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Active: 1964 users

Should Buildings be Armored? - Page 2

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Lucius2
Profile Joined June 2010
Germany548 Posts
August 14 2010 02:16 GMT
#21
the dps of the normal attack is higher
hefty
Profile Joined January 2005
Denmark555 Posts
August 14 2010 02:27 GMT
#22
At first I was going to write that I had already accepted how buildings go down much faster in this game, but with the marauders you guys raised a good point. Since only terran has that easily massable and accessible unit with bonus damage to armor, armored buildings is a balance problem. I guess a lot would be helped by defensive structures being the only armored buildings, but then again I don't really see the need for them to be weak against anti-armor units.

I wouldn't mind buildings having no special class (or simply structure class) and taking normal (minimum) damage from everything. And that's coming from a terran player. Special units could still have bonus damage vs buildings with a seperate attack like it is the case with reapers.
kidcrash
Profile Joined September 2009
United States623 Posts
August 14 2010 02:44 GMT
#23
Totally agree, stimmed marauders destroy buildings wayyy too fast, it's just ridiculous. I understand the whole concept of getting your buildings sniped because your army was out of position. However, being a screen's length away should not constitute as your army being too far away to save an expo or building.

I feel like the OP's suggestion is a very good one, but I still think the core problem is that the marauder is just too good. IMO they should never have changed stim to 100/100 from 150/150 (same with concussive shells but i can at least somewhat deal with that change). Terran needs more commitment to their tech paths because right now they are just way too flexible. Transitioning from marauder to tank should be a costly procedure.


Crahptacular
Profile Joined December 2008
United States295 Posts
August 14 2010 02:48 GMT
#24
I think design-wise it'd be cooler if buildings were their own armor class ("Structure"). Aside from balance concerns, it'd make special building attacks (headbutt, reaper bombs) more useful, as they would be even stronger vs buildings relative to other units (e.g. if you want to snipe a new expo now, just send a medivac with 4 marauders and stim, vs if buildings were not armored, reapers potentially have a specialized role in taking down expos). Units like Immortals would probably have to have new specialized building attacks to maintain their current roles, while units like marauders might not get the same treatment, as I don't see them primarily as building-killers or static defense busters.
ensign_lee
Profile Joined June 2010
United States1178 Posts
August 14 2010 02:50 GMT
#25
Well, I mean, the marauders are shooting GRENADES. I would expect them to be able to bring down buildings easily.
Raiznhell
Profile Joined January 2010
Canada786 Posts
August 14 2010 02:55 GMT
#26
whats really dumb is how armored units are the fragile units in sc2, everything hurts armored so badly. like if i were to just strap on a piece of body armor all of a sudden an immortal can 3 shot me! like wtf!?
damage system in sc2 is laaaame. i mean tanks do more damage when in tank mode to armored than in siege mode which is retarded and immortals just do an insane amount of damage to things that just have a bit of metal overtop. so weird.
Cake or Death?
Anxiety
Profile Blog Joined May 2010
United States650 Posts
August 14 2010 02:55 GMT
#27
On August 14 2010 11:50 ensign_lee wrote:
Well, I mean, the marauders are shooting GRENADES. I would expect them to be able to bring down buildings easily.


but that fast? roaches shot god damn acid. that MELTS buildings, and they dont kill it as fast.
kidcrash
Profile Joined September 2009
United States623 Posts
August 14 2010 02:55 GMT
#28
On August 14 2010 11:50 ensign_lee wrote:
Well, I mean, the marauders are shooting GRENADES. I would expect them to be able to bring down buildings easily.


Lore has little room for discussion in a balance debate. Remember siege tank drivers can also telepathically read each others' minds. Not just one person reading another persons mind but large groups of them all reading each others' minds at the same time, to coordinate perfectly executed attacks with no overkill and maximum efficiency.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 14 2010 04:07 GMT
#29
Balance > Lore
Lets get this thread back on track
Absence of evidence is not evidence of absence.
tertle
Profile Joined February 2010
Australia328 Posts
August 14 2010 04:14 GMT
#30
On August 14 2010 05:13 AyJay wrote:
If buildings were not armored it would make no sense.

I mean Command center having less armor than siege tank? :o


I really think this would slightly improve gameplay, but I think static defense should stay armoured though.

And if you're worried about logic or something, just make them a new class called "fortified" or something. And only certain units like ulta/reaper do extra damage to fortified.

Sputty
Profile Joined April 2010
Canada161 Posts
August 14 2010 04:27 GMT
#31
On August 14 2010 05:42 crimsonsentinel wrote:
Show nested quote +
On August 14 2010 05:14 Ndugu wrote:
Do you really think immortal drops (2 slow, expensive, 5-range units that only do 20 damage to your non-armored units) or, theoretically, ultralisks, are why anyone thinks anti-armored units are too good against buildings?

It really all comes down to Marauders.

Well, Marauders and theoretically Void Rays, but I think Void Rays ability to quickly snipe a building if left undefended is Protoss's only way of trying to keep someone in their base, the equivalent of Mutalisks sniping probes or the million and one ways a Terran can harrass.



I agree. Marauders are the only problem here, and I don't think all buildings should get a blanket buff just to prevent terrans from sniping stuff.

Immortal drops have the same issue so not really
Marcury
Profile Joined September 2009
Canada141 Posts
August 14 2010 04:31 GMT
#32
On August 14 2010 13:14 tertle wrote:
Show nested quote +
On August 14 2010 05:13 AyJay wrote:
If buildings were not armored it would make no sense.

I mean Command center having less armor than siege tank? :o


I really think this would slightly improve gameplay, but I think static defense should stay armoured though.

And if you're worried about logic or something, just make them a new class called "fortified" or something. And only certain units like ulta/reaper do extra damage to fortified.



Just throwing this out there, but what if only the Nexus/CC/Hatchery were this "fortified". I mean it makes sense seeing as how it is the most important building in your army. I just find it silly fast stimmed marauders can down a hatch or nexus
Vokasak
Profile Joined July 2010
United States388 Posts
Last Edited: 2010-08-14 04:45:59
August 14 2010 04:44 GMT
#33
There are other ways to have units be effective against buildings besides having them armored. It's very possible to have a bonus vs buildings damage modifier, for example. Or in the case of reapers and ultralisks, have a secondary building-only attack.

If this was week 1 of beta, I would be all for taking the "armored" off all buildings and adding special building damage buff to things like sieged tanks, immortals, maybe colossus. But this isn't week 1 of beta, so it would probably be best if we didn't muck with the balance too much, and changing every building in the game is probably "too much".
Practical wisdom is the combination of moral will and moral skill
PanzerKing
Profile Joined May 2010
United States483 Posts
August 14 2010 05:20 GMT
#34
I don't understand the point of this thread. If you know the other player is going to be doing drops and you don't bother to put up some cannons/turrets/spore crawlers, you deserve to lose buildings to banelings, immortals and marauders. Why should the game protect you from your own incompetence?
http://tkrmx.blogspot.com/
danson
Profile Joined April 2010
United States689 Posts
August 14 2010 05:26 GMT
#35
this is a quality suggestion.

bunker/photon/spinecrawler + PF and hive. maybe something else but seems good.
SpiciestZerg
Profile Joined August 2010
United States154 Posts
August 14 2010 05:35 GMT
#36
On August 14 2010 05:14 Xapti wrote:
My better question is should buildings be massive. This only affects the corruptor with terran buildings, but when you consider that buildings are some of the largest units in the game, they should totally be massive at least logically.

Secondly, zerg could use any buff to help them against terran at this point. I think corruptors dealing bonus to lifted buildings would help that.

because we all mass corruptors to stop Terran from lifting his barracks...
The answer to all life's questions is more zerglings.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
August 14 2010 05:36 GMT
#37
On August 14 2010 11:50 ensign_lee wrote:
Well, I mean, the marauders are shooting GRENADES. I would expect them to be able to bring down buildings easily.


Yea, but an Ultralisk is BIGGER than most buildings, it should just walk over them and roflstomp them =P
Zozo
Profile Blog Joined April 2010
Brazil2579 Posts
August 14 2010 05:38 GMT
#38
I really like this, right now marauders just replace reapers late game. Ultras, banelings, reapers and voidrays are already great siege units.

I heard LZgamer mentioning this on his stream a few weeks ago, and I completly agree with him and the OP. Also thumbs up for the static defense weakness bit.
EGM guides me
DamonRJ
Profile Joined May 2010
United States76 Posts
August 14 2010 05:40 GMT
#39
I feel that i speak for myself as well as the three little pigs when i say that all of the buildings should be armored. Like, its a building, built on a battle field, hundreds of years in the future.

However, this is just out curiosity, if there was to be an "un armored building", then what would happen if say hellions attacked it? would they get the damage bonus?
Live only for yourself, any selfless deed is an untruthful and manipulative one
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-14 06:04:19
August 14 2010 05:55 GMT
#40
Zerg already has 2 specific units that deal more damage to buildings. I would like the armored tag removed and a +building damage modifier put on siege tanks and immortals for sure, possibly void rays, but I'd prefer they just start over with void rays.

Other than that, I don't think anything should really do massive damag to buildings.

In general, I do think marauders are pretty damn retarded for their cost. There is no armored unit in the game they lose to supply-cost-wise(maybe ultras?) and they're 100/25. Such a very strong unit for your investment and available so early to boot. But this is where bio strength comes from, if they touch marauders in any way, they have to touch marines, medivacs, and reapers in some way to make it up, and all of those units are retarded enough as is.
As it turns out, marines don't actually cost any money -Jinro
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