• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:50
CEST 01:50
KST 08:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues25LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
Pros React To: SoulKey's 5-Peat Challenge ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams
Tourneys
[ASL20] Ro16 Group B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN CPL12 SIGN UP are open!!!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile General RTS Discussion Thread Borderlands 3
Dota 2
LiquidDota to reintegrate into TL.net Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1201 users

Devil's Advocate III: Siege tanks blow - Page 2

Blogs > SiskosGoatee
Post a Reply
Prev 1 2 All
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-02-06 12:14:15
February 06 2014 11:37 GMT
#21
On February 06 2014 19:48 Zaphod Beeblebrox wrote:
I think most people here agree that the Siege Tank in its current form is just bad. The reason BW Tanks are brought up is because those actually made for some interesting and fun play.


I think most people here disagree that the Tank in its current form is bad at all outside of TvP.
You should watch current Mech vs Zerg or Mech vs Terran. Pretty good stuff, fun and interesting and whatnot.



Hence a discussion of Tanks without bringing up BW is basically impossible - They worked back then, so it should be possible to make them work again.

CnC had many more tank units. Basically every RTS game has siege units that have to be somewhat static to attack. Still it doesn't make sense to throw in all of those units "because they worked in that setup" because the setups were different to begin with.

The thing is - Tanks have basically nothing left of the things that made them the icon of Terran gameplay. Their damage is gimped, smartfire make them less dynamic, they don't have the exellent support units like vultures and goliaths to back them up and overall game design makes terrain and positioning matter less.


Which is simply not true. Their fire cooldown is greatly decreased compared to Broodwar, thus their damage against former small and medium targets has actually gone up. What has decreased is their damage to the shields of Zealots and Archons + the Immortal has been introduced.
Hellions/Hellbats/Thors/Ravens are all excellent support units in one way or another and with the shared upgrades of Mech/Air Units Vikings have become the SC2 Goliaths of Mech (and have always been in TvT) just much more interesting.
You have a point with smartfire and high ground adavantage, but on the flipside, some additions like the SC2 supply depots or PFs also greatly help them to use Terrain, and it's not just a disadvantage, e.g. in a situation where you have a lowground expansion you'll have your tanks on the low ground to defend against the highground (e.g. Frosts 3rd base)

But then again, it's not a discussion about "BW tank vs SC2 tank". It's very simply his views on the SC2 tank, whether you think there is potential or not, potential is nothing that is actually there and every unit and concept always has potential.
Falling
Profile Blog Joined June 2009
Canada11363 Posts
February 06 2014 17:49 GMT
#22
And once tanks are sieged they stay sieged. The point is, don't siege in the wrong spot so you can't run away and don't _get_ trapped by forcefields in a bad position. You can probably imagine that if you run through a choke without a flank that half of your army is going to get sliced out by a skilled wielder. So don't do it.

There's this little thing called 'unsiege.' And when the seige tank dynamics are firing on all cylinders, that actually becomes a decision on whether to stay seiged or to mitigate friendly fire due to overkill. Both sides are interacting and making decisions based on whether the tanks are seiged or not or whether to unseige or not. With FF's there is interaction prior to casting (baiting FF's), but once a FF has blocked a route, cut off a group, or trapped a group, control is essentially ceded to the player who laid down the FF's.

I'm sorry for bringing it to BW vs SC2 that wasn't my intention. I guess I could have said that SC2's tanks in the current iteration are not particularly interesting and just left it there. But there's more to the tank than what we currently see and I wanted to present why the tank could be much better that is, part of the solution.

@BigJ the increased rate of fire is part of the problem imo. Better burst damage opens up more interesting play rather than simply making the tank fire more often.

I guess in conclusion if I can't present any positive examples... you're right? The tank blows?
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 06 2014 18:37 GMT
#23
On February 07 2014 02:49 Falling wrote:
Show nested quote +
And once tanks are sieged they stay sieged. The point is, don't siege in the wrong spot so you can't run away and don't _get_ trapped by forcefields in a bad position. You can probably imagine that if you run through a choke without a flank that half of your army is going to get sliced out by a skilled wielder. So don't do it.

There's this little thing called 'unsiege.' And when the seige tank dynamics are firing on all cylinders, that actually becomes a decision on whether to stay seiged or to mitigate friendly fire due to overkill. Both sides are interacting and making decisions based on whether the tanks are seiged or not or whether to unseige or not. With FF's there is interaction prior to casting (baiting FF's), but once a FF has blocked a route, cut off a group, or trapped a group, control is essentially ceded to the player who laid down the FF's.
And there's such a thing as fighig with your entire army once you are cut or running away with the free part, focussing down sentries with the trapped part but otherwise accepting that it's loss, it's a decision to know when to stay fighting and to know when to cut your losses just as much. And the same applies to siege/unsiege, the moment you unsiege to run you are taking damage and losing tanks while you are doing it to get away with a part of your army sacrificing anothe rpart, it's the same decision.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Falling
Profile Blog Joined June 2009
Canada11363 Posts
February 06 2014 20:51 GMT
#24
Except for the part where you literally can't move a part of your army.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 07 2014 04:17 GMT
#25
You literally misuse the word 'literally' and you also buy into this ridiculous myth that there is no micro on the part of the person being forcefielded. Part of the extreme success of Stephano in ZvP was his apex anti forcefield micro and decisions. The moment any amount of roaches from Stephano got boxed in he would always press them forward and immediately go for the sentries while he would always make the right decision with the part that wasn; t, either flee or continue to spread it to also partake in the battle.

People who say that the other player can't micro with forcefields are just repeating a stupid myth and it's indicative of that they either see what people tell them to see, don't play the game, or are bad at it. It doesn't even make sense on a super basic level, if Zerg couldn't micro but Protoss could that means it would all depend on the skill of Protoss, meaning that PvZ would be ridiculously Protoss favoured at high levels and ridiculously Zerg favoured on low levels.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Big J
Profile Joined March 2011
Austria16289 Posts
February 07 2014 08:51 GMT
#26
@BigJ the increased rate of fire is part of the problem imo. Better burst damage opens up more interesting play rather than simply making the tank fire more often.


I think that is so-so. Like higher burst, lower rate of fire would be worse for situations where you one shot units already which e.g. would make tanks worse against ling/bling unless you went to like 70 or more damage per shot against them, in which case the 50% radius damage also oneshots.

Anyways, I think the point of the blog (and it's predecessors) isn't as much to discredit the siege tank, but to use arguments that have been commonly used against FFs or Fungals or Swarm Hosts against it. And thereby show that it's not about "the antimicro" or "the mobility" or "free units".
At least, that is what I take those blogs for. I very much agree with most of what he writes about tank, just that I do like the tank for those exact reasons, just how I did like the WoL Infestor for being such an awesome versatile, defensive unit.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2014-02-07 21:26:20
February 07 2014 21:21 GMT
#27
On February 07 2014 13:17 SiskosGoatee wrote:
You literally misuse the word 'literally' and you also buy into this ridiculous myth that there is no micro on the part of the person being forcefielded. Part of the extreme success of Stephano in ZvP was his apex anti forcefield micro and decisions. The moment any amount of roaches from Stephano got boxed in he would always press them forward and immediately go for the sentries while he would always make the right decision with the part that wasn; t, either flee or continue to spread it to also partake in the battle.

People who say that the other player can't micro with forcefields are just repeating a stupid myth and it's indicative of that they either see what people tell them to see, don't play the game, or are bad at it. It doesn't even make sense on a super basic level, if Zerg couldn't micro but Protoss could that means it would all depend on the skill of Protoss, meaning that PvZ would be ridiculously Protoss favoured at high levels and ridiculously Zerg favoured on low levels.

First, Stephano's engagements were special because:
1: He had sick surrounds
2: He could micro really, really well. This includes stuff like targeting down key units and getting just enough of his units in just the right spot to take down those key units. His infested terran bombs were also an example of micro; he could quickly launch a perfect spread of infested terran eggs ahead of the zergling charge to eat tank shots
3: He had some of the greatest minimap awareness ever seen
4: He intentionally played to his strengths. He would refuse to take a potentially bad fight, even if it cost him an expansion, so that he could wipe his opponent off the map a minute later.

NONE of these things are reliant upon forcefield to be awesome or effective. I will admit that the very fact that forcefield is present in the protoss arsenal means that protoss needs to be balanced around the forcefields landing, which augments the damage Stephano's engagements do. Stephano's engagements still destroyed terrans too, though.

Secondly, you can't micro against forcefields. Sure, you can bait them out, but a good protoss will simply wait for you to overextend... then forcefield out a manageable (but still sizable) chunk of your units. Remember, forcefields land instantly. The protoss getting tons of his sentries sniped is a mistake with his forcefields that he doesn't have to make.
Forcefields are inherently binary, once they are thrown down, it is impossible for the zerg to change or mitigate their effect. If protoss forcefielded off too many units, the zerg will snipe some sentries (which isn't that hard to do on the zerg's part). If the protoss forcefielded off too few units, he wasted forcefields. If the protoss did not forcefield properly (i.e. left a gap), the protoss takes an unfavorable engagement. The fact that forcefield is so binary is the main complaint. Its role could be better filled with something less binary, like storm. Storm's effects can be mitigated through great skill with things like splitting, something that, unlike surrounds, isn't advantageous to do regardless of storm's presence.

Thirdly, the bolded is an example of bad reasoning. Forcefield does not exist in a vacuum.
Let me use a hypothetical example: say, waaay back in the day, marine/tank is judged to be OP against zergling/baneling because, when the marines are split very well and kite the zerg while the tanks manually target-fire banelings, the marine/tank army can come out ahead against the (comparatively) unmicroed zerg army.
So, what does Blizzard do? Increase the micro potential for zergling/baneling armies? No, they do a numbers nerf to marines and tanks. Now, despite the fact that marine/tank is harder to micro than zergling/baneling, they are both equal at the highest levels in terms of balance.
As for the lower levels, lower-level players have MANY weaknesses and HUGE variations between what weaknesses they have. For example, lower-level protosses may not be able to forcefield... but their zerg opponents may not know how to scout or when to drone vs. when to make units, so their economy and army are suffering, especially when protoss timing attacks hit. But that may only be half the zergs. Perhaps the other half have good decision-making, but no macro capabilities. Or maybe not. We have no way to know.
The point is, you're saying "it should be THIS way" when in fact, there are so many variables that only considering one variable and thinking it will be the only variable that matters is pretty silly.
"How are you?" "I am fine, because it is not normal to scream in pain."
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
[BSL 2025] Weekly
18:00
#14
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech50
StarCraft: Brood War
Sea 947
sSak 79
NaDa 15
Dota 2
monkeys_forever429
League of Legends
JimRising 542
Counter-Strike
fl0m1590
Stewie2K551
Super Smash Bros
hungrybox923
Other Games
summit1g5355
Grubby4057
FrodaN2536
XaKoH 104
ROOTCatZ36
Mew2King26
fpsfer 1
Organizations
Other Games
gamesdonequick2495
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• RyuSc2 105
• musti20045 49
• davetesta34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22233
League of Legends
• Doublelift4778
Other Games
• imaqtpie1153
Upcoming Events
RSL Revival
10h 11m
Maestros of the Game
17h 11m
BSL Team Wars
19h 11m
Afreeca Starleague
1d 10h
Snow vs Sharp
Jaedong vs Mini
Wardi Open
1d 11h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Light vs Speed
Larva vs Soma
LiuLi Cup
3 days
The PondCast
4 days
Korean StarCraft League
6 days
[ Show More ]
[BSL 2025] Weekly
6 days
BSL Team Wars
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
SC4ALL: StarCraft II
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.