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Thread: Bunker

  1. #1

    Default Bunker

    Does anybody think that the bunker lacks in comparison to the Spine Crawler and Photon Cannon? Both the Spine crawler and the Photon Cannon cost 150 minerals in comparison to the 100 of the bunker, but it actuall cost 300 minerals to have a full bunker.

    -Spine Crawler 300 hp, 20 plus 10 dmg vsA , range 7
    -Photon Cannon 250 hp, 20 dmg , range 7
    -Bunker 400 hp( 4 marines->) 4x6 dmg , range 5+1

    For a such a defensive race their main defense building realy isn't anything special, it cost tvice as much as other.In sc1 it was used only early game.

    So im suggestion a tiny boost to the bunker. Since there are no medics in sc2, the bunker could heal units inside it. If it would heal at the rate of the roachs regeneration, in my mind that would be just perfect.


    Do you think it would be plausible than the bunker would heal units?

  2. #2

    Default Re: Bunker

    I believe this was brought up before on BF.
    If it did have heal, people will just attack the bunker first before attacking the marines
    and if you could micro them in and out to heal (3 in 3 or so out). the enemy would just focus fire on a marine and kill it before it could be microed back inside.

    It would be useless for anyone other than noobs.

    The reason the bunker isnt as strong as the crawler or cannon is because the terran can salvage the bunker and get full minerals back so they can move it up further

    also, if the bunker dies theres still the units that are able to attack unlike with cannon or crawler.. if they die, then the damage stops.

    Bunker is fine the way it is.
    MAGIKARP USE A SPLASH ATTACK!

  3. #3

    Default Re: Bunker

    Does anybody think that the bunker lacks in comparison to the Spine Crawler and Photon Cannon? Both the Spine crawler and the Photon Cannon cost 150 minerals in comparison to the 100 of the bunker, but it actuall cost 300 minerals to have a full bunker.
    There's quite a few details you're leaving out.

    For one thing, units can use abilities from inside a Bunker. Have Stim Packs for your Marines? Bam, all of a sudden your Bunker's attack speed goes up by 50%. That's going to make a huge difference.

    Second, Bunkers can be repaired mid-combat. The other races heal (Protoss only partially) at a slow rate or out of combat, but Bunkers you can keep alive as long as you throw more money at it. Not only that, but once you no longer need an old Bunker, you get a full refund!

    Finally, as you yourself showed, they're much, much meatier. 400 HP vs. 300 vs. 250. It's a huge difference. Especially when you consider that that's 400 HP you can be repairing with 3-4 different SCVs at the same time.

    edit: and as RTS pointed out, the damage keeps going for an additional 160-225 HP after the Bunker itself dies.
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  4. #4
    TheEconomist's Avatar Lord of Economics
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    Default Re: Bunker

    Repair owns as well. Don't forget that.

  5. #5

    Default Re: Bunker

    Ughhhh

    Pure.Wasted I feel dumb for leaving out abilities and repair haha
    The two most important part about the bunker

    Thanks for showing me up
    MAGIKARP USE A SPLASH ATTACK!

  6. #6

    Default Re: Bunker

    I think the Bunkers are plenty powerful as it is right now. Rather, I think it's more like the Protoss are too advantaged with their super all-in-one base defense that also spots invisible things. While the Bunker costs at least 300 minerals to fully equip, it has a cumulative hit point total of 560 to 620 when fully loaded with Marines. Plus, it has the options to have a Marauder in the mix, slowing down approaching enemies. Then, there are infantry abilities such as Stim Packs, Snipe, EMP and maybe even D8?

  7. #7

    Default Re: Bunker

    Quote Originally Posted by mr. peasant View Post
    and maybe even D8?
    Doesn't D8 harm friendly units/structures too?
    and those don't really go far so its kind of a suicide attack if you used those inside a bunker.

    But I could be wrong. I am not sure how D8 charges work.
    MAGIKARP USE A SPLASH ATTACK!

  8. #8

    Default Re: Bunker

    Doesn't D8 harm friendly units/structures too?
    and those don't really go far so its kind of a suicide attack if you used those inside a bunker.

    But I could be wrong. I am not sure how D8 charges work.
    Well, if it does work it’d be a great last ditch attack against a swarm of zerglings or other melee attackers that surround the bunker.


    Back with all gun's blazing.

  9. #9

    Default Re: Bunker

    Quote Originally Posted by RainbowToeSocks View Post
    Doesn't D8 harm friendly units/structures too?
    and those don't really go far so its kind of a suicide attack if you used those inside a bunker.

    But I could be wrong. I am not sure how D8 charges work.
    Yeah they do harm friendly units too. But from the videos id saw that a D8 could be thrown just outta range from killing the bunker. But idk, i could be wrong.

    Besides, theres better options with the reaper than shoving a bunker full of them.
    "I Bring Visions Of The Dammed Through My Dead Eyes"

  10. #10

    Default Re: Bunker

    Er... also keep in mind the cost for equipping that bunker is units you can use wherever you chose to. There's no added expense unless you are not building barracks units at all.

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