Should Buildings be Armored? - Page 2
Forum Index > Closed |
Lucius2
Germany548 Posts
| ||
hefty
Denmark555 Posts
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
United States620 Posts
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
United States295 Posts
| ||
ensign_lee
United States1178 Posts
| ||
Raiznhell
Canada786 Posts
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. | ||
Anxiety
United States650 Posts
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
United States620 Posts
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
United States1768 Posts
Lets get this thread back on track ![]() | ||
tertle
Australia328 Posts
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
Canada161 Posts
On August 14 2010 05:42 crimsonsentinel wrote: 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
Canada141 Posts
On August 14 2010 13:14 tertle wrote: 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
United States388 Posts
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". | ||
PanzerKing
United States483 Posts
| ||
danson
United States689 Posts
bunker/photon/spinecrawler + PF and hive. maybe something else but seems good. | ||
SpiciestZerg
United States154 Posts
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... | ||
me_viet
Australia1350 Posts
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
Brazil2579 Posts
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. | ||
DamonRJ
United States76 Posts
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? | ||
Jermstuddog
United States2231 Posts
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. | ||
| ||