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Should Buildings be Armored? - Page 7

Forum Index > Closed
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Fa1nT
Profile Joined September 2010
United States3423 Posts
September 10 2010 23:30 GMT
#121
"Armored" in starcraft 2 means "takes massive damage"
Bibdy
Profile Joined March 2010
United States3481 Posts
September 10 2010 23:33 GMT
#122
On September 11 2010 08:30 Fa1nT wrote:
"Armored" in starcraft 2 means "takes massive damage"


"except from Hellions, Reapers, Phoenixes, Thor AA and Banelings"

Which aren't exactly the most common units ever.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 10 2010 23:37 GMT
#123
I think this would be a decent, un game-breaking change. I was about to say that PF's would be even harder to kill, but realized they fall into the category of defensive buildings. I think the change would be decent...

Marauder drops now kill buildings at a brisk, but reasonable pace.
Immortals don't kill depots ez mode (that would be kinda missed tho)
A charged void ray can't take out a pylon, (supply blocking, and stopping stalker production) in 10 in-game seconds.
Building armor (for terran) would actually be a very useful tool for pronlonging the life of non defense buildings, as most of the huge armor bonuses do not apply)
Lucius2
Profile Joined June 2010
Germany548 Posts
September 10 2010 23:42 GMT
#124
armored buildings arent a problem at all. no one complains about stalker, immortal, tank or ultra dmg to buildings.

its just the one retarded unit which is op in every single way and able to instant kill any building with a dropship or a-moving into 10 cannons or spines. i guess i dont need to name it, do i?
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
September 10 2010 23:53 GMT
#125
On September 11 2010 08:42 Lucius2 wrote:
armored buildings arent a problem at all. no one complains about stalker, immortal, tank or ultra dmg to buildings.

its just the one retarded unit which is op in every single way and able to instant kill any building with a dropship or a-moving into 10 cannons or spines. i guess i dont need to name it, do i?

Unnecessary. Problem is though, Blizzard wants T to have an edge over the others because the game's called WoL. The upcoming patch fixes some of the problems people have been having with T, but it doesn't address the biggest one of them all.
http://campaignforliberty.org/
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
September 10 2010 23:55 GMT
#126
Armored or not, buildings should last longer than they are right now.

Blizzard, fix this.
"When the geyser died, a probe came out" - SirJolt
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
September 11 2010 00:08 GMT
#127
on the opposite side, if they made banelings do bonus damage to light and armored instead of buildings id be more than happy to keep this system. Heheeheh even marauders would run.

But yeah buildings shouldnt be armoured. But what if terran get building armor +2 its like the benefits without the bad
Soulish
Profile Joined April 2010
Canada1403 Posts
September 11 2010 00:14 GMT
#128
On August 14 2010 11:06 whipple wrote:
Show nested quote +
On August 14 2010 11:01 OTIX wrote:
On August 14 2010 05:04 R0YAL wrote:
On August 14 2010 04:58 zephyredx wrote:
It might be a good idea to add a new "building" category so that only units that specifically target buildings like blings get the advantage.

Units such as the Ultralisk and Reaper already have attacks specifically for buildings. I think that if a unit does extra damage against buildings then they should require a special attack vs buildings just like ultras and reapers.

Speaking of Ultras, what is the purpose of the headbutt attack against buildings? Yeah it looks neat but the normal attack does more dps and it has splash. The only thing the headbutt seems to accomplish is to prevent splashing SCVs repairing the building.

Just seems weird to have a special attack that's worse than the normal one.


Rofl, never realized this. If it is actually worse than the default attack, it has to be an oversight from when they made ultras anti-armor.



I believe ultra's usual attack only does more dps than their headbutt if it has +3 claw upgrades
me all in, he drone drone drone, me win
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-09-11 00:17:56
September 11 2010 00:17 GMT
#129
increasing the toughness of buildings overall would impact all the other units (that aren't marauders) far too much, the only solution imo is to do something about marauder drops, maybe make it so medivacs can only load up half their current capacity unless you upgrade them or something

although that wouldn't really solve it I guess...

I'm not going to say marauders are pure imba but they are very very strong compared to roaches and stalkers, they should probably reduce the gap between how much damage marauders do to armored vs how much they do to non-armored though... and also think about lowering their overall damage too
Bibdy
Profile Joined March 2010
United States3481 Posts
September 11 2010 00:20 GMT
#130
On September 11 2010 09:17 Jameser wrote:
increasing the toughness of buildings overall would impact all the other units (that aren't marauders) far too much, the only solution imo is to do something about marauder drops, maybe make it so medivacs can only load up half their current capacity unless you upgrade them or something

although that wouldn't really solve it I guess...

I'm not going to say marauders are pure imba but they are very very strong compared to roaches and stalkers, they should probably reduce the gap between how much damage marauders do to armored vs how much they do to non-armored though... and also think about lowering their overall damage too


They can readjust it by giving things like Immortals and Siege Tanks different attacks/damage vs Structures, similar to Banelings and Reapers. Its not something that's impossible to adjust outside of the normal game mechanics.
Half
Profile Joined March 2010
United States2554 Posts
September 11 2010 00:21 GMT
#131
On September 11 2010 08:53 kariido wrote:
Show nested quote +
On September 11 2010 08:42 Lucius2 wrote:
armored buildings arent a problem at all. no one complains about stalker, immortal, tank or ultra dmg to buildings.

its just the one retarded unit which is op in every single way and able to instant kill any building with a dropship or a-moving into 10 cannons or spines. i guess i dont need to name it, do i?

Unnecessary. Problem is though, Blizzard wants T to have an edge over the others because the game's called WoL. The upcoming patch fixes some of the problems people have been having with T, but it doesn't address the biggest one of them all.


what the fuck are you talking about?
Too Busy to Troll!
Bibdy
Profile Joined March 2010
United States3481 Posts
September 11 2010 00:22 GMT
#132
On September 11 2010 09:21 Half wrote:
Show nested quote +
On September 11 2010 08:53 kariido wrote:
On September 11 2010 08:42 Lucius2 wrote:
armored buildings arent a problem at all. no one complains about stalker, immortal, tank or ultra dmg to buildings.

its just the one retarded unit which is op in every single way and able to instant kill any building with a dropship or a-moving into 10 cannons or spines. i guess i dont need to name it, do i?

Unnecessary. Problem is though, Blizzard wants T to have an edge over the others because the game's called WoL. The upcoming patch fixes some of the problems people have been having with T, but it doesn't address the biggest one of them all.


what the fuck are you talking about?


The usual, stupid "Wings of Liberty implies Terran was designed to be overpowered" crying.
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-09-11 00:27:29
September 11 2010 00:26 GMT
#133
On September 11 2010 09:22 Bibdy wrote:
Show nested quote +
On September 11 2010 09:21 Half wrote:
On September 11 2010 08:53 kariido wrote:
On September 11 2010 08:42 Lucius2 wrote:
armored buildings arent a problem at all. no one complains about stalker, immortal, tank or ultra dmg to buildings.

its just the one retarded unit which is op in every single way and able to instant kill any building with a dropship or a-moving into 10 cannons or spines. i guess i dont need to name it, do i?

Unnecessary. Problem is though, Blizzard wants T to have an edge over the others because the game's called WoL. The upcoming patch fixes some of the problems people have been having with T, but it doesn't address the biggest one of them all.


what the fuck are you talking about?


The usual, stupid "Wings of Liberty implies Terran was designed to be overpowered" crying.

this logic comes from WoW players noticing how in every WoW-expansion, the class that suits the storyline the best suddenly becomes super powerful

(for example; warlocks in TBC, paladin/DK in wotlk)
ltortoise
Profile Joined August 2010
633 Posts
September 11 2010 00:26 GMT
#134
On September 11 2010 09:17 Jameser wrote:
increasing the toughness of buildings overall would impact all the other units (that aren't marauders) far too much, the only solution imo is to do something about marauder drops, maybe make it so medivacs can only load up half their current capacity unless you upgrade them or something


How about just scouting the god damned map so you can see them coming and react in time?

So much QQ in this thread.
Half
Profile Joined March 2010
United States2554 Posts
September 11 2010 00:30 GMT
#135

(for example; warlocks in TBC,


Ot but...

/facedesk.
Too Busy to Troll!
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-09-11 00:37:27
September 11 2010 00:36 GMT
#136
On September 11 2010 09:30 Half wrote:
Show nested quote +

(for example; warlocks in TBC,


Ot but...

/facedesk.

you disagree warlocks were OP in tbc? ;D I was ~~2500 rated warlock across all brackets and I didn't even use soul link (UA build)

and I'm not that fantastic of a player let me tell you that

sorry for horribly OT

back on topic;
On September 11 2010 09:26 ltortoise wrote:
Show nested quote +
On September 11 2010 09:17 Jameser wrote:
increasing the toughness of buildings overall would impact all the other units (that aren't marauders) far too much, the only solution imo is to do something about marauder drops, maybe make it so medivacs can only load up half their current capacity unless you upgrade them or something


How about just scouting the god damned map so you can see them coming and react in time?

So much QQ in this thread.

I wish TL had a mute function because you just keep saying stupid things in every thread I read man...

you can't have a game that's only balanced if both players play absolutely perfectly... pretty self explanatory...
ltortoise
Profile Joined August 2010
633 Posts
Last Edited: 2010-09-11 00:41:31
September 11 2010 00:40 GMT
#137
On September 11 2010 09:36 Jameser wrote:
Show nested quote +
On September 11 2010 09:30 Half wrote:

(for example; warlocks in TBC,


Ot but...

/facedesk.

you disagree warlocks were OP in tbc? ;D I was ~~2500 rated warlock across all brackets and I didn't even use soul link (UA build)

and I'm not that fantastic of a player let me tell you that

sorry for horribly OT

back on topic;
Show nested quote +
On September 11 2010 09:26 ltortoise wrote:
On September 11 2010 09:17 Jameser wrote:
increasing the toughness of buildings overall would impact all the other units (that aren't marauders) far too much, the only solution imo is to do something about marauder drops, maybe make it so medivacs can only load up half their current capacity unless you upgrade them or something


How about just scouting the god damned map so you can see them coming and react in time?

So much QQ in this thread.

I wish TL had a mute function because you just keep saying stupid things in every thread I read man...

you can't have a game that's only balanced if both players play absolutely perfectly... pretty self explanatory...


Sorry to say but that's how it works. Neither brood war or SC2 is balanced around people who fuck up all the time.

People always bring up this "difficulty" bullshit, as if it's "imbalanced" for something to have a counter that's more difficult to execute than the attack. I never understood this.

Defending is ALWAYS harder than attacking in RTS.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-09-11 00:42:04
September 11 2010 00:41 GMT
#138

you disagree warlocks were OP in tbc? ;D I was ~~2500 rated warlock across all brackets and I didn't even use soul link (UA build)

and I'm not that fantastic of a player let me tell you that


Only in S2/S3. I just protested cause I missed that and started playing just before S4. Had to work for mah glad.

k ill stop now.
Too Busy to Troll!
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 11 2010 00:47 GMT
#139
No need to change whole game because of one unit. Just fix that ***** unit!
Its grack
mutantmagnet
Profile Joined June 2009
United States3804 Posts
September 11 2010 00:48 GMT
#140
I'm surprised with all these posts no one has mentioned bonus damage against buildings existed in brood war.

The difference between buildings then and now is that

1) there are more units with bonus to light armor unlike units using concussive damage

2)Bonus damage was proportional in brood war unlike now where fixed modifiers are used.
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