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TopicWhat are the most powerful abilities in games that end up useless?
agesboy
04/15/24 11:11:43 PM
#26:


Since you brought up SC2, as a Coop veteran, Artanis's Tempests. They do relatively high damage per hit, have absolute massive range, are aerial, and you can kite while shooting. They sound like an ultimate unit that if you can get a bunch out you've already won the map. In practice? You have 15 ships firing on one zergling in a group of 30, overkilling the hell of it with a slow rate of fire, as the other 29 run past you and murder your base. The unit is essentially only good at killing buildings, which is only actually the objective in one map. Compare this to mass Battlecruisers or Carriers and while those take as long to really get off the ground macro-wise, they can both handle small and larger units extremely well, don't waste firepower on overkill very much, and are only really countered by hard counters like Vipers, mass Scourge, or whatever the hell Terran does in coop. Basically, enemies in coop use their numbers to offset how dumb the AI is, and Tempests just are usually not functional against mass anything

Instead of these basically vanilla campaign/versus units, on Artanis, you can warp in Zealots with charge and even better spin than usual, Phoenixes that can lift two units, and his Dragoons have extra range and are easy and safe to mass like sniper Marines (I should also note you can effectively immediately warp them in anywhere). Best part is you don't even unlock Tempests until later on in progression so you assume they should be good enough by default. Not really!

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