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What are the strengths and weaknesses of each race in Starcraft 2?

Starcraft 2 has gone through seven years of development, and each race has experienced its own strong and weak periods due to the balance adjustment of the troop types, but overall the balance is maintained in a relatively stable situation. Due to the frequent adjustments made by the official, it is rather one-sided to talk about the advantages and disadvantages from the troop types, but the core mechanism of each race is basically always the same, and their racial mechanism also defines the inherent advantages and disadvantages of each race.

First, let's talk about the Human Race:

The Human Race's macro mechanics are the most traditional of the three races. First of all, let's talk about the operation mechanism, the operation mechanism of the human race is the most standard RTS mode, the form of barracks out of the soldiers, a barracks a capacity, soldiers from the barracks out to support the battlefield. However, the existence of technology pendants and reactors provides new options for this basic troop production mode. Compared to the other two races, the Humans are at a disadvantage in terms of operational mechanics, having neither the flexibility to transform nor the quickness to support. Talking about other special mechanisms, the existence of the mining mule supplements the shortcomings of the human race in replenishing peasants slowly, and in the late stage or the remnants of the game, the mining mule is an advantageous tool to restore the economy. It can replace the presence of farmers to free up more population for troops.

Next, let's talk about the Divine:

The Divine's operation mechanism has changed the most compared to that of Starsector 1. The introduction of the folding mechanic has brought a qualitative improvement to the Divine. In my opinion, the Divine's leaping mechanism is the most powerful of the three races. On the one hand, the Divine's folding mechanism has higher flexibility, because the Divine's folding can be instantly converted into troops, so the Divine can either stagnate for a long time and wait for a wave of outbursts, or use a large number of barracks in the late stage to instantly buy life. In addition, the Divine's Folding Leap is folded in the Crystal Force Field and can be teleported anywhere at any time, which greatly enhances the Divine's mobility, which is especially noticeable when the Divine is playing a wave. In addition special mechanics, the latest version of the Mothership Core was removed, but the Gods still have the only heroic unit of the Holy Mothership in the entire game, coupled with Star Acceleration's support for operational technology, the Gods' special mechanics are very powerful in the first, middle and late game.

After that comes the Bugs:

The Bugs' operational mechanics have changed very little compared to the first generation, with the most significant change being the appearance of the Queen; larval injections can bring higher production capacity to individual bases, while good or bad injections are also an important criterion for evaluating the strength of Bugs players. In addition the fungus carpet outreach is also a very powerful mechanism, which can improve the mobility of the Bugs, but also provides a large number of vision for the Bugs, the fungus carpet and the egg injection is a major test of basic skills. In addition, the Queen herself is also a special combat unit, in the fungus carpet Queen has an average level of movement speed, air to ground, high life value, the base 1 point of armor, in the low-level units in the combat superior, but out of the fungus carpet, the Queen's movement speed sharply reduced, which also limits its play in the offensive end.