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Starcraft 2 project haven classes
Starcraft 2 project haven classes












Scales relatively poorly, relying on tech units like Liberators or Battlecruisers to deal with late game threats. Marines and Marauders are relatively cheap, meaning that you can replenish your army quickly.īio is very momentum-focused - losing too much infantry or getting pushed back often means giving your opponent a lot of room to breathe.įragile versus area-of-effect damage - beware of Siege Tanks, Banelings, Lurkers, High Templar, Colossi, Disruptors, and more. Splitting and pickup micro gives the player tremendous room to improvise.Ĭompatible with many different additions - use Siege Tanks for stability, Widow Mines for mobile damage, or Liberators for area lockdown and air superiority.ĭrop play allows for easy harassment without losing momentum. Low skill floor - just building the right units and attack-moving will often win games. With a low skill floor, high skill ceiling, and tons of room for adaptation, I would highly recommend learning bio Terran to anyone new to Starcraft. And with the Medivac's ability to load and drop units, harassment fits seamlessly into the bio parade push. It's capable of smashing certain armies with little micro, but against the correct tech, splitting and positioning are vital. Bio is the predominant Terran style, so we'll cover that first, and talk about mech in the next section.īio Terran is a classic, beautiful composition - every unit shows off its strength while covering the others' weaknesses. Terran is unique in that it has two wildly different playstyles, bio and mech: "bio" meaning biological, focusing on Terran's biological units, meaning Marines, Marauders, and Medivacs and "mech" meaning mechanical, focusing on the mechanical units, usually Siege Tanks, Thors, and Hellbats.

starcraft 2 project haven classes

Protoss lacks strong base defense, often getting picked apart in the midgame by harassment.

starcraft 2 project haven classes

Protoss tends to be "technical," meaning requiring a lot of moving pieces to function - missing Storms or Disruptor shots puts you at a huge disadvantage. Protoss armies are quite slow, relying on Nexus Recall to get out of sticky situations. Warp-Ins give Protoss arguably the strongest harassment options of the three races.īetween Phoenixes, Void Rays, Oracles, and Tempests, Protoss sky armies are the strongest of the three races. Protoss units are individually the strongest - one Zealot beats 2-3 Zerglings, one Stalker beats 2-3 Marines, etc.ĭiverse spellcasters - Sentries with Forcefield, High Templar with Psionic Storm, Disruptors with Disruptor Shot, etc.Ĭhronoboost allows for precise control over timing attacks and builds.

starcraft 2 project haven classes

But for those with the patience to master each piece, Protoss offers unmatchable sturdiness, expressive micro techniques, and a massive toolbox of dirty tricks to catch an opponent off guard. Protoss armies generally require the most control - Sentries need to deploy precise Forcefields, Disruptor shots need to be aimed, and Stalkers have to be Blinked back and forth for the Protoss army to function at its best. Protoss is the slow, technical race, controlling a relatively small part of the map, but pushing inexorably from its solid foundation. Getting into Starcraft 2? Trying to decide which race to start with? Look no further - This guide will take you through every race's strengths and weaknesses, and what kind of player should play it.














Starcraft 2 project haven classes