production mechanics require most combat units to be slightly weaker.
Zerg ground units tend to be specialized for mobilty & durability or mobility & DPS. Either specialization can give landed Vikings an edge in range or performance in standing engagements.
The thing about Banshees is that, as light air units, they share most of the Mutalisk’s hard-counters.
Mass Mutalisks are very powerful harassment units because of their mobility, numbers, and durability, so their counters also have to be very strong. That tends to doom other light air units when threats such as Phoenixes, Thors, etc actually hit the field.
Pretty much no one who understands the game thinks Immortals are bad.
That would be soaking damage in general (not specifically from Siege Tanks), and killing armored units. Immortals can trade well against non-armored units too because they don’t waste shorts or overkill like projectile units.
I watched the games you were talking about. Hero went for the most aggressive blink stalker build on the worst map for it. There’s 2 ramps, the main has the smallest area which you only need 1 tank to cover and it also has the shortest rush distance so Future was able to get his bio across the field uncontested. Hero probably looked at the match as a free win and went on auto pilot despite playing a NA terran that’s notoriously tryhard and even living in Korea atm.
Yeah. Hes playing sloppy lately. Its still a huge upset even tho he wasnt caring much but yeah that happens with those kind of strats there is no coming back.