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Should Buildings be Armored? - Page 4

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L0thar
Profile Blog Joined September 2007
987 Posts
August 15 2010 03:24 GMT
#61
This thread turned into marauder whinefest really fast lol. If somebody drops 2 dropships full of units in your base, well, expect some damage. If terran doesn't quickly respond to void rays, his buildings are fucked too. Don' fix what ain't broken.
0mar
Profile Joined February 2010
United States567 Posts
August 15 2010 04:44 GMT
#62
armored subtype is the biggest nerf any unit can receive.
Spaceninja
Profile Joined April 2010
United States211 Posts
August 15 2010 04:58 GMT
#63
I hate when marauder drops snipe a spawning pool and a queen... it only takes a few seconds to kill it.
Haters Gonna Hate.
Alphaes
Profile Joined April 2010
United States651 Posts
Last Edited: 2010-08-15 05:04:13
August 15 2010 05:03 GMT
#64
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?
What this
kidcrash
Profile Joined September 2009
United States624 Posts
September 10 2010 20:01 GMT
#65
Just bumping this thread to revisit the idea of buildings having their own armor type. I just really hate how fast buildings are destroyed. The only exception should be static defense. What does everyone else think?
pechkin
Profile Joined August 2010
158 Posts
September 10 2010 20:19 GMT
#66
they should be armored, the problem is in marauders with stim, not in buildings.
Make stim for marauders only movespeed bonus so they can chase stimmed marines and support them, but only support, not wtfpwn.
SpaceAnt
Profile Joined August 2010
Spain64 Posts
September 10 2010 20:25 GMT
#67
While i understand the "problem with marauders" + Show Spoiler +
for instance i see lots of korean players getting their nexi raped by marauder drops and other unnoticed incursions without being able to stop it no mather how many units they move there really, unless they somehow predicted the drop/attack
, i think that making buildings non armored would make them harder to kill (obviously) and the game would be much more stale, as ppl would really not see very profitable risking any backdooring under small timing windows as the % chance of succeeding and getting away with few losses would drop shitloads .

So for overall keeping the game interesting i think non-armored buildings won't do it sry.

Btw this not only affects marauders, a few ultras seem pretty much the best way to beat a planetary fortress supported with missile turrets for zerg, and voidrais can also destroy expansions in no time and get away.
Ezareth
Profile Joined August 2010
United States60 Posts
September 10 2010 20:29 GMT
#68
Void Rays, Seige units tanks etc should be doing the damage they do.

The real problem appears to need an adjustment, maybe more base damage and less +armored damage? I dont know.

Either way removing armor from buildings makes immortals and voidrays much weaker, not to mention stalkers.
Hope is the Denial of Reality
Tiax;mous
Profile Blog Joined July 2010
669 Posts
Last Edited: 2010-09-10 20:43:32
September 10 2010 20:35 GMT
#69
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines. ( my bad , it's obviously wrong )
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 20:37 GMT
#70
Why the hell are marauders the unit of choice to discuss, here? Two marines do more dps than a single marauder to a building, in addition to being smaller so you can pack more of them around the buildings.

I suppose when it comes down to it, a marine firing looks less dramatic than a Marauder shooting a giant white chunk, so perhaps this is a main factor.

Starting to think this might be a bad idea, as the units tat would get hit the absolute most would be (in no particular order):

Roach. Good luck busting down the walls after a nerf like this!
Immortals.
Void rays (very significant, but I wouldn't mind )
Siege tanks
Ultralisks...
etc.

Pretty big blanket nerf to a LOT of different units. I agree that buildings fall perhaps too quickly for my tastes, but I think this change would significantly nerf a pretty arbitrary set of units. You could achieve the same result by just being a bit more thoughtful about what you change. Perhaps all buildings need is simply more hp.

Marl
Profile Joined January 2010
United States694 Posts
September 10 2010 20:39 GMT
#71
No buildings should be armored IMO. Long before Polt sniped 3 Nexuses in 5 minutes, I always thought marauders and other +armor atk bonus units were too fast at killing buildings. However, I do agree with reapers and maybe some other specialized units having their +building atk bonus. Units you put in your general army though should not be so fast at taking out buildings.
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-09-10 20:42:01
September 10 2010 20:40 GMT
#72
I personally have not had a problem with marauder drops as zerg, probably due to great creep spread and good overlord placement. But as protoss, I feel it's a huge problem, as late game mnm terran just abuses every opening at once, whittles down your tech, expands + pushes, snipes your expo, and rapes you late game because of how abusive and efficient marauders are. Warp prisms are a good tactic to achieve near the same, but they are paper planes and easily scouted and not nearly as effective. I just think removing stim from marauders would fix the ridiculous efficiency, maybe just for in house testing. Perhaps this is too far. I really do think a beta starcraft 2 server would be a great implementation. Where blizzard can just throw in balance changes and see how the population responds to it.
Proud member of the LGA-1366 Core-i7 4Ghz Club
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 20:40 GMT
#73
On September 11 2010 05:35 Tiax;mous wrote:
Show nested quote +
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines.
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).



What the hell are you babbling about? A marine takes up one slot, and a marauder takes up two.

And two marines do MORE damage to armored units, not less. Although if the unit has a lot of armor, it can tilt in favor of the marauder, but only if the marines don't have +attack.
Tiax;mous
Profile Blog Joined July 2010
669 Posts
September 10 2010 20:42 GMT
#74
On September 11 2010 05:40 ltortoise wrote:
Show nested quote +
On September 11 2010 05:35 Tiax;mous wrote:
On August 15 2010 14:03 Alphaes wrote:
Don't 2 marines out-DPS one marauder (against armored, even)? Do people just prefer Marauders drop-snipes for their enhanced survivability?

I don't know the exact numbers but as far as i remember against armored units ; 2 marines do just a little lower dps ( higher or lower , i'm pretty sure it's very close tho ) .
The problem is ; even if 2 marines do more damage , you got limited space in those medivacs. And without a doubt , 8 stimmed marauders ( 2 medivac ) do much more damage than 8 stimmed marines.
Just add marauders an extra attack type against buildings ( like ultra's current attack ) that does 10 dmg ( normal marauder damage ).



What the hell are you babbling about? A marine takes up one slot, and a marauder takes up two.


Oh right , damn i shouldn't post sleepless. Apologies about that train wreck...
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-09-10 20:46:49
September 10 2010 20:45 GMT
#75
NO.

and static defense is bad enough - why the hell should it be armored? I don't understand Blizzards reasoning behind that...

ppl who voted for option1 r clearly noobs in my book.
https://soundcloud.com/thesamplethief
sixghost
Profile Blog Joined November 2007
United States2096 Posts
September 10 2010 20:47 GMT
#76
On August 14 2010 05:08 NuKedUFirst wrote:
In my opinion keep as is, why change things for the sake of changing there is no "real" problem about it. OH immortals and stalkers killing your buildings fast? Kill them instead. Buildings are really going to matter whether armored or not unless you are bronze and just go cannons, etc. Most players that know how to play wont have to worry about it anyways as 98% of their income will be for units so I don't think a change is needed.

Except when T drops 4 marauders in my main and kills an expensive tech building in roughly 6 seconds.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
September 10 2010 20:47 GMT
#77
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.
My. Copy. Is. Here.
Karl Maka
Profile Joined September 2010
Canada55 Posts
September 10 2010 20:52 GMT
#78
i personally see no prob with keeping iot as is imho
AY YA NE GE SI DOI BAO
Kazang
Profile Joined August 2010
578 Posts
September 10 2010 20:53 GMT
#79
Marauders killing buildings super fast is a bit of a problem, but they don't kill them that much faster than other units that are good at that, such as DT, immortals, ultralisks, tanks, banelings, mutalisk, banshee, etc.

In general I think any unit sniping off really key buildings like a Nexus (which has a major disadvantage over a Hatch/CC in that it can't be healed or repaired) is not a good thing.
Personally I would boost the HP of a CC/nexus/hatch to prevent nuking the building before you can react. But leaving regular structures still vulnerable to anti building attacks.
Sniping a CC to end the game is just a cheap strategy and is insanely easy to do.

It takes 10 seconds for 8 marauders or 4 immortals to drop a CC, those 4 immortals have more combined HP than the building and the hardened shield on top of that, unless you already have a force ready to kill that drop pretty much instantly they can easily drop the building before you can kill them.
Balancing around straight up predicting the drop is pushing things a bit, people are not clairvoyant after all.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-10 20:56:48
September 10 2010 20:54 GMT
#80
Yeah, they shouldn't be armoured. Units that should be doing bonus damage to buildings should use 'STRUCTURE' for their modifier e.g. Banelings, Immortals, Siege Tanks. Presumably those three units are meant to be the main building-busters.

It takes 10 seconds for 8 marauders or 4 immortals to drop a CC, those 4 immortals have more combined HP than the building and the hardened shield on top of that, unless you already have a force ready to kill that drop pretty much instantly they can easily drop the building before you can kill them.


No building is as important as the CC or Nexus, and there's two pretty important differences between them. A Nexus can't fly or be repaired.
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