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There seems to be an idea coming back and forth on those and Blizz forums to "make mech work". And the most important thing in "making mech work" is "making siege tank valid". I think that the general idea is right - but the way to do it is not simple at all.
Tanks in Brood War vs SC2
In BW the positional play was the key. There is a great blog post explaining how units and tactics used to work and how they work in SC2. Things are much different. BW matches tended to be slower, more positional, more tactical and more micro oriented (or at least the micro was of a different kind). SC2 matches are dynamic, macro oriented, and late game possibly spell-oriented.
ST usage (positioning, tactics, micro) was a very important aspect of playing Terran in BW. Well spread, well positioned in relation to map topography tanks used to be the key to victory. In SC2 they do not make that much of a difference. SC2 seems to be a game of numbers and strategies, where tactics influence the game only to the lesser extent.
Can Siege Tanks work in SC2?
I daresay not, in their current form. The Siege Tank as we know it right now is a relic of the past. It can never be strong enough to work as base defense on its own, and if we make it work like that, it'll be OP in the offense.
Why was ST added to SC2 in the first place? I think that the only reason it was was the sentiment of SC2 creators and the community.
I say: get rid of the current Siege Tank in LotV. Recreate it as a completely different unit, possibly having a similar intended role, but with completely different mechanics. How to do that? I do not know. I have some ideas, most of which are probably stupid, but I'll list them at the end anyway. But please consider my original thesis - Siege Tank has no place in StarCraft 2. It has to go. And we have to let it go.
+ Show Spoiler + Unit ideas: * Artillery Tank - machineguns with decent dmg (2x10?) and mid (6? 7?) range as a standard weapon, "artillery shot" as an activated cooldown-based ability: fires a single shot with AoE, much like standard tank * Bull Tank - siege mode goes, dmg/dps of a standard ST stays, range and speed go slightly up. A unit to sit slightly behind and add it's dps to the core of the army * Havoc Tank - long-range high rate of fire low-dps and finally large AoE dmg dealer; a kind of support unit for Bio, made to be effective vs lings/blings/hydra
   
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i actually agree with you, but i don't think they will do it
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LOL I had this same idea Great post. I think getting rid of the current siege tank is a good direction and changing the dynamic of the unit and also the race in general
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Hong Kong9151 Posts
relic
and the tank isn't base defense. the tank is for multi-screen-engagement-wide-advancing-siege-lines glory.
+ Show Spoiler [also] +
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relict exists as well 
I don't want the tank to go. They just have to push its stats a little further and we'll see it come back in TvZ.
Tank lines ftw!
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I don't know I use them just fine in Marine tank medivac style. In TvT they are pretty good the entire game until that super late game where you might start getting BCs. You can place towers and turrents to help deter drops. Marines give you mobility to do lots of things. Tanks give you space control, and a ton of dmg. TvZ Marine tank works really well, but you do have to move slowly, unlike bio/mine. And the later stages of the game tanks do lose value vs ultras because if you don't have enough tanks ultras will just eat shots and than kill the tanks lol. TvP honestly going anything but bio in this match up seems silly, so you won't see tanks unless you are doing a 1 base or 2 base all in. This is just what I have experienced throughout my 4000 game playing career lol.
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1001 YEARS KESPAJAIL22272 Posts
Shorten siege/unsiege duration
Problem maybe solved
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No god please no. The tank is like the most interesting unit in the whole game. The fact that they are not really usable when they should be the most iconic terran unit is the thing that made me stop playing sc2.
If anything they should buff them to the point that they are OP and nerf other terran units to compensate.
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Netherlands45349 Posts
they need to buff the Siege tank sound in SC2.
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Canada11264 Posts
On September 27 2013 23:17 lichter wrote: Shorten siege/unsiege duration
Problem maybe solved What's the point of seige mode then? It doesn't cost anything, you don't have to research anything, and you are proposing to narrow the window of vulnerability. The solution is to make that window of vulnerability worth it. But based on all the things in SC2 that can snipe the tank, I am almost in agreement with the OP. Somehow I think even if tanks were viable, we'd get passive tank-viking again and not the dynamic tactics of Mech Play. Maybe SC3 can finally figure out the siege tank.
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United Kingdom1381 Posts
I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker.
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United Kingdom14103 Posts
On September 27 2013 23:39 iHirO wrote: I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker. Well they do do half the damage they did in BW.
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Dear god, it's everything I love on one webpage.
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What if they upgraded the Siege Tank to have anti air capability like the apocalypse tank in red alert 2 so it will have less weakness to air units then..
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On September 27 2013 23:52 Targe wrote:Show nested quote +On September 27 2013 23:39 iHirO wrote: I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker. Well they do do half the damage they did in BW. And cost 25 more gas and 50% more supply.
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You have no idea what your talking about as far as Broodwar
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On September 27 2013 23:52 Targe wrote:Show nested quote +On September 27 2013 23:39 iHirO wrote: I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker. Well they do do half the damage they did in BW.
I think that is to compensate for the fact that the AI in sc2 does not overkill like BW tanks do.
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Its relict of the pas....
Artosis sniper.
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United Kingdom14103 Posts
On September 28 2013 05:48 Megaliskuu wrote:Show nested quote +On September 27 2013 23:52 Targe wrote:On September 27 2013 23:39 iHirO wrote: I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker. Well they do do half the damage they did in BW. I think that is to compensate for the fact that the AI in sc2 does not overkill like BW tanks do.
On September 28 2013 04:12 Shady Sands wrote:Show nested quote +On September 27 2013 23:52 Targe wrote:On September 27 2013 23:39 iHirO wrote: I think a lot of the problem is that air units in general are a lot stronger in SC2, meaning that tanks are corresponding weaker. Well they do do half the damage they did in BW. And cost 25 more gas and 50% more supply.
I do know these things guys, I was just pointing out the difference in damage.
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