unit guide chart?

Discussion in 'StarCraft 2 Strategy Discussion' started by undersinjake, Oct 4, 2010.

unit guide chart?

  1. undersinjake

    undersinjake New Member

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    I was wondering if anyone here knew where to find or could make something in photoshop or something a unit chart to print out. I play protoss so obviously need it for that but could be for all races. I'm talking about a chart that has each unit and what it is strongest against for counters.
     
  2. Prawn108

    Prawn108 New Member

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    From:
    don't look up
    there is a help button on the top of the screen in game near menu and achievements and such. it has all that stuff laid out pretty well.
     
  3. toochaos

    toochaos New Member

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    you dont need one you learn what each thing is as you play as for "counter" sc2 isnt that simple as x may beat y dependin on a-z
     
  4. Stirlitz

    Stirlitz Member

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    Greece
    Try playing a map like "Hard Counter" or "Unit Test Map" and make units fight each other. You'll prolly see that there are no real counters except for special cases(like mass thors annihilating mass mutas) rather it's a matter on how much you exploit each unit's strengths and weaknesses like speed, range, position advantages, microing correctly etc.

    Stalkers can generally die to marauders, but if you got blink and micro them well you can get around to that. Immortals can be microed around so that they lose their shields, go to the back of your army for damage support while regenerating shields and then moving back to the front again when fully charged. If the enemy chooses to chase he loses time spend dealing damage and so you get an advantage either way.
    Carriers lose to cruisers on a straight on fight but a carrier is faster than a cruiser and has 2 more range, so you can kite them around and kill them without taking damage. But again you have to notice the cruisers early as if they're already in your base then instead of pursuing the carriers they can just devastate your buildings instead so as a general rule carriers>cruisers in the open when microed while cruisers>carriers in the carrier's base :p
    Same applies to almost everything: A zealot can kill 2 marines if they're standing side by side un-microed, but 2 marines that spread around the zealot and 1 kites 1 attacks can dominate it. A ghost vs templar fight is also interresting: A templar can feedback the ghost and 1shot it but the ghost can also emp the templar dry of energy+shields and then kill it too.


    For a start working on having a solid build in your base and keeping your production up and effective is the best counter you can do to most strategies that are not cheese as sending a bigger army than the enemy is most times a counter enough by itself, given a healthy army composition. Then experience will show what works best against what and some little details require lots of attention and lots of times someone to show you the way.


    On the unit thing, play the "Hard Counter" map(it's my favourite) or the Unit Test Map and work a bit on unit fights yourself(these maps give you control of 2 opposing armies and you get to match units against units upgrade them, micro them etc). Don't take decisions on just boxing group A and attacking B and boxing group B and attacking A but rather try it lots of times by playing once this army, once the other, then using speed/ground/elevation to your advantage, trying different types of upgrades or trying focus fire vs attack move etc.


    As for countering in-action, that let's say your opponent goes for A unit and B unit of your army counters it, but you have no tech for it, while C unit from your army fares well against it and you have the tech, then go C and sod B.

    Day9 has a wonderful daily on this and how "counter" is really not a good term as it encomposes 2 opposed concepts which are "forcing" and "responding" an example of which is:
    I'll go DT harass so that'll force my enemy to tech observers, so that'll give him the option to also use immortals/colossi in his army mix, so from that place how do I go on? If he doesn't make observers he'll lose, so he's not countering DTs with observers, he has to respond to you with them, and if he already has observers before you make your dark shrine then making it might be a bad idea so he forced you to not go DTs so what should he do next, knowing what tactic you'll not be using?


    Anyway, day9 says it much better than I can give an example for and explains how you can transition to smooth responses much better than I could, so give the following video a shot, it's quite enlightening ;)

    http://www.youtube.com/watch?v=9u8ecuDhuZ8 (part 1/5 the other 4 are linked somewhere around there)


    Cheers!