View Full Version : Best Unit EVER!
Sovereign
2003-11-24, 03:21 PM
What, in your opinion, is the best unit ever.
Id have to say its a tie for me. A three way tie. Yea im an indeciesive bastard, live with it :P. Anywho, i think that they arbiter, reaver, and battlecruiser are tied.
The arbiter. What isnt good about this marvel of protoss engineering. It can bend space time, cloak your units, statsis the fuck out of all your enemies, and recall massive squadrons of units into undefende areas of your enemies base's.
The reave, the ground powerhouse of the enigmatic protoss race. These robotic creatures have th capability to store up to 10 destructive, highly explosive projectiles, for lack of a better term, called scarabs. your enemy is massing ground units when they are zerg? No prob. Get 4 or so of these walking munitions factories, and pummel the fuck out of anything that eve tries to get inside your base.
The battlecruiser, powerhouse of the terran air fleet. This massive 500 hp unit has an emmensily powerful air to ground gun and an air to air gun that does equal amounts of damage. If your enemy is pestering you with nukes, lets say you find out where the nuke silo is. 1 nuclear sized yamato blast from one bc will cause it to burn. 2 will destroy the nuke silo. For a mere 300 energy, you have destroyed a nuke silo, a very large nusance, and quite possibly a very expensibe nuclear weapon that was housed in it
Give your input in this thread!
Well here the one of each race i think are the best.
High Templar, psy storm is very good and hallucination can be useful.
Science Vessel, all it's ability can be extremly good when used correctly.
Defiler, swarm, plague and consume are all very useful.
Thanatos
2003-11-25, 05:00 PM
The firebat! *giggles*
Vollstrecker
2003-11-26, 01:28 AM
I always liked the Zealot. Fast, horrifying damage, and tough as hell for a basic unit. A little sow to build, but when you running multiple gateways, it gets rough.
Valmar
2003-11-28, 06:58 AM
My personal favorite would have to be the unrivaled Dark Templar.
Reasons- Permantly cloaked, relativly cheap, fast to build, massive damage, the ability to be built with minimal tech tree.
Chruser
2003-11-28, 09:31 AM
Arbiters are overkill when it comes to strategy. No matter what your fleet consists of, a well-placed arbiter can easily make you win the game.
Valmar
2003-11-28, 06:18 PM
Arbiters are useless versus Zerg, Thier movable supply is also a detector which most zerg hve overLoards around at all time its quite useless. Also, any good player builds observers. So thats my reasons why Arbiters are useless.
Sovereign
2003-11-28, 08:06 PM
Yea your a newb whos then just using arbiters for their cloak. Did you not read above? STASIS AND RECALL.
Valmar
2003-11-28, 08:09 PM
Im a newb huh? LOL, you obviously have no clue who i am and have never played me on starcraft.
Sovereign
2003-11-28, 08:11 PM
No, nor do i care. But in my eyes, if you use arbs just for cloak, like it seems like you said, your a newb in my eyes.
Valmar
2003-11-28, 08:23 PM
Did i ever say i used them for cloak only?? Most people only use them for that though which is why i said that.
Sovereign
2003-11-28, 08:33 PM
Well the way that you stated it made it sound like that. If you dont use them for just cloak, i retract my statment that you are a newb.
Valmar
2003-11-28, 11:44 PM
Well, obviously i do use them for cloak but this is not the sole reason i build arbiters when i play as the protoss.
Sovereign
2003-11-28, 11:46 PM
In that case, my bad, im sorry. Now what is your opinion on the other units that listed?
Well against the zerg stasis isnt that good against the swarm as they have many unit. Using stasis on a few wont help that much unless blocking a choke. But then again zerg often attack at several location. When protoss attack the recall might help but in most case a shuttle or 2 would be enought. So against the Swarm i dont think arbitrer is good considering the tech level and the ammount of gas required. Not to mention the build time. I would prefer much more having more ht.
Valmar
2003-11-29, 12:21 AM
Reaver: Obviously a great ground unit for a few reaons, the first would have to be their incredible range matched only by the siege tank. Next is thier damage, they are the highest damaging ground unit in the game except for the Infested terran which is a one time damage of 500 where as the rever can shoot as many scarabs as he wants that pack a whopping 125 damage when upgraded and limited only to your resource supply. Thier main downfall would have to be thier speed which is pathetically slow. Thier armor and life easily make up for this disadvantage though which is why i would have to give a rating of 8 out of 10 for the ground units.
BattleCruiser: Obviously a well over powered terran air unit. Packing a whopping 34 damage i believe it is when upgraded and with a massive 500 life plus armor they are one of the few units that can withstand the massive Nuclear strike. I personally dont believe in using superunits simply because they are to powerfull and the game often ends rather quickly when higher amounts of super units are built. One aspect that is forgotten easily of the battle cruiser by mot players is the Yamato gun. Easily the most damaging air attack in the game, second the the Nuclear Strike which is debatable considering it comes from the air but is launched from the ground, so thats not really an air or ground attack. I would have to give the Battle Cruiser a 6 out of 10 simply because i do not believe in super units as they make the game less fun. Any newb can mass build super units and win. On the other hand if i believe they were fun i would rate them 10 out of 10.
Lurker: One of the greatest ground units zerg has to offer second to the Hydralisk only because Lurker can attack only when burrowed and are worthless unburrowed. My memory of thier damage isnt to great. Combined with Defiler's Dark swarm they are easily he best Defenceive destroyer. I would have to rate these Spider Killers 8 out of 10.
Science Vessel: Obviously the most vital unit to terran. Its armed with one attack per race that is extremely usefull. The only race it's attacks dont help very against is the terran which it is part of so why would terran have an attack that harms thier own race?? First on thier massive armor is Irradiate i think is how its spelt. This is your best friend when fighting the zerg, its a swarm of parasites that deteriate any non mechanical unit. Use this when swarms of units are around as only one cast of this mighty plague can take out several units. Second is the Electrol Magnetic Pule aka EMP, this sends all protoss shields to zero which is extremely usefull if your enemeys mass build archans as they have 300 shield but only 10 life which makes them a one hit kill. Third would have to be the Defensive matrix which basically amplifies the life of any unit its cast upon, for a short period of time that is, or untill its destroyed. Fourth would be its a detector which is always great versus any race as every race has units that are un-attackable unless there are detectors around.
If this isnt enough to read i can easily go into detail about each and every unit for each and every race, I.E what thier pros and cons are. Untill requested to do so im done for now... sheesh my fingers hurt now :\
Demosthenes
2003-11-30, 09:58 AM
Ghosts. They can cloak, lockdown, and best of all nuke.
Emp + Nuke can be quite effective against toss. But ghost and nuke are quite useless against zerg.
Valmar
2003-11-30, 10:11 AM
Let me drop a nuke on your tech tree and tell me if you still say its useless. Or better yet, lemme drop one on your chokepoint defence and see what you have to say then. Better yet, dont let me, try and stop me. Makes it more fun.
Funny, zerg have ol mostly everywhere. Making it easy to detect any nuke. Considering all zerg unit are actualy fast and very fast. Taking down the ghost would be easy.
If in anyway you actualy hit which is very unlikely.
Tech tree... It wont destroy building lol. Unless you nuke twice!
Any good zerg player will keep his tech building at good distance. They will actualy have some at more then one expention in some occasion.
Chokepoint defence...Zerg always have little in defence and in most time it's only to delay the attack to build up a strategy.
Valmar
2003-11-30, 10:34 AM
Wel either way, ghosts suck they die very easily. I was just pointing out the fact that nukes are effective against any race. If you do however send a ghost to nuke, im sure there will be other units destracting for the ghost and in fact if you did find the ghost and start attacking him id just drop a def matrix around em while me other units take the attention of my ghost ;)
Farting_Pumpkin
2003-12-01, 03:11 PM
For me i would have to pick wraith
wraiths own when they are upgraded fully
what you do is mass wraiths and simply fly into the base and go to the nexus, hatchery, or the terran base and stop them there. instantly it will kill all miners then go for the base.
Another way that wraiths are useful is when you yourself is being attack bye carriers, bc's, guardians and devourers. simply b/c of there ability to cloak and the air missles
so my pick would definatly be the wraith
`Insolence`
2003-12-02, 09:17 PM
Well, thats interesting Krazie, wraiths are expensive, and do HORRIBLE ground damage, and have little life.
3 observers make them almost useless, in any attack with protoss.
Overlords, make them almost useless, again.
Only effective, imo, against un-obbed carriers, or with other units (microed effectively) in a TvT attack.
Wraiths depend Heavily on other units (sci vessel, valk, bc) and other air units depend on them (again, sci vessel, valk, bc)
Kidagakash
2003-12-03, 09:00 AM
zerg hydra. my fav.
StarcraftGhost
2003-12-03, 09:08 AM
"Ghost suck" Oh hell no. I did NOT just read that. Boy, you take that back before I blow an aggression inhibitor! Ghost are one of the most invaluable Terran units in the game! Once I wont a game with just ghost because the player was so good, we both were nearly out of minerals and mainly had gas (since its infinite). So guess what units I had to spam out? ;) With their ability to lock down dangerous units (Carriers, Reavers, Shuttles, Goons, list goes on), their ability to nuke, and even cloak, they can be invaluable in battle if not taken long. Many battles I've lost because a reaver spammed away all my marines and carriers took out my tanks, all because I didn't have one damn ghost to lock that reaver down. Ghosts Own!
Yeah can be good. They just suck with their attack against medium and large unit. But then again thats not how you should use them.
EX-Mania
2003-12-18, 11:26 AM
Off subject, i want to see valmar and Sov go at it
Zergling sex ? Sound funny.
Sovereign
2003-12-18, 03:32 PM
:: smacks ex-mania:: bad sup mod, throwing my thread off topic. When i get sc reinstalled ill play everyone. Wait your turn to pwn rusty old me.
Thanatos
2003-12-18, 03:47 PM
/me is waiting. Plus, I want to tell you more about the wonderful world of FoG. :)
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