So at one point I was going to make a big long post dissecting the uses and benefits of the entire Zerg line-up. As well as improvements that I thought should or could be made to each units. Well, I wrote up that post, and I'll actually probably use it for this one, but in general I think this is a better idea.
Basically, the idea behind this post is to take one unit from StarCraft 2 a week, I'll post my analysis of that one unit and improvements that I think could be made to it. Monday seems like a good day, so we'll start now.
The first unit I'll be doing is one that we've been discussing in a multitude of topics through out the forum.
The Phoenix.
The Phoenix is the Protoss' basic air unit. As something of an expy to the Corsair it is obviously an air superiority fighter. And it has the anti-gravity ability this serves the purpose of allowing the Phoenix to attack ground targets as well as disabling key ground targets. Such as tanks or immortals.
In general, I think the Phoenix is a good replacement for the corsair. Initially, it serves the same purpose. As the fastest unit in the game, it makes for an awesome scout. Particularly in Protoss versus Zerg games. From a teching perspective it's by far the earliest air unit. Terran will not have Vikings and Zerg will not have Mutalisks when it comes out, particularly if you make use of Chrono-Boost. And the Queen, Marine and Hydralisk are too slow and cumbersome to catch it. (Any damage it takes, it will also regen back very quickly.)
It's second use in the game, is as an ATA unit. It's got a fast-attack and a light bonus. This makes it an excellent counter for Mutalisks, Banshees and Ravens. Shutting down any air-based harassment unless they have overwhelming numbers. They're also fairly good against Vikings and Void Rays and they can take on Corruptors, even though they lose cost-for-cost. And of course they prevent Nydus and really any kind of drop from occurring with their incredible speed and attack power.
Their third role, is of course, harassment. Like the corsair, they're excellent for hunting down stray scouting Overlords, but with anti-gravity, they're also very good at using their quick speed to completely bypass their opponents army and kill key units in their bases. They're very good against workers, and they can even kill the Queen when you've bunch up enough of them.
The other thing to consider when looking at the Phoenix, is that as far as teching goes, when you build the Phoenix you're also getting the Void Ray for free. Now the Void Ray is possibly one of the worst units in the game against units. But easily one of the best units against buildings. The Phoenix I would consider the opposite. It's one of the best units in the game against units, (unless we're talking about mass marines or hydralisks or even stalkers) but it's completely useless against buildings.
So I think this relationship must be kept in mind when one looks at the Protoss air army. The question of do I get the Void Ray first or the Phoenix first is a good one. The Phoenix will give you more mobility and speed (and air CONTROL), but the Void Ray will give you more fire-power and has more general use in your army. The key thing to remember here, is that they're at their absolute best when you have both. So starting with one Void Ray and one Phoenix might even be a good idea. Phoenix disables a ground unit while the Void Ray kills it.
As far as improvements for the Phoenix goes, I don't think it can use too many. I think it's very strong in the role it fills right now, and I think that role is a lot broader than many people think it is. Air superiority is the name of the game, and in StarCraft 2, with banshees, medivac dropships, brood lords and what have you, what an important role that is. Having said that, I think it's base damage is a little low, and I think there are problems with the auto-acquiring AI when it comes to anti-gravity at times (the Phoenix will not attack an AGed unit unless it is already in it's range I'm pretty sure.)
So if I had to suggest one improvement it'd be to improve it's AI a bit, and to maybe make some it's bonus damage, base damage. (So maybe (7 + 3) x 2 instead of (5 + 5) x 2.) That'd improve it against the Viking (which it's an INTENDED counter for). And make it a bit less useless against some of the bigger units in the game. But other than that, I think this is just a bit of a unit with a learning curve, that's in one of the weaker tech-trees of the game.
So I'm planning on considering doing these in the future. I think next week I will do either the Thor or the Queen. I haven't decided, so feel free to vote if you want.




Reply With Quote


