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[Discussion] Tempest Redesign - Page 2

Forum Index > SC2 Maps & Custom Games
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WilliamBlue
Profile Joined May 2019
26 Posts
July 08 2019 16:56 GMT
#21
On July 06 2019 08:42 Skypirinha1 wrote:

I don’t find anything telling me what the sentry does... am I blind? it sieges ... an then? in the campain there are some different sentry typs like inductor, which buffs attackspeed of near allys, or is it just attacking (trickaling) faster and further?

Do you think protoss needs more anti ground splash? i dont think so. I agree on the point of motivating positional play, but that can also be achieved by making them slower, like the old tempests or broodlords.


Ok, once the Sentry sieges, it will then fires purification at a ground or air target. The stats are as follows :-

Vulcan Purification
Range : 12
Target : Ground or Air
Damage : 15
Weapon Period : 1.5 seconds (1.07 seconds in faster).

Also, it is not that Protoss needed more anti-ground splash but it all depends on the design of the unit or specifically, what it does. Here, the Tempest has to switch in between AA (Anti-Air) mode and AG (Anti-Ground) mode and furthermore, its AG mode is immobile. And for a immobile capital ship with only a single damage target makes the said Tempest quite weak as also mentioned by some of the players in the above. Therefore, to compensate for the immobility, a small 0.6 radius splash damage is given to the anti-ground attack. Also, note that I mentioned a small 0.6 radius splash. It is not like Psi Storm which has a 1.5 radius splash or even the Purification Nova of the Disruptors.

I can't say much about the old Tempests as this version of the Tempest is way different than the old Tempests. But the concept here remains, in that if you nerf a said unit, you will need to compensate it or any other unit with a buff.

Thanks.



WilliamBlue
Profile Joined May 2019
26 Posts
Last Edited: 2019-07-19 13:49:38
July 19 2019 06:27 GMT
#22
Added a Tunneling Network upgrade at the Nydus Network to increase Nydus cargo space to 48.

The Infestor's Fungal Growth ability now slows targeted units by 50%. An Evolve Improved Fungal upgrade at the Infestation Pit is required to slow targeted units by 75% and deals 30 damage over 3 seconds. This upgrade requires a hive to be completed and I feel that it will address the mass infestors' issue to a certain degree.

Siege Tanks now have a Research Shock Blast upgrade at the Factory Techlab which adds 20 shield damage to the Shock Cannon weapon. The upgrade requires an Armory to be completed. To illustrate, say the Siege Tank Shock Cannon mode weapon hit a zealot with 50 shields and 100 life, the Shock Cannon normal damage is 40, then add 20 shield damage becomes 60 total damage. Therefore, the zealot looses all its 50 shields and an additional 10 life which means 90 life remaining for the zealot after receiving one hit. Suppose the zealot does not have any shields left, it will only receive the normal 40 damage from the Shock Cannon for 1 hit. This I feel will help address the TvP mech issue coupled with the ghost's EMP radius buff as well as the Lockdown upgrade for the Raven's Interference Matrix which I had proposed earlier. There is now no excuse for mech to be not viable in TvP considering all the upgrades which had been given.

For the Warp Prism, it's Phasing Mode now requires the Gravitic Drive research at the Robotics Bay. This will address Protoss's various openings especially 2 base all-in with Warp Prism against Zergs.

Lastly, the Carrier's Graviton Catapult upgrade has been added to the Fleet Beacon. This is to give Protosses a further option against Terran mech considering the upgrades that mech have been receiving.

Waiting for further feedback from the community.
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