useless and amusing Brood War mechanics trivia
• A medic can blind a zerg egg, and the unit that hatches will be blind. You might have thought that any eyes were hidden away inside the egg.... If 2 zerglings or 2 scourge hatch, they will both be blind. It’s a cute detail that has no practical use whatsoever. Ensnare and other effects work similarly with eggs, but it’s not as funny.
• If a science vessel irradiates a high templar, does the high templar have any chance to live? It could merge into an archon; that saves it. There is another way. If the high templar is next to a full shield battery, the battery has enough energy to save the templar by repeatedly charging its shields (the battery is left nearly empty). I don’t think I’ve never seen a high templar get irradiated in a game. Of course it’s the same for other biological protoss units besides the high templar, but why would you save another unit?
• A medic can heal biological units of any race. Zealots + medics make a fearsome combination. Ultraling + medics is nasty too, but harder to use well; healing close to the 400 hit points of one ultralisk will drain a medic, and the zerglings are too many and don’t stay put. These things come up in some kinds of nonstandard games. One day I wondered, “Wouldn’t medics go best of all with mutalisks?” But it turns out that medics can only heal ground units.
What’s your favorite curious and useless trivia about the game mechanics?
Comments
skar1ath on :
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krasi0 on :
BTW, IMO, you should never try to heal a plagued unit. The plague is going to just drain the medic's energy with little or no benefit in the end.
Jay Scott on :
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Hannes Bredberg on :
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High_Templar_Lives_Matter on :
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skar1ath on :
skar1ath on :
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Paul Goodman on :
IMP on :
A lesser-known, but very interesting: All stationary detectors have detection range 7 and all mobile detectors have range 11. But all mobile detectors have sight range < detection range while un-upgraded.
IMP on :
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