Best Static Defense #2: Kerrigan | Starcraft II: Co-Op
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- Опубликовано: 29 окт 2024
- Starcraft II Co-Op Solo Mission: Temple of the Past
Co-Op commanders have some of the most stalwart static defense in all of real-time strategy. They feature insane ways of holding locations secure.
I devised a setup to compare their performance against each other using a solo on Temple of the Past. I will be comparing their total damage ratio, their ability to defend the temple, their survivability, and their popularity with people.
We have Kerrigan next with lurkers and crawlers, that have the ability to root and hold a spot, shoot faster with the first prestige, and have extended range on the Lurkers with the upgrade.
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I think you need lost units to be based on minerals, I don't think it works if you treat a marine the same as a monolith
(And if you want it to remain a % just time each unit by its price, and you'll get survival rates adjusted for mineral cost)
That's a lot more work
Probably, it will not change too much. If you lost 2/3 of your army potential - that's still a big loss, no matter how you calculate it exactly.
Just imagine trying to play without the macro masteries as kerrigan and using heavy gas units.
All her units are very good and she has good additional utility mechanics (worms and the creep buff) but by god everything takes too long to upgrade and is too gas heavy
Does that gas trick work on every map?
I use omega worms as meat shields and walls. surround lurkers with omega worms and they are significantly harder to break. Of course it's not uncommon for me to build 6+ omega. ;)
those are some rookie numbers, pump them up! This weeks mutation i made over 50 omega worms, the entire map was just covered with the fuckers
Nydus worms making free walls.
Kerri has great defense.. against ground. For air comps she has almost nothing (aside from Hydras and Mutas but those are far from static lol) - just bog-standard spore crawlers. Even Kerrigan (w/o prestiges) is fairly weak against air as she can only hit them with her default attack and Immo Wave.
So I'd say even though she slaughters ground with Lurkers against air Raynor is better, as bunkers + marines can shoot up. And Raynor can clear ground almost as good with Vulture + Spider mine + 8+ Orbitals combo.
As a whole I personally like Kerrigan much more than Raynor, but overall for static d I'd give it to Raynor for versatility of his defense and defensive options.
Gotta love kerrigan!
i like lurkers
lurker spam is hilarious hahaha