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Just want to start a discussion on what fellow Terrans and other races think about the Siege Tank in general. I have my own opinions that I will lay out (but by no means are set in stone of course) that can be supported, disproven ect....with the purpose of spreading information for better strategies in the future.
Pre-Thread Notes
+ Show Spoiler +~I have been a masters terran since season 1, and played terran in BW (for those that care or find it relevant)
~I do have my own opinions on the tank going in to this, as everyone does, but my goal is to determine whether they [my opinions] are justified or not based on everyones experience, not just my own.
~Siege Tanks in particular I want to talk about within the confines of the TvP matchup. As far as I know, there has not been a consistantly successful strategy that employs tanks that doesnt consist of heavy 1 base aggression or all-in plays [in the TvP matchup], and I am curious about whether this can change or not.
~I did have a much larger post going into this, but apparently comparing notes / scripts from notepad to the thread previewer has a time limit before it times you out, so I will try to keep this short and sweet on my end for the opener.
Siege Tank
![[image loading]](http://i.imgur.com/xEUEF.png)
Cost and Mechanics + Show Spoiler +150 Minerals 125 Gas 3 Supply 45s Build Time
-Maximum Range 13 -Sight Range 11 -Radial Splash (decreases in damage further from the center) -Friendly Splash
Thoughts on the tank + Show Spoiler +My concern with the Siege Tank [in TvP], is that right now it does not serve the same "purpose" it did in Broodwar as it does in SC2, and that is consequently hurting variety in gameplay and the Terran lategame in general. * Note* + Show Spoiler +I am aware that you absolutely cannot compare Broodwar and Starcraft 2 in a linear fashion, the units and mechanics are too different from game to game. However I do believe the way the siege tank functioned in BW is the closest mental picture I can give to how I think the tank should function in SC2. Essentially, I am worried that where the tank used to function as: ---If attacked while sieged, Terran had the advantage (which could be mitigated partially by things such as flanks, arbiters, zealot bombs ect..) ---If attacked while unsieged, tanks were cost-inefficient and put the Terran at a big disadvantage (which is mitigated by proper scouting, siege management, ect..) I believe it now functions as: ---If attacked while sieged, tanks provide a long range poke tool, but lack the "raw power" to give an adequate advantage in the fight to justify their increased cost and massive disadvantage if caught unsieged. They fight as just another unit instead of the "Rock" the army was built around. ---If attacked while unsieged, terran is still at a huge disadvantage, which is now technically worse as the cost is increased (main concern being in supply, increasing the amount of "army lost" per tank).
Quirks of the game that effect the tank + Show Spoiler +*These are not necessarily bad or good, just things to think about* ~Radial Splash Mechanic + Show Spoiler +The only units to use this mechanic in game are the Siege Tank, Seeker Missile, and Archon. The Ultralisk hits with reduced splash in a fashion similar to radial splash, but its a flat % (33%) across the entire area, as opposed to varying degrees of damage. This mechanics effect seems only to reduce the DPS of the units splash, most noticeable against large groups of small units (zerglings), and medium/large units such as stalkers. Pictures from the Unit Tester Online+ Show Spoiler +Siege Tank vs. 30 Marines + Show Spoiler +![[image loading]](http://i.imgur.com/34C65.jpg) Siege Tank shot against ~30 marines. Notice the ones in red took full damage, while the outer circle of yellow marines took between 9-15 damage. Burrowed Banelings hit vs. 30 Marines + Show Spoiler +![[image loading]](http://i.imgur.com/epXqt.jpg) Baneling hit on 30 marines in comparison to the marines hit by the tank. Notice the much larger AoE and consistant damage. Also, please note that the example above should not be taken at face value, as banelings unless hitting while burrowed, do not use their full AoE as they hit from the side. Baneling Hit vs. 30 Marines, from the side + Show Spoiler +http://imgur.com/peTdG] ![[image loading]](http://i.imgur.com/UHNak.jpg) Baneling vs. 30 Marines non-burrowed. Notice the smaller area but still consistant damage Siege Tank vs. 10 Stalkers + Show Spoiler +![[image loading]](http://i.imgur.com/5BEYS.jpg) Notice that only 1 stalker actually got hit for the full 50 damage, and the rest took lower radial damage. This illustrates the much lower splash DPS given against larger targets when using radial splash vs. consistant splash. ~Average Unit HP Increase (I have no actual mathematical proof of this, but with units such as the colossus, new ultra, thor, roach ect... I think I can safely say that there are more units with more hitpoints in SC2 than in BW, so the lower tank damage hurts worse.) ~More Mobility (Things such as the creep movement speed increase, zergling speed, charge, blink, and the warpin mechanic bring a much larger amount and variety of mobility to abuse the tanks immobility with. This coincides with the lack of utility such as spidermines, which could defend alternate routes, slow the opponents movement, give vision, and protect your base.) ~"Armorless" Units (The existance of units that are neither Light nor Armored, which are usually higher tier units [Ghost, Archon, baneling is an exception] means the tank does "Light" class damage to things that by all accounts do not need to take the reduced damage, aka archons, who can take an absurd amount of tank shots being both very large in size [some might even call it massive D  , and taking only 35 damage a shot) ~Earlier and More Air Options (In BW Corsair Disruption Web was the primary course of non-superlate game air that could be fielded by protoss, so up until then, you could spam vultures/tanks without regard for wasteing gas on goliaths, giving a stronger army early. Now Protoss have Void Rays and even more dangerous imo, Phoenix [tank lifting was a biiiiig problem in beta, then people just stopped using tanks as much], which means anti ait is required early, either in marines [army is weaker later vs. collo], thors [big investment in gas, lowers tank count, uses factory time, questionable effectiveness], or Vikings [takes gas lowers tank count, are so cost-inefficient on the ground that it shouldnt be an option]. ~Friendly Splash (Aside from storm, Terran units have been [since BW], some of the only units that splash your own units [spidermines :< ]. With the increased supply cost of tanks, you will either be fielding less support units [hellions/marines/ect...] or less tanks. This means that splashing your own units is more dangerous, eating into your [fewer] units, destroying your meatshield as you go. While this has always been a problem, the higher supply cost means less units, and while this is probably the most insubstantial concern, it is something.) [/url]
Conclusion + Show Spoiler + As Starcraft 2 progresses as a game we will no doubt see more evolution in strategies, and the tank is no exception. Maybe in the future we will find the ideal mix, and my opinions on the subject will be moot. Maybe it is just a metagame thing, but as of right now, I think that the key to having a more macro focused Terran late game, as opposed to the micro heavy more fragile bio composition, lies with the tank, the only question is can we get it to work.
Sorry for the length of this, and it may be getting more convoluted as I go (I am getting tired), but I figured I would throw this out to maybe get a "think tank" going about the Siege Tank, not just mech in general.
*Edits*
-Added Archons to the list of units with radial splash, as brought to my attention by Prom1se.
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I too would love to see Tanks in TvP Hopefully people figure out something 
Edit: OMG my Pic is a marine now YEEH!
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The tank is really only effective vs relatively small units that clump up and take decent splash, and ideally low hp units, marines, lings, banelings.
This is kind of irnoic as they are supposed to be anti armoured units (aren't they?). The only armoured unit they do reasonably well against are roaches imo.
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Firstly this is a good discussion topic, thank you.
I too have played Terran since BW and now in SC2 (though defiantly not at your level in either game)
I spent some time playing around with mech before and after the tank nerf and really wanted to find a stratergy which centered around my favourite unit. Unfortunately the time of the tank as the sole backbone of a Terran army in TvP seems to have passed us by. This is like you said due to the myriad of ways in which the Protoss can punish a tanking Terran. With adequate support though the tank can be deadly, destroying everything on the ground.
I have to wonder, one of the main criticisms on the tank in TvP is that it created an army that is "to immobile". Why then is mech considered by many pros's to be FAR superior to bio in the TvT match up. Surly with the insane mobility of bio in dropships immobile mech should be torn apart.
I feel that through the intelligent use of Terran structures (Turret, Sensor Tower and Pfortress) and the excellent selection of support spell casters (Raven and Ghost) and units (Vikings and Banshees in particular) tanks can once again become behemoths that made the Protoss tremble in fear at the the thought of The Push. How that is to be done will have to be left up to better gamers than me~
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i agree with the general thoughts laid out here. the tank doesnt really feel like the "rock"-part in my army. hots is going to change the metagame quite a bit though and the the new battle hellion mode is blizz attempt to tackle the "awkward" feeling with the tank, or rather mech in general, in tvp.
i would definitely like to see strategies arise, that make tanks viable in tvp!
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I think it is fine that the tank does make your army less mobile, but this ought to mean that in a head on fight tanks ought to be amazing, which they aren't. There is so much risk for so little reward.
TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players.
I just don't see mech ever becoming mainstream in TvP without balance changes, or perhaps the new units in HOTS. However I don't really see this as a problem, as bio is very effective vs protoss and fun to play.
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I think there may be a key factor that you are missing in the comparison between brood war siege tanks and SC2 - the fact that units clump much more in SC2, thereby increasing the amount of splash damage that actually hits a unit.
Irregardless, I agree with your point about tanks in TvP - its a shame they aren't more useful, but it seems like almost every toss unit is designed to negate them
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I think tanks will get a bit of a buff in HoTS, if not in a coming patch. The initial nerf was desperately needed, because, let's face it, unit control skills early on in the game were atrocious compared to what they are now. Now that people actually are controlling their units well, and utilizing flanking and baiting consistently, I think tanks could be bumped up in a damage a little, and it wouldn't affect balance too badly, but it would enable Ts to have their " slow push" back.
I am still a major proponent of removing all "instant attack" animations(marine, tank, immortal...are there any more?) because smart fire is just leagues better than any micro a player can do most of the time, and makes things like actually spreading your tank fire out much more efficient, and enables tank/marine/etc damage to be bumped up even more, since really good micro will be required to maximize the damage output.
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On December 21 2011 22:25 Willzzz wrote:
TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players.
I disagree, mech IS considered far superior by the top top Korean terrans. I don't care about the majority, just the likes of MVP, Bomber etc.
Also tanks in a head on engagement in the right composition can beat a 200/200 Protoss army head on. The drawbacks I always hear are, "too immobile" or "urgh, I make one mistake and I lose."
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While the tank consists of the rock in the tvz/tvt, tvp it is simply not viable protoss is the anti-armor race, Immortals trade much more efficiently against a mech army, the Thor is too immobile, and simply put, if you even try marine/tank midgame, chargelots will not only kill your marines without marauder support so fast it won't even be funny, but your tanks will also kill them. In additional you can't have PF's every where coupled with turrets, it would be easy to find holes in the defense because you simply cannot afford to place a turret or PF everywhere, and have a mech army capable of dealing with the protoss. The end all killer to mech is the Warp Gate tech that allows the protoss to be extremely mobile when needed. Granted I got it that you are only covering the Siege Tank, but the only good use of it is for the 1/1/1 build.
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On December 21 2011 22:17 frantic.cactus wrote: Firstly this is a good discussion topic, thank you.
I too have played Terran since BW and now in SC2 (though defiantly not at your level in either game)
I spent some time playing around with mech before and after the tank nerf and really wanted to find a stratergy which centered around my favourite unit. Unfortunately the time of the tank as the sole backbone of a Terran army in TvP seems to have passed us by. This is like you said due to the myriad of ways in which the Protoss can punish a tanking Terran. With adequate support though the tank can be deadly, destroying everything on the ground.
I have to wonder, one of the main criticisms on the tank in TvP is that it created an army that is "to immobile". Why then is mech considered by many pros's to be FAR superior to bio in the TvT match up. Surly with the insane mobility of bio in dropships immobile mech should be torn apart.
I feel that through the intelligent use of Terran structures (Turret, Sensor Tower and Pfortress) and the excellent selection of support spell casters (Raven and Ghost) and units (Vikings and Banshees in particular) tanks can once again become behemoths that made the Protoss tremble in fear at the the thought of The Push. How that is to be done will have to be left up to better gamers than me~
I believe it is because bio units tend to be smaller in size so they get more hurt from AoE attacks from tanks and more notably from hellions AoE, which is the fastest unit in terran arsenal and allows you to kill or stall the possible drops long enough for your tanks (and thors) to get there. Edit: I also should mention that terran bio units have generally less health than protoss units, especially when they use stim which helps a lot units that do huge burst damage but has a slow attack speed like hellion or siege tank for example.
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On December 21 2011 22:32 frantic.cactus wrote:Show nested quote +On December 21 2011 22:25 Willzzz wrote:
TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players. I disagree, mech IS considered far superior by the top top Korean terrans. I don't care about the majority, just the likes of MVP, Bomber etc. Also tanks in a head on engagement in the right composition can beat a 200/200 Protoss army head on. The drawbacks I always hear are, "too immobile" or "urgh, I make one mistake and I lose."
There are plenty of recent games where Bomber and MVP have gone marine tank in TvT, not to mention other Korean terrans like Top and Rain, etc.
Yes tanks CAN beat a 200/200 protoss army, but no more effectively than a bio army can. If you don't gain any extra fighting ability for your loss of mobility why bother? Surely a tank army should be MORE effective in a straight up fight?
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I like tanks in all matchups, they have a purpose which no other unit in the terran arsenal has.
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Love the tank,it should be improved though
They are rather uselss though below a certain number ,you would be better of with 2 marauders then 1 tank (or 4 against 2) in most cases When you hit critical mass it easily kills annything on the ground, critical mass is high though and i dont often get this point in games. Immobility is a huge isue as well.(compare with colossus)
It should be good against protoss as protoss units clump the most of all races and manny units are armoured, strangely enough it seems to be bad against protoss, maybe because critical mass is to high and never or seldom achieved in games
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On December 21 2011 22:54 Willzzz wrote:Show nested quote +On December 21 2011 22:32 frantic.cactus wrote:On December 21 2011 22:25 Willzzz wrote:
TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players. I disagree, mech IS considered far superior by the top top Korean terrans. I don't care about the majority, just the likes of MVP, Bomber etc. Also tanks in a head on engagement in the right composition can beat a 200/200 Protoss army head on. The drawbacks I always hear are, "too immobile" or "urgh, I make one mistake and I lose." There are plenty of recent games where Bomber and MVP have gone marine tank in TvT, not to mention other Korean terrans like Top and Rain, etc. Yes tanks CAN beat a 200/200 protoss army, but no more effectively than a bio army can. If you don't gain any extra fighting ability for your loss of mobility why bother? Surely a tank army should be MORE effective in a straight up fight?
That was likely due the specific architecture of a particular map or situation in a BoX. Straight up, mech is better, but that doesn't mean other styles are automatically obsolete. Mech is ensdorsed by MVP.
Because you gain from having an army that can go head on with the protoss. Tanks and Hellions can defend a postition which is something that Bio cannot. (3/3 mech is still terrifying btw, that for one hasn't changed form BW) With the addition of Ghosts and Ravens to support an appropriate amount of Tank/Hellion. The mech army can trade cost efficiently and have greater unit retention than the protoss deathball.
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On December 21 2011 22:43 Mehukannu wrote:Show nested quote +On December 21 2011 22:17 frantic.cactus wrote: Firstly this is a good discussion topic, thank you.
I too have played Terran since BW and now in SC2 (though defiantly not at your level in either game)
I spent some time playing around with mech before and after the tank nerf and really wanted to find a stratergy which centered around my favourite unit. Unfortunately the time of the tank as the sole backbone of a Terran army in TvP seems to have passed us by. This is like you said due to the myriad of ways in which the Protoss can punish a tanking Terran. With adequate support though the tank can be deadly, destroying everything on the ground.
I have to wonder, one of the main criticisms on the tank in TvP is that it created an army that is "to immobile". Why then is mech considered by many pros's to be FAR superior to bio in the TvT match up. Surly with the insane mobility of bio in dropships immobile mech should be torn apart.
I feel that through the intelligent use of Terran structures (Turret, Sensor Tower and Pfortress) and the excellent selection of support spell casters (Raven and Ghost) and units (Vikings and Banshees in particular) tanks can once again become behemoths that made the Protoss tremble in fear at the the thought of The Push. How that is to be done will have to be left up to better gamers than me~
I believe it is because bio units tend to be smaller in size so they get more hurt from AoE attacks from tanks and more notably from hellions AoE, which is the fastest unit in terran arsenal and allows you to kill or stall the possible drops long enough for your tanks (and thors) to get there. Edit: I also should mention that terran bio units have generally less health than protoss units, especially when they use stim which helps a lot units that do huge burst damage but has a slow attack speed like hellion or siege tank for example.
Those are interesting ideas. Thanks. I may be back after I think about them for a while ^^
edit: oh shit double post, sorry TT
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Tanks are good vs P. In High Masters, you see them a lot more since people learn to control/position them better. You need to know how to place them, have back bone army to go along with there unit composition(counter). You cant just mass tanks blindly.
Need some tanking units for the tanks (thors), spread tanks around and it will crush protoss units. If they go immortal, get Ghost. Simple as that.
But lets face it, more than half of terran players cant micro management that so they go to the easy blindly mass tier 1 units play style.
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On December 21 2011 23:11 frantic.cactus wrote: That was likely due the specific architecture of a particular map or situation in a BoX. Straight up, mech is better, but that doesn't mean other styles are automatically obsolete. Mech is ensdorsed by MVP.
Because you gain from having an army that can go head on with the protoss. Tanks and Hellions can defend a postition which is something that Bio cannot. (3/3 mech is still terrifying btw, that for one hasn't changed form BW) With the addition of Ghosts and Ravens to support an appropriate amount of Tank/Hellion. The mech army can trade cost efficiently and have greater unit retention than the protoss deathball.
I'm not disputing that in certain situations mech is better, but mech is not used significantly more often at a pro level than marine/tank. All top terrans use marine tank on a regular basis, yes sometimes because of map or tournament tactics, but the reasons are irrelevant.
Bio cannot defend a position? 99% of TvP games are bio but I see people defending positions all the time, otherwise they would lose every game. Yes bio and mech excel on different terrain, but that's a difference rather than an advantage to either composition.
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On December 21 2011 22:32 frantic.cactus wrote:Show nested quote +On December 21 2011 22:25 Willzzz wrote:
TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players. I disagree, mech IS considered far superior by the top top Korean terrans. I don't care about the majority, just the likes of MVP, Bomber etc. Also tanks in a head on engagement in the right composition can beat a 200/200 Protoss army head on. The drawbacks I always hear are, "too immobile" or "urgh, I make one mistake and I lose." nono, there was an interview which MVP said he goes mech only because of his injury (that one that quite a few progamers have, forgot the name) and can't handle too many high apm games in a row. Most people thinks mech is superior mostly because artosis says so lol
Mech is better on some maps, but not all
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Tanks are great vs Protoss as part of a pre planned timing. IE, I'm going to make 2 cloaked banshees, kill as many probes as I can then make 4 siege tanks and go kill him.
They are terrible as a strategy of "I'm going to sit and just add more and more tanks to this army and when I feel the time is right I'm going to go kill him".
Why?
Because Siege Tanks suck against a Developed Protoss Army. There are four things Siege Tanks do not like to fight. Chargelots, Archons, Colossus with range and Immortals. One of these tend to exist during 1/1/1 timings but at least marines and banshees are really good vs it (Immortals). Fortunately pretty much all aggressive tank timings occur before the Protoss has a chance to get any of the other three. Huzzah!
Until a really good Terran comes along and rewrites the book of TvP then this is how it is.
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