03-07-2010, 11:12 PM
#31
03-08-2010, 12:25 AM
#32
Personally I don't see any merit to the idea, it probably wouldn't be utilized much (what would it be used for?) and you'd want supply depots to be in front of your bunkers anyway to prevent melee targets from attacking them.
03-08-2010, 12:28 AM
#33
First off it wouldn't work at all.
Supply depots cannot reemerge and split forces when there's a huge army present. The supply depots are trapped.
Therefore, if you were under attack and you submerged your bunkers, even for a split second, they'd be stuck down and you couldn't use em'.
03-08-2010, 12:54 AM
#34
What? They have a range 5. And just like in SC1, Bunkers give +1 range, thus giving them range 6.I feel that since marines have such short range now, with no upgrades, bunkers are relatively useless...even with +1 range, many units outrange marine/bunkers, so it's just too easy to avoid or deal with.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
03-08-2010, 01:36 AM
#35
Correct me if I'm wrong, but many units now have 7 range. If you're using marines against void rays, the bunker is useless because the VRs have range 7, as do banshees. If you wall-in with supply depots in front, units like immortals can shoot the depots while being out of range of the bunkers. If you're going against mutas, it's more cost-effective to build several turrets, which have range 7 and detection, than building bunkers.
03-08-2010, 02:18 AM
#36
Of course it does. Void Rays are supposed to be good at killing buildings; it's part of their job. If upgraded Bunkers could shoot back, then it wouldn't be doing its job. Same goes for Banshees.Correct me if I'm wrong, but many units now have 7 range. If you're using marines against void rays, the bunker is useless because the VRs have range 7, as do banshees.
Except that you can't salvage turrets; you can salvage bunkers. So if you build Turrets that never kill anything, that's money lost. While Bunkers can be salvaged once the danger of Mutalisks has passed (assuming they don't tech-switch back into them).If you're going against mutas, it's more cost-effective to build several turrets, which have range 7 and detection, than building bunkers.
Also, Marines in upgraded bunkers kill Mutalisks faster (unless they have armor upgrades). And Marines in bunkers get the benefit of attack upgrades, which buildings don't.
It's a simple tradeoff.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis
"You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics
"We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder
StarCraft 2 Beta Blog
03-08-2010, 06:36 AM
#37
03-08-2010, 08:19 AM
#38
03-08-2010, 08:22 AM
#39
Bunkers are so crazy X_X
Most terran players neglect to bring 3-4 scvs with there army! Very useful for proxy turrets and bunkers.
Proton Cannons seem about as good as they've always been, and spine crawlers can move around which makes them a better investment than they used to be!
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03-08-2010, 08:46 AM
#40