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planetary fortress too powerful?

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Grend
Profile Blog Joined April 2010
1600 Posts
Last Edited: 2010-06-03 06:22:13
June 03 2010 05:58 GMT
#1
If youve seen TLO lately he has been using additional p.fortresses to protect vs zerg.EDIT: BY ADDITIONAL I MEAN P.FORTRESSES NOT MEANT FOR MINING, BUT ONLY TO PROTECT. (so you have one placed by the entrance to your base for example) Should this be a viable tactic in high level play? to me it just feels wrong if it is worth p.forting everywhere since it destroys any zerg ground.

Its not that it is neccessarily too good either, I just feel that it is badly designed if people start spamming them everywhere.

Discuss.
♞ Against the Wind - Bob Seger ♞
Kindred
Profile Blog Joined May 2010
Canada396 Posts
June 03 2010 06:02 GMT
#2
Let's just say that if you are a terran player and have enough minerals to throw 400 minerals around and if the zerg player at that point in the game does not have a large army, he deserves to lose lol
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
June 03 2010 06:03 GMT
#3
ok... you can't really be complaining about p. fortresses... you can complain about seige tanks all you want, since I've hated them since BW but if you seriously think that planetary fortresses are overpowered you've done something wrong
Waffles
Profile Blog Joined July 2009
Romania605 Posts
June 03 2010 06:03 GMT
#4
IMO, since mech is so imobile, its worth the money to make something that will stall so that your army can get to the place hes attacking. Planetary fortress might just be that one thing because 1 planetary fortress with like a decent saturation of scvs at expo can cleanup huge amounts of units.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-03 06:06:09
June 03 2010 06:04 GMT
#5
I have a major gripe with p fortresses. Mainly that they're considered a higher priority target than the SCVs (which makes sense given the pfort attacks) making it really difficult to do any harassing around a pfort. Even with the pfort there if I could get lings to auto-target scvs I could get in and kill a bunch, or when assaulting a pfort with ground forces I can kill the scvs. But with the fortress having higher priority and scvs being able to dance with garrison it makes it really difficult to assault. I wouldn't call it imbalanced, but they are definitely annoying. Still all you need to do is go around them and come back with some mutas.
Logo
blabber
Profile Blog Joined June 2007
United States4448 Posts
June 03 2010 06:05 GMT
#6
yeah it's basically a siege tank with less range, way more HP, and can be repaired by like 20 SCVs at once. They're pretty much invincible with enough SCVs repairing and even more so when the Terran army is also defending it. I can't speak on whether or not spamming PFs everywhere is too powerful since I haven't seen it. As for a PF as an expansion, your only options it seems like is to kill it when the Terran army is away and also kill the scvs (with say, banelings)
blabberrrrr
GWash
Profile Joined May 2010
United States153 Posts
June 03 2010 06:08 GMT
#7
550/150 for powerful static defense with no air is not broken in the slightest. It isn't even OP. Get a single broodlord. Or even a muta.
Grend
Profile Blog Joined April 2010
1600 Posts
Last Edited: 2010-06-03 06:24:17
June 03 2010 06:09 GMT
#8
I just think that its cost effectiveness has to be too high if it pays off to put down additional ones even in top tier play. Please also note, Im not posting this centered around my own experience so bashing me is kind of irrelevant.

EDIT: To further clarify: I really dislike the idea that this should be viable perhaps more from a game design pow than a broken\op pow. The thing is that planetary fortress SHOULD be worth 150\150 + loss of OC, but apparently it may in fact be worth the whole 550\150 in certain circumstances.That just seems to indicate that it is currently not well designed. Additionally from a more "game sensibility pow" random command centres with big guns all over the place just makes no sense and its obviously not the intended purpose of the upgrade.

♞ Against the Wind - Bob Seger ♞
DaymOz
Profile Joined May 2010
United States2 Posts
June 03 2010 06:21 GMT
#9
The thing I like most about them is it's one less thing for a pouting Terran to fly off to a corner of the map when he's on the verge of losing
Oh, herro.
blabber
Profile Blog Joined June 2007
United States4448 Posts
Last Edited: 2010-06-03 06:24:35
June 03 2010 06:21 GMT
#10
On June 03 2010 15:08 GWash wrote:
550/150 for powerful static defense with no air is not broken in the slightest. It isn't even OP. Get a single broodlord. Or even a muta.

"a" missile turret or thor will fend air off.

I personally think the splash damage needs to be removed. The fact that a PF with 20 scvs repairing it can demolish a zerg army within seconds is ridiculous. Even the War3 Undead tier2/3 halls weren't this powerful

Removing splash retains the PF's role as extra defense for an expansion while helps remove it's effectiveness when randomly placed around the map.
blabberrrrr
Trogdor
Profile Joined August 2009
United States158 Posts
Last Edited: 2010-06-03 06:31:29
June 03 2010 06:30 GMT
#11
There's also the cost of not making an orbital command. Which is a TON of minerals, recon, and scv production.
edit: you still get the scv production, nm. hrrrrrrrr
I may not have the collectors edition, but my copy of sc2 is signed by Jaedong :D UPDATE: also by MC
Grend
Profile Blog Joined April 2010
1600 Posts
June 03 2010 06:32 GMT
#12
On June 03 2010 15:08 GWash wrote:
550/150 for powerful static defense with no air is not broken in the slightest. It isn't even OP. Get a single broodlord. Or even a muta.


People do not tend to put them all by themselves with no support you know. Your retort is as if Corruptors did 250 damage a shot and I responded to you coplaining about it by saying: "It isnt OP. Get a single marine." Not constructive.
♞ Against the Wind - Bob Seger ♞
moopie
Profile Joined July 2009
12605 Posts
June 03 2010 06:36 GMT
#13
It's 550/150, and it can't be moved. Add to that the fact that it can't attack air. It can also be taken out with any decent sized force. I haven't had any problems facing them.
I'm going to sleep, let me get some of that carpet.
blabber
Profile Blog Joined June 2007
United States4448 Posts
June 03 2010 06:45 GMT
#14
On June 03 2010 15:30 Trogdor wrote:
There's also the cost of not making an orbital command. Which is a TON of minerals, recon, and scv production.
edit: you still get the scv production, nm. hrrrrrrrr

the issue at hand doesn't involve getting a PF instead of an OC at an expansion. It's the fact that one is getting a PF for the sole purpose of using it's attack capabilities around the map
blabberrrrr
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
June 03 2010 06:52 GMT
#15
Think about putting PF on choke at matelopolis.. In that map if you are on the same side of the map is highly probably that you will pass under his choke..
So placing there a pf will force everytime the zerg to make a larger path otherwise he will be killed in secs
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
June 03 2010 06:55 GMT
#16
They would be awesome in the late game to close off choke points and stuff, but at the cost and built time, definitely not overpowered.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 03 2010 06:55 GMT
#17
lol, I'd love to roll up on a Terran's base to find like a line of 4 PFs. Hahahaha that would just be awesome. I don't think they're OP, they're pretty powerful but completely immobile.

A couple of bunkers and siege tanks on high ground are just as effective against a Zerg ground army. The fact is you can't really just a-move a ground army into a Terran base if he's all turtled up. You gotta find a better way.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 06:56 GMT
#18
On June 03 2010 15:52 LuDwig- wrote:
Think about putting PF on choke at matelopolis.. In that map if you are on the same side of the map is highly probably that you will pass under his choke..
So placing there a pf will force everytime the zerg to make a larger path otherwise he will be killed in secs


What prevents the Terran of just putting tanks there instead >_>
Jaedong <3 HOOK'EM HORNS!
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
June 03 2010 06:56 GMT
#19
If the fortress killed both air and ground it would be crazy imba, its fine as it is.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
MindRush
Profile Joined April 2010
Romania916 Posts
June 03 2010 06:57 GMT
#20
On June 03 2010 15:02 Kindred wrote:
Let's just say that if you are a terran player and have enough minerals to throw 400 minerals around and if the zerg player at that point in the game does not have a large army, he deserves to lose lol


400 minerals is just the command center ..... you also have to upgrade it so the cost is +150/+150
so the actual cost is 550minerals and 150gas
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
NotGood-
Profile Joined March 2010
United States134 Posts
June 03 2010 06:58 GMT
#21
P. Fortresses cant shoot air, so i dont really think their imbalanced, as any air unit counters them. Also, if their using it to defend their main, just let them and expand yourself, you dont need to attack and destroy their base if it has PF's lying around, just out macro them and crush their push.
moopie
Profile Joined July 2009
12605 Posts
June 03 2010 07:02 GMT
#22
You could also drop/nydus from behind and render their expensive and immobile entrance worthless as you tear up their base.
I'm going to sleep, let me get some of that carpet.
ohN
Profile Blog Joined November 2009
United States1075 Posts
June 03 2010 07:05 GMT
#23
ONE corruption from an overseer makes the entire structure useless for 30 seconds. Plenty of time to shoot it down.
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-06-03 07:08:47
June 03 2010 07:07 GMT
#24
On June 03 2010 16:05 ohN wrote:
ONE corruption from an overseer makes the entire structure useless for 30 seconds. Plenty of time to shoot it down.

Its Contaminate, and it doesn't stop Planetary Fortress to my knowledge. The Corruption ability that disabled for 30 seconds was from an earlier build of the beta and was on the Corruptor. It was removed (and changed to the current Corruptor's Corruption: "The Corruptor corrupts an enemy unit, increasing it's damage taken by 20% for 30 seconds.")
I'm going to sleep, let me get some of that carpet.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 07:07 GMT
#25
The only thing that really frustrates me on taking on a PF expansion is when it's also covered by 6 turrets. Thank god for tanks?
Jaedong <3 HOOK'EM HORNS!
Augury
Profile Blog Joined September 2008
United States758 Posts
June 03 2010 07:21 GMT
#26
The ability that stops building is on the Overseer... PF definitely isn't imbalanced. I really can't think of anything else to say, this thread seems pretty pointless. Include some replays at least :/
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
June 03 2010 07:25 GMT
#27
I think it is a little bit overpowered because with all scv repairing it it can kill an infinite ground army
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-06-03 07:34:19
June 03 2010 07:26 GMT
#28
On June 03 2010 16:07 moopie wrote:
Show nested quote +
On June 03 2010 16:05 ohN wrote:
ONE corruption from an overseer makes the entire structure useless for 30 seconds. Plenty of time to shoot it down.

Its Contaminate, and it doesn't stop Planetary Fortress to my knowledge. The Corruption ability that disabled for 30 seconds was from an earlier build of the beta and was on the Corruptor. It was removed (and changed to the current Corruptor's Corruption: "The Corruptor corrupts an enemy unit, increasing it's damage taken by 20% for 30 seconds.")

On June 03 2010 16:21 fnaticAugury wrote:
The ability that stops building is on the Overseer...

Again, the ability on the overseer is Contaminate (added in patch 13):
"Covers an enemy structure in slime. The structure will be unable to train units or research ugprades for 30 seconds."
As I said above, to my knowledge it will not stop the Planetary Fortress from firing. It stops production and upgrades, thats it.


What ohN was referring to above was the old version of Corruption, which is a Corruptor ability.

It used to be: "The corruptor disables a building, which becomes covered in slime." <-- This used to work on Planetary Fortresses

It was redesigned in patch 11 into its current form:
"The Corruptor corrupts an enemy unit, increasing it's damage taken by 20% for 30 seconds."
I'm going to sleep, let me get some of that carpet.
roemy
Profile Joined April 2010
Germany432 Posts
June 03 2010 07:27 GMT
#29
doesnt compare to a tank all that much, tbh.even if it is a command center with a tank on top, that's it... one tank...
the terran can shoot himself in the foot with it, too, ruining his concave arc completely with that huge bugger. nor is it mobile - maybe this'll finally get more zerg to drop stuff with overlords -.-

i think it's more of a psychological thing... for both sides
rock is fine.. paper could need a buff, but scissors have to be nerfed
Yokoblue
Profile Joined March 2010
Canada594 Posts
June 03 2010 07:35 GMT
#30
i already used the corruptor ability (the one bef patch 13) on a PF and it didnt shoot... so if they just moved the ability to overseer... Its a Hard counter... but i think the PF is still too strong in general.. i would reduce the splash damage or reduce the damage...
Master League playing Protoss and Zerg
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