|
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.
|
I too would love to see Tanks in TvP Hopefully people figure out something 
Edit: OMG my Pic is a marine now YEEH!
|
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.
|
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 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!
|
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.
|
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
|
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.
|
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."
|
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.
|
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.
|
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?
|
I like tanks in all matchups, they have a purpose which no other unit in the terran arsenal has.
|
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
|
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.
|
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
|
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.
|
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.
|
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
|
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.
|
As they are, tanks are great for small clumps of non-armored units, which is odd since they are supposed to be anti-armor, right?
However, my biggest complaint with the tank is that it deals friendly splash damage. There is no other unit in the game that does this, for any race. Unless you storm yourself (then you deserve it!) then nothing else will splash your own units. And since siege tanks are so incredibly dependent on position and having an army in front of them so they dont die, the friendly splash is unnecessary and extremely unforgiving I think. If it is going to remain in the game, I think that a few other key units should start doing friendly splash as well...
|
I would love to see a new upgrade for tanks which would give them extra damage but ONLY for the primary target. Make it expensive, make it late-game (require fusion core) - I don't care.
This would make tanks much more viable in TvP and would not affect TvT or TvZ that much. It would also introduce another interesting micro element - you'd want to target beefier units before smaller ones.
(Now that I think of it, isn't there an upgrade like that in campaign mode?)
|
The problem with tanks are that they should be viable in lategame TvP... but they're simply not, whereas it should be more like BroodWar.
|
On December 21 2011 23:56 sushichef wrote: I would love to see a new upgrade for tanks which would give them extra damage but ONLY for the primary target. Make it expensive, make it late-game (require fusion core) - I don't care.
This would make tanks much more viable in TvP and would not affect TvT or TvZ that much. It would also introduce another interesting micro element - you'd want to target beefier units before smaller ones.
(Now that I think of it, isn't there an upgrade like that in campaign mode?)
If they did want to make tanks viable vs protosss, then you are right they would have to be very careful not to break TvZ in doing so.
I think it's quite a nice idea, it would affect some things in TvZ and some in TvT but not too drastically. Might make TvT a bit too defensive?
|
I think blizz's HotS preview will solve mech. Hellion (firebat) will give the terran a melee unit that will therefore be able to do double AoE, but I don't think it's going to be good at it - I think it is there simply for a meat shield option. With such a meat shield I think Mech becomes extremely better as an option in TvP. In TvZ the Hellion would still get beaten down by roaches pretty hard.
I wouldn't be against a single target shell upgrade, as long as it somehow required Fusion Core, and maybe even had a long research time... But I think the Auto-Bat/Fire-Bot is the best option, mostly cause it is already planned, and it fits the morphinh mech theme that seems prevalent now in Terran.
|
I want the protoss to shit their pants when they try to breach the natural and 3 siege tanks are on the main cliff, destroying every unit in sight . Although that sound alot like bw ^^.
|
Tanks used to be viable even into a late game macro game TvP. Then they were nerfed along with every other mech unit. So yeah...it's too easy to overwhelm tanks lategame, especially in max vs max fights because of the tank damage nerf was so huge + the zealot armor change.
|
On December 21 2011 23:25 Nihonjin wrote: 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.
1. You are not high masters, you are mid diamond. 2. What the fuck, bio is five times more micro intensive than mech - you focus fire with tanks and that's all. 3. Get ghosts, simple as that? Sometimes I get the feeling that people just blindly suggest adding whatever unit that would theoretically do well against another unit. Good luck not falling hopelessly far behind on foodcount if you try to make mech and ghosts at the same time before you're maxed.
The tank is in a meh-state right now. It's intended to be the terran food-and-supply effective unit, but outside of TvT it doesn't really have the potential to be truly supply and cost-effective.
|
On December 21 2011 22:17 frantic.cactus wrote: 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.
There are several things to consider. First, and most importantly, mech is significantly harder to play than bio. How hard is it to spam Marines, Marauders, and Medivacs then move around the map, avoiding tanks, and abusing drops in less protected areas? Then as the mech player, how difficult is it to cover all 3 bases sufficiently, give your opponent the option to take all the bases on the map due to his map control and mobility, and then slow push across the map, knowing a single mistake can cost you half your tanks? Also, if you don't push quickly, enough, he just gets Battlecruisers and kills you with his superior economy. When played properly, mech is absolutely superior due to the simple fact that a full volley from all your tanks kills a third or half his freakin' army! Simply put, you can't engage a properly controlled mech army with bio. That's why, as the bio player, you abuse multi-drops in weak locations, to slow down his economy, force him to multitask, and frustrate him as you take bases to set yourself up for a transition into either sky terran or a ridiculous tank switch (usually sky terran). You engage EVERYWHERE the army isn't. And that's the dynamics behind TvT mech versus bio. If you don't understand why people are choosing to play bio over mech as it is now, then try it for yourself and see what you'd rather play - the style that takes advantage of the single mistake that most players are bound to make, or the style that requires you to play near perfectly but basically rolls over whatever your opponent can throw at you.
As for TvP, you also have to take other game mechanics into account. If Terran is on 5-6 bases playing bio, and you demollish half of their army instantly, and they manage to salvage the other half, how are they supposed to rebuild? Unless they replenish a good 50-65 supply worth of bio in 1 round of production (more likely to take 2 or 3 with at least 10-16 Barracks, which is roughly what you'd expect). So that means you have about a 50-75 second window where his army is infinitely weaker than yours (even though in a good 200/200 engagement your mech still wins).
Now, consider the same situation as Protoss. No matter what, Protoss will have gateway units as a majority of their army, if they don't just play a 100% gateway setup. If a Protoss loses 50-65 supply, they likely had at least 12 Gateways anyway, especially if you let them get those 5-6 bases (which will actually mean 16 or more). 24 supply is instantly remade, and in another 35 seconds, another 24 supply is remade (less if Chrono Boost is used, which it absolutely will). And with the Warp In function, you don't have a rally point, so remaxes are significantly more organized than if you played Zerg or Terran, where if you sat in the middle of the rally point or near the production facilities, your units will basically be engaging the mech army 1 by 1. Even if you boxed and A-moved every unit that came near, you're still going to have this effect.
And a Protoss army doesn't melt like a Terran bio army does. Wooooooooow. If you've played TvT and just watched a bio army just melt, you would know. And that's with like 8-10 tanks, not all that much. I've done like 16-20 Siege Tanks with like 20 Hellions against a Protoss gateway army (notice the ridiculous amounts of splash), and although it was a decisive victory, you can't say it melted nearly as well as a bio army did (and with twice as many tanks as well as having Hellions engage as well and having engaged in the side lane choke of Metalopolis). A Zerg or Terran army would've melted instantly. Protoss units are just straight up beefier. Stalkers have more total HP than Roaches and Marauders, and have basically the same survivability as Tanks (much less damage of course). Zealots are more durable than Marauders and roughly the same as Roaches, but without taking the bonus damage from Siege Tanks for being armored. Then we have Archons.. 310 HP, and no bonus damage taken from tanks.That's 9 Tank shots! O.O The only things more durable against a Tank on the ground would be an Ultralisk with it's insane 500 HP and an Immortal with it's Hardened Shield (which is more or less made to hard counter a Tank, Thor, and Ultralisk).
Now, nothing really melts an enemy army like a Protoss army. If your mech army is caught, it dies immediately, and it takes forever to remax (45s for Tanks as opposed to 25-30 for Marines and Marauders). Colossi don't discriminate in how they deal their damage, and Immortals are designed to destroy Tanks.
Maybe if Tanks did 70 damage to Armored units, they could work vs Protoss (with primary hard counters being Immortals, Archons, and Zealots due to the lack of damage they take). As it is, for Tanks to take 4 shots to kills a single Stalker (with the relatively weak splash damage they take as shown by the OP), it's retardedly difficult to get Tanks to work efficiently. Run in Charged Zealots from 2 angles, then Blink in Stalkers, and your Tanks are in trouble.
With Bio against Protoss, you do relatively similar damage. A Tank does 50 damage every 3 seconds to Armored, and 35 damage to Light. A Marauder does 10 every 1.5 seconds to Light, and 20 every 1.5 seconds to Armored. With Stim, it's 10/20 damage every 1 second. Versus Light, you're short 5 damage per 3 seconds and you're up 10 damage every 3 seconds versus Armored (which is a majority of the Protoss army). But if you do it by supply cost, then it would be 3 Marauders to 2 Siege Tanks. That means its 70/100 damage per 3 seconds versus 30/60 damage per 1.5 seconds (1 with Stim). You'll ALWAYS engage with Stim, so you'll be up 20 damage per 3 seconds against Light and up a ridiculous 80 damage against Armored. Even with the damage that splash does (Protoss units don't clump up nearly as well as Terran units, or even Zerg units), you have the advantage of mobility in the army. You can kite Zealots all day, basically engaging only a portion of the army, then engage the Stalkers (which Marauders DEMOLISH). With Tanks, you take on the entire army at once, or else suffer dealing significantly reduced damage. Bio is simply vastly easier to play. Protoss and Terran basically switched their positions from Brood War. Protoss gets the deathball and Terran uses a bunch of mobile, low-tier units with support. But Protoss doesn't have to slow push, and instead just drops Force Fields...
|
On December 22 2011 01:44 RyLai wrote:Show nested quote +On December 21 2011 22:17 frantic.cactus wrote: 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.
... With Bio against Protoss, you do relatively similar damage. A Tank does 50 damage every 3 seconds to Armored, and 35 damage to Light. A Marauder does 10 every 1.5 seconds to Light, and 20 every 1.5 seconds to Armored. With Stim, it's 10/20 damage every 1 second. Versus Light, you're short 5 damage per 3 seconds and you're up 10 damage every 3 seconds versus Armored (which is a majority of the Protoss army). But if you do it by supply cost, then it would be 3 Marauders to 2 Siege Tanks. That means its 70/100 damage per 3 seconds versus 30/60 damage per 1.5 seconds (1 with Stim). You'll ALWAYS engage with Stim, so you'll be up 20 damage per 3 seconds against Light and up a ridiculous 80 damage against Armored. Even with the damage that splash does (Protoss units don't clump up nearly as well as Terran units, or even Zerg units), you have the advantage of mobility in the army. You can kite Zealots all day, basically engaging only a portion of the army, then engage the Stalkers (which Marauders DEMOLISH). With Tanks, you take on the entire army at once, or else suffer dealing significantly reduced damage. Bio is simply vastly easier to play. Protoss and Terran basically switched their positions from Brood War. Protoss gets the deathball and Terran uses a bunch of mobile, low-tier units with support. But Protoss doesn't have to slow push, and instead just drops Force Fields...
That's the biggest part, I think, of why bio has remained so viable. Marauders and marines become insanely cost effective, and ghosts are essential in the match up. If you're dumping your gas in ghosts, you shouldn't have any resources to get tanks. Tanks are essential for controlling space, so if you get a good contain up, it's still nearly impossible for Protoss to break out of, but with the warp mechanic, an unscounted pylon could spell a flanking disaster for your tanks. Without the mobility that bio provides, you risk the chance that a round of charge zealots is going to come in and decimate your entire tank line.
|
I believe that if you did a poll, most people would support a damage increase for the Siege tank.
Siege tanks reward good planning and punish bad planning more than most units in the game. Your example of an unscouted pylon is a perfect example. If you just throw tanks into an area and siege them, you will run into problems. You have to scout surrounding areas so they don't get flanked. Real militarys have to scout an area before they bring in tanks. So should you.
Tips that were given to me:
1) If your tanks need to move forward, move a raven or two up and pre-turret the area. They last for a few minutes and act to absorb charges and damage. With the proper upgrades, they last a long time and can tank surprisingly well.
2) Bring SCVs with your tanks. Take advantage of the fact that you can repair them. If an area is especially dangerous, build a bunker as well as your raven turrets. When the bunker is ready, move your tanks forward.
3) Use defensive PFs. Your army is slow so you need defenses at your bases. Proper use of missile turrets and PFs strongly discourage drop play. This allows your tank force to be going the right direction: toward your enemy.
4) Harass. You want to encourage them to keep forces at their bases. Effective drops go a long way. If you have enough gas, ravens do amazing harass with the proper upgrades (which you'll want anyway). If they are concentrating on defense, they are not concentrating on offense. Keep them busy!
5) Don't use tanks unless you have the APM to handle them properly. You will be constantly scouting, harassing, dropping and keeping pressure on them while your tanks slowly push forward. Without that pressure, they can just use their superior mobility to wreck your bases while your tanks slowly move their way forward.
6) You'll need to expand aggressively. Using PFs and missile turrets as a mineral dump and get that gas!
I am not a good enough player to use tanks. I started Terran and switched to Protoss when I got frustrated with them.
|
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."
Interview with mvp(That i cannot find but will once i shower, so like edit it in in -15 minutes), MVP said he doesn't think mech will continue to be viable.
That's all, don't make assumptions. MVP likes extremely solid play. Bio isnt that.
On topic: tanks are soooo good vs zerg any sort of buff to the siege tank is really impossible. If you want it tovbe viable vs toss it has to be a transition, map specific, both of those, or some genius new composition.
Vs. zerg, ive started laddering and every game i play vs terran on lost temple is:
15 hatch 8 hellions come! Defend 8 hellions, all dead. Make 10 more drones then only lings while building bane nest. More hellions coming! Stay in base with lings to defend hellions Oh wait, he has some marines and siege tanks! You were supposed to leave your lings on thr other side for a flank, noob. Now you lose.
I dont really mind opness at lower levels, i think its good that siege tanks promote such thought intensive play as always being ready for a flank. But, I also think they need to stay where they are as a unit.
|
You'd like to see Tanks vs Protoss?
What about... me liking to see Hydras against... oh wait.
A unit with range 13 with sick splash without really needing micro, single handedly defending an expo in the midgame from the high ground looks fine to me.
Friendly splash is only really relevant when there are absolutely no medivacs due to combat shields.
|
* MVP does not agree with Artosis in regards to mech play (http://www.quanticgaming.com/articles/News/StarCraft-2/29/Meet-the-Team-Jung-MVP-Jong-Hyun/). * Archons also do radial splash damage.
|
For some reason people are arguing over whether mech is better than bio in TvT, and whether MVP said this, or that... the OP is about tanks in TvP for God's sake. And posting nothing but pedantry is not very helpful at all... Come on guys...
And please, please please please, stop posting your opinion as if its an unequivocal fact
|
Tanks right now are at an absolutely amazing spot in TvT and TvZ. They are really well balanced for those match ups and tinkering with them would offset the balance right away.
The thing with TvP is that there are tons of units and abilities that are specifically beneficial towards closing the distance really fast. In Broodwar ( yes I' ll be that guy ) speedlots and dragoons had to actually run to hell and back just to get into a good position to engage without getting obliterated. The walking took time. The only thing that closed the distance fast was bulldog drops ( dropping zealots onto tanks with a shuttle ) but this was especially fragile against anti air.
Now imagine Blink Stalkers and Chargelots, that' s basically dropping right into the range of the tanks without them having to walk through the hell of a tank barrage. Especially Zealots, that already are the tankiest units mineralwise, hurt the tank dynamic with their passive charge ability. There is no dynamic there, just 'I get into range and my zealot will think for itself and already run in without any decision on my part' .
Another factor that helps into making the tank a piece of misery in TvP is the exact hard counter, the Immortal. It' basically shuts down damage from tanks while dealing 50 damage a shot to them. The hardened shield ability again is a passive bonus that already does all the work for you without any micro at all.
All these passive perks that Protoss has are just boring compared to for example, Blink. If Charge wasn't an autocast ability it would already be far more interresting decisionwise. And if they nerfed the Immortals hardened shields to deflect up to 20 instead of 10 passively, and give it an active ability to reduce the damage to 5 for 0.5 seconds on a 2 second cooldown would already massively increase the fun in microing Protoss when moving through a tank like and increase the watchability.
It isn't so much as the Tank being bad against Protoss. Its about the Protoss race being designed to plow through tank lines unit for unit bar the Sentry and unblink Stalkers.
|
OK so let's get to it from a logical state of view.
Just let these few points sink in:
1. Can you imagine any composition where the addition of 1-2 tanks would not greatly improve the army composition?
2. Terran has 12 units to choose from, yet chooses to go marine / tank / medivac in like 90% of the games against Zerg. So either all 9 units are really really bad or tanks are just really good. This leads to
3. It is very likely that because of 2., buffing the tank in ANY way against P will result in the tank being OP against Zerg. Which is already debatable if you don't happen to have gosu micro pro skills with mutas.
makes sense? Saying the tank is no good against P is like saying water doesn't help against hunger. It's like the Hydra. It is very debatable if it's of any use against P, but it surely is of no use against T. Do you hear any Zerg complain about that? no? might be because we're busy whining about it being of any use at all. And by the way, we have 9 units to choose from.
|
On December 22 2011 05:32 Morghaine wrote: OK so let's get to it from a logical state of view.
Just let these few points sink in:
1. Can you imagine any composition where the addition of 1-2 tanks would not greatly improve the army composition?
2. Terran has 12 units to choose from, yet chooses to go marine / tank / medivac in like 90% of the games against Zerg. So either all 9 units are really really bad or tanks are just really good. This leads to
3. It is very likely that because of 2., buffing the tank in ANY way against P will result in the tank being OP against Zerg.
makes sense? Saying the tank is no good against P is like saying water doesn't help against hunger. It's like the Hydra. It is very debatable if it's of any use against P, but it surely is of no use against T. Do you hear any Zerg complain about that? no? might be because we're busy whining about it being of any use at all. And by the way, we have 9 units to choose from. 1. Getting just 2 siege tanks is about the worst you could do in a TvP. Sure, they add damage, but that's 400 minerals and 350 gas you've spent on the tanks + siege mode that could've been spent on upgrades or medivacs. In this context, I would much rather have the upgrades or medivacs.
2. The reason people go tank/marine is not because tanks are really good, it's because marines are really good once you reduce the number of banelings and infestors - and that's the tank's role. Similarly, in TvP marines are also really good, so we get Marauders to soak damage, Vikings to shoot down Colossi and Ghosts to prevent storm so that the marines can do their job.
Whether a tank buff would break TvZ depends entirely on the buff. If the buff was doing 2x damage to the tank's primary target but leaving the rest as is, the only big effect is it would make ultralisks less viable, but they already are, so no big deal.
|
On December 22 2011 05:32 Morghaine wrote: OK so let's get to it from a logical state of view.
Just let these few points sink in:
1. Can you imagine any composition where the addition of 1-2 tanks would not greatly improve the army composition?
2. Terran has 12 units to choose from, yet chooses to go marine / tank / medivac in like 90% of the games against Zerg. So either all 9 units are really really bad or tanks are just really good. This leads to
3. It is very likely that because of 2., buffing the tank in ANY way against P will result in the tank being OP against Zerg. Which is already debatable if you don't happen to have gosu micro pro skills with mutas.
makes sense? Saying the tank is no good against P is like saying water doesn't help against hunger. It's like the Hydra. It is very debatable if it's of any use against P, but it surely is of no use against T. Do you hear any Zerg complain about that? no? might be because we're busy whining about it being of any use at all. And by the way, we have 9 units to choose from.
1) Any composition that needs to hold up well in a 200 vs. 200 food fight would not benefit from the addition of 1-2 tanks unless it was already tank heavy. Most people have already said tanks require a critical mass to be effective at actual damage dealing, while small numbers of tanks are used mainly for range and poke against things like spines. Adding 8-10 tanks would be good. Adding 1-2, is most likely actually detrimental.
2) This is a very poort statement. The reason tanks are chosen vs. zerg is not that it is "superior" to the other terran units, but that it has a utility that no other terran unit has, 13 range. Quite frankly it is the only unit that can snipe banelings before they can kill your marines. Sure you can micro against smaller numbers of banelings, but against sweeping waves of the buggers, no amount of micro will help, you need to thin their ranks, something that tanks can do vs. low hp banelings (who cannot be just casually made in the numbers that zerglings can to mitigate this, due to cost.)
It is a balancing act. Marines > zergling / muta, baneling > marines, tank > baneling, zergling / muta > tank. 3) I just want to note here that a buff to tank armored damage, if you'll notice, effects absolutely nothing in this strategy until much later, when [and if] Ultras or infestors are made [as opposed to the usual broodlords].
So your main point here is that the tank should not get help because the hydra has not been helped? That is nonsensical to me. "Dont fix your race, till you fix mine", or so it sounds. As for the hydra, if I am not mistaken, not only does [I want to say Stephano, may be wrong] use them in ZvP to great effect, but its also getting a buff in HoTS [of questionable effectiveness]. As for ZvT hydras, I do not feel they are bad units, I just think you are getting metagamed. Hydras are great against air, marauders, thors ect.... but not tanks and marines....the current metagame choice.
* Disclaimer: I am not a zerg, so I dont know specifics on a lot of this hydra nonsense, but I felt I had to say something. *
|
So oneshotting infestors doesnt ring a bell in your balance departments?
User was warned for this post
|
On December 22 2011 07:26 Morghaine wrote: So oneshotting infestors doesnt ring a bell in your balance departments?
I highly doubt the damage buff that people are asking for is anywhere near a +40 damage vs. armored buff (bringing it to 90vs armored) tanks would need to have to one shot an infestor.
|
Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.
Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks.
|
The thing i would find hard is buffing the tank late game without making it too strong early game, because when toss RELIES on Force Fields, Tanks can just ruin your day 
But a Lategame buff would be interesting, but as i say early game, i find Tanks can be soo strong against nearly all toss compositions (hence 1-1-1 being so strong while a 3 rax marine banshee hellion for example would be much easier to hold off)
|
I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups.
|
On December 21 2011 23:11 frantic.cactus wrote:Show nested quote +On December 21 2011 22:54 Willzzz wrote: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.
That's not true at all. MVP specifically said he though Bio was going to be better because maps keep getting bigger.
On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
2 supply tanks would probably form a problem in TvZ.
|
On December 22 2011 07:39 ThomasHobbes wrote: Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.
Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks.
I do not understand.
"Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with. "
Why not? The tank was nerfed back in beta where I can vividly recall close position mech pushes, and mass roach (being unmicro'd and thrown into tank lines) being the norm. As you can see, the situation has changed a LOT since the nerf. Your statement is vague, what specifics would a tank buff effect in ZvT that you are against? What would it break? Why?
"Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks."
I disagree that ultras are terrible late game. What I would agree on though is that they do get hardcountered particularly hard by its respective counter. The ultralisk has always had problems, but so has many units, so I do not get the comparison. As far as I know, tanks are not a good counter to ultralisks, dealing only 50 damage, and being either unable too or have massively reduced splash due to their size. Ultras carve through tanks, its the support that gets them. I do not understand why the ultra is brought up as a counter to why the tank cannot get some love, not only is it rarely used in favor of broodlords anyway, but the tank is hardly the reason it performs poorly. Why would a tank buff expire when HoTS is released? Why does the ultras new buff not make it fare better against tanks? I just dont see the comparison.
|
It's just a shame that obviously some protoss developers of SC2 were brutalized to long by BW tanks, that they had to make all the units except 1-2 counter tanks. Tbh I don't really feel you can salvage the tank while you have immos, colossi, chargelots, blink stalkers, warpin and warp prism in the game. Even in HotS, I think mech will not really utilize tanks the same way they were utilized in BW. If they will be made, I think they will be more used not to deal dmg, but rather to force the toss to engage by doing annoying slow dmg from afar. It seems to me, hellion + goliath will be the new MMM, just now without medivac drop+healing synergy(now just drop) and ridiculous stutter stepping requirement and with splash.
|
I'll just add that GuMiho used tanks in a 2base MMMVT push vs Killer on TDA in the up/downs. Worked quite well.
|
As a protoss, I like it when I see tanks in a PvT [barring some 1-1-1 all-in]. Tanks are unbelievably good, in my opinion, at holding high ground. Throw a couple in your main-base in Shakuras overlooking the natural and it becomes cost-inefficient for protoss to break it until we get a lot of firepower. However as soon as tanks start moving out, it becomes really easy targets. A warp-in of zealots from the back of a T army when they siege up is effective. imo, tanks are effective in small areas - a large drop into your main and sieging up is super-effective, but in open field, zealots and immortals make tanks really worthless.
|
Hence why we only use bio vs protoss. : P
|
I agree with almost everything said here. I especially hate how long it takes the damn things to siege up, and cmmon only 35 damage to zerglings?! The splash damage barely justifies such terrible DPS, it's truly pathetic when unsieged tanks do more DPS than sieged ones.
|
a decent number of tanks does great vs. anything if positioned well.
|
On December 22 2011 07:39 ThomasHobbes wrote: Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.
Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks. Personally, I don't see why blizzard even bothers to buff ultralisk in HotS since it indirectly gets buffed when accompanied by some vipers. Cast some reverse dark swarms and you can be sure the terran is going to have some hard time.
|
Tanks just aren't that scary for toss (well if they are it's usually unfounded fright since they never have to deal with them outside of forcing action for a 111 or such (which is basically what they're good for vs toss, somewhat negating forcefields)).
Leaving 10 tanks sieged in a non-terrible position (not at all being picky) versus either a terran or a zerg will guarantee you at least cost effective trading 97% of the time against anything not airborne/burrowed/tricky etc...
Against toss that's basically 30 food out the window for like 2 zealots and a few shield damaged immortals.
I guess a 200pop pre-sieged tank heavy mech army will beat anything on the ground but you never have to fight a 200pop sieged tank army unless you're in a real hurry to end the game.
But... it doesn't hurt to keep trying I guess, I even won a mech tvp today.
|
lets just buff zlings back to bw levels of dps just cause "it was like that in bw and they only do 5dmg with no bonuses" while were at it
|
On December 22 2011 09:25 theboyrmca wrote: lets just buff zlings back to bw levels of dps just cause "it was like that in bw and they only do 5dmg with no bonuses" while were at it
I don't know how to respond to posts like this. It is pretty clear you are not wanting to engage in any form of logical debate or strategy talk, only to attempt to debase ideas with smarmy insults that require no thought at all. If you think tanks are fine, say it, explain it, and give reasons. Unless of course you have none.
That said, this isnt a "Bring back BW tanks, make this game like BW please" thread, but merely comparing unit roles to the closest approximation I have available, which is my experience with Terran in broodwar.
|
I think Tanks are fine the way they are now. Yeah they aren't very useful in TvP, but every race has units like that. Hydras in TvZ, Carriers in in TvP.
I think its pointless to compare BW Tanks to SC2 Tanks. Yes, they've gotten worse in terms of damage and supply. But they've also gained smartfire, faster rate of fire, and better dps in mobile mode.
More importantly, I think the main difference between Tanks in the two games is the warpin mechanic. In BW you know where the Gateway units will be coming from, and can siege your Tanks appropiately. But in SC2, the Protoss can warpin via a proxy pylon anytime, anywhere, so walking around unsieged is a much riskier. Thats why Tanks work in SC2 TvZ and TvT, but not TvP.
But I don't think theres anything Blizzard can do to fix that. Its stupid to nerf warpin because of one unit. Adjusting tank stats such as damage, supply, time to siege, etc might fix it for TvP, but unbalance it for TvZ and TvT. But thats okay; we don't need Tanks to fill the same role as in BW because we have Marauders instead. Its best to let BW be BW, and SC2 to be SC2.
|
One buff I could appreciate is graviton immunity if tanks are seiged. Makes keeping your tanks during mid-game a bit easier... hate losing tanks to phoenix =(
|
You forgot to mention smart-fire AI:On December 21 2011 22:29 Sm3agol wrote: 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. Tanks don't have anywhere near the overkill as they did in BW. Making it so that a Tank line doesn't need to be watched so that all your Tanks unload on only a few units and waste an immense amount of damage.
If Tanks were to get any buff, they'd need to remove smart-fire AI for them. Not that any unit should have it anyway.
As far as any sort of viablity in TvP goes, that's just a result of Protoss being designed around countering the Tank. It almost feels like it was all done intentionally to avoid more Mech TvP like in BW.
|
On December 22 2011 09:48 RoboBob wrote: I think Tanks are fine the way they are now. Yeah they aren't very useful in TvP, but every race has units like that. Hydras in TvZ, Carriers in in TvP.
I think its pointless to compare BW Tanks to SC2 Tanks. Yes, they've gotten worse in terms of damage and supply. But they've also gained smartfire, faster rate of fire, and better dps in mobile mode.
More importantly, I think the main difference between Tanks in the two games is the warpin mechanic. In BW you know where the Gateway units will be coming from, and can siege your Tanks appropiately. But in SC2, the Protoss can warpin via a proxy pylon anytime, anywhere, so walking around unsieged is a much riskier. Thats why Tanks work in SC2 TvZ and TvT, but not TvP.
But I don't think theres anything Blizzard can do to fix that. Its stupid to nerf warpin because of one unit. Adjusting tank stats such as damage, supply, time to siege, etc might fix it for TvP, but unbalance it for TvZ and TvT. But thats okay; we don't need Tanks to fill the same role as in BW because we have Marauders instead. Its best to let BW be BW, and SC2 to be SC2.
I feel you are wrong, and here is why.
I think the BW --> SC2 comparison is important, as many units retain their role after being moved over.
Ex: Mutas: Still a harass unit, bad in straight engagements Zerglings: the exact same Stalkers: Weaker dragoon but with blink. Retains role of mobile ranged firepower Zealot: Meat shield, good DPS if can get in range. ...and many others.
The changing of the tank from backbone of the lategame terran army into what it is now, a support unit, directly influences Terrans lack of a reliable macro style lategame, as nothing has stepped in to take its place in SC2.
In addition to this, I do not believe the warp-in mechanic is that serious of an issue. The added mobility definitely hurts, but its not the fact that gate units can more easily flank you now, but that lack of "power" that siege tanks have in a straight fight. If you mass a bunch of tanks, you expect your range and [previously] strong damage and splash to see you through the fight, but if that is no longer the case, and they fight at a subpar level to a MMM Ghost army, then you are essentially putting yourself at the mercy of the significant weaknesses of going mech for absolutely no gain. It used to be, even in beta, that if you sieged up a position and were attacked, that unless something went terribly wrong, it would be at very minimum an even or perhaps a favorable exchange. Now you can be presieged, units in decent position with an even army, and get absolutely rolled for no other reason than lack of power. The drawbacks of no early game presence, no mobility [or being at a huge disadvantage while being mobile], and the significant pain that comes from your army being whiped [remax slowly, bad unless at critical numbers ect...] are not worth it. It may be more prudent to think of this not as discussing the tank exactly, to discussing late game with the focus on the unit that I believe has the largest potiental to deliver a solid late game macro-style to Terran which currently does not have one.
As for these points:
Smartfire Smartfire was a big increase to tank DPS in the realy beta, where overkill would have actually been a problem. In TvP, there essentially is no overkill now, considering the size and robustness of their units. Looking at the Siege Tank vs. 10 Stalkers in the radial splash section I believe provides a good example of this, with ~5 stalkers taking damage out of 10 [grouped as close as possible], and only one taking the full 50 damage. In BW, if 10 dragoons ran into a line of 5 tanks, the first 4 goons would melt into blue-goo instantly, with many of the others taking splash. In SC2, if 10 stalkers run into a line of 5 tanks, youll get 1 kill with a bunch of [randomly spread] injured stalkers. Thats just not the kind of power I think something with those drawbacks can have, which is why I think smartfire was "overhyped" at the start.
Faster Rate of Fire This is most noticeable in mobile form, which as I will explain later, might as well have note even been changed. In Siege Mode the tanks fire once every 3 seconds, and while I am not sure of the exact cooldown rate in BW, it is really almost inconsequential. The main point here is that the damage loss is a much larger hit than faster fire rate.
Think of it this way: If the average amount of hitpoints of units in SC2 has increased, how is the tank supposed to stay competative losing 20 damage against armored? (I think the 70 vs. 50 damage is really an eye opener. It has been so long that I actually forgot the original BW tank had 70 damage instead of 60. Raelly bring it into perspective. a 70 damage to 50 damage drop is essentially losing one colossus attack every time [which is compounded by the 3 sec attack cooldown]).
Mobile Tank Mode I'm going to put this as plainly as I possibly can. If tanks are fighting in mobile mode in a situation other than either:
A) Youre winning in a glorious fashion, A-moving your much larger army across the map. or B)Extremely early aggression, timing attacks, or all-ins. Even then Siege is still preferred.
Then they are still WILDLY cost ineffective. I cannot stress that enough. It is Siege Mode or don't make the unit [excluding of course the situations above]. The best example I can come up with to stress this is having a bunch of gateways, with no intention of using warpgate tech. One is vastly inferior to the other.
|
On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups. I think if they changed tank supply cost, MMM would still be the norm in TvP. It's not that tanks aren't at all effective in the matchup, it's just that they aren't mobile enough - in macro games terran has to pressure the protoss with drops, and dropping tanks to pick off probes and structures just isn't as effective. It's also difficult to do "pokes and prods" at the front with tanks: If a battle is going poorly with MMM, you can often stim or pick up your units with minimal losses. If a battle is going poorly with tanks, it takes too long to unsiege and retreat so you end up losing your whole army.
Also, it would crush my zerg spirits if tanks were 2 supply lol they're just too strong to be the same supply cost as a marauder.
|
On December 22 2011 04:45 Morghaine wrote: You'd like to see Tanks vs Protoss?
What about... me liking to see Hydras against... oh wait.
A unit with range 13 with sick splash without really needing micro, single handedly defending an expo in the midgame from the high ground looks fine to me.
Friendly splash is only really relevant when there are absolutely no medivacs due to combat shields.
User was warned for this post
|
My thoughts on the siege tank: It's like the siege tank from broodwar, except used less in some matchups, which is just fine.
/rant: I'm tired of the fixation on mech tvp and it's lack of viability. You don't get to use tanks every game in a single matchup? Well I don't get to use hydras in any games in any matchup. Let the dream die. Please stop making "I want to use mech in TvP" threads that are thinly disguised as analysis. These threads always end in two things: 1) we still don't know how to use tanks in TvP. 2) Tanks should be buffed so we can use them in TvP. Here is the progression:
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.
i would definitely like to see strategies arise, that make tanks viable in tvp!
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
Love the tank,it should be improved though
Bam! and now we're teetering on balance discussion, which is a slippery, slippery slope into race-flaming and temp bans. Besides, you're thinking about the game backwards, approaching it as "how can I use this unit to achieve victory" rather than "How can I achieve victory given the units I have access to". Let the tank dream die Jack, let the dream die. /endrant
|
On December 22 2011 12:01 eternaLx wrote:Show nested quote +On December 22 2011 04:45 Morghaine wrote: You'd like to see Tanks vs Protoss?
What about... me liking to see Hydras against... oh wait.
A unit with range 13 with sick splash without really needing micro, single handedly defending an expo in the midgame from the high ground looks fine to me.
Friendly splash is only really relevant when there are absolutely no medivacs due to combat shields.
Implying Hydras are bad vs. everything terran has and are not just getting metgamed by Marine/Tank (both units hydras are bad against naturally)
Implying "sick" splash, which is an opinion I do not think anyone who uses tanks currently shares.
Implying slow pushes, good tank spread, positions, focus firing large targets, are not an excercise in APM and micro.
Implying tanks firing down from the high ground [defending] is something exclusive to tanks, and not things like fungal and colossus.
I'm not going to use the implying garbage against the last point of friendly splash, because honestly that is not an argument, it just is not thinking. Medivacs essentially give marines a large HP pool by healing the ones being hit, so instead of 4 hits from a zealot to kill a shielded marine, it would take many more. Medivacs would literally be completely negated by splash, as if the shielded marine getting healed suddenly takes 15-30 splash damage, it removed 1-2 hits that the unit attacking the marine [zealot in this example] has to hit the marine before it falls. That and it will hit more than 1 allied unit, lowering the number of hits to kill for all units effected.
And as for the above poster, like I said, its less "Why cant we use tanks", than it is "What can we use to give terran a late game, macro alternative to the bio style", which in my opinion can only fall on the tank given the other units available. Its less of a balance thread than I hope it is a how to use tanks to change the late game terran playstyle. And as for never being able to use hydras, Sttttttttttttttttephano.
|
On December 22 2011 11:46 PaleBlueDot wrote: Smartfire Smartfire was a big increase to tank DPS in the realy beta, where overkill would have actually been a problem. In TvP, there essentially is no overkill now, considering the size and robustness of their units. Looking at the Siege Tank vs. 10 Stalkers in the radial splash section I believe provides a good example of this, with ~5 stalkers taking damage out of 10 [grouped as close as possible], and only one taking the full 50 damage. In BW, if 10 dragoons ran into a line of 5 tanks, the first 4 goons would melt into blue-goo instantly, with many of the others taking splash. In SC2, if 10 stalkers run into a line of 5 tanks, youll get 1 kill with a bunch of [randomly spread] injured stalkers. Thats just not the kind of power I think something with those drawbacks can have, which is why I think smartfire was "overhyped" at the start. You can abuse overkill by doing Zealot Bombs and spreading a couple units ahead of your army to soak more Tank fire than normal.
In SC2, you can't do that. A couple units dropped in a Tank line could devastate it in BW. In SC2, you'll be lucky to get one or two Tanks. The somewhat infamous IT bombs require 3 eggs per Tank. The main reason to spread a couple units ahead of your army for bumrushing a Tank line in SC2 is to negate splash instead of wasting an entire line's volley, since no shots are wasted.
I think if Tanks never had smart-fire AI, there might never have been a need to nerf the damage.
|
A couple thoughts about Tanks in the context of TvP and mech.
First off, Tanks have to balanced for everything. It's very nice that Voidrays destroy Tank/Hellion in more or less absolute fashion, but if that is Protoss's only viable response to Tanks, there is nothing to build against Tank/Marine, which is generally stronger in a straight up fight against everything Protoss builds until Colossi or High Templar. In this regard, you could say that the effectiveness of Marines hold Tanks back. Back in Beta, when Tanks did 60 damage to everything, Tank compositions could totally annihilate anything Protoss fielded on the ground, although the maps did contribute to that problem.
As the OP mentioned, Terran lost a few things (spider mines) that allowed mech to be viable. Keep in mind that Protoss also lost (or took severe blows to) the things that let them fight mech in the endgame, Arbiters and Carriers. Yes, Carriers still exist, and there is a Mothership, but Vortex is not Stasis, and Carriers aren't what they once were.
Furthermore, on that subject, Protoss lost Zealot bombs on tank formations, a primary weapon in dealing with early Tank pushes. Turrets kill Warp Prisms much more effectively than Turrets killed Shuttles, or Prisms unload slower in the comparison. And, of course, Marines. Marines shut down every air approach to Tanks very effectively.
Also in consideration is Protoss unit balance against bio. Kiting allows bio to achieve far higher cost effectiveness than numbers indicate they should have, and Tanks can't kite. Gateway units have to be strong enough to compete with bio until Colossi/HT at the least. Buff tanks or nerf Gateway units to allow Tanks to slaughter Gateway in the fashion they did in Broodwar, and again, Tank/Marine can become too strong to be reasonable.
TL;DR Tanks don't exist in a vacuum. Marine/Tank is inherently stronger in straight up fights than Tank/Hellion until Protoss have Colossi and/or High Templar, so buffing Tanks or nerfing Gateway units to allow Tank/Hellion to fight as mech used to in BW up to through the early midgame will make Tank/Marine arguably too strong in that same stretch.
As a side note, the Missile Turret is the primary anti-air of BW mech style PvT. Turrets cost 25% more in SC2, and although they are stronger than their BW predecessors, they have the same coverage, so for the same minerals invested in Turrets, BW Terrans get 25% more area covered with detection and AA.
|
On December 22 2011 12:20 Kyadytim wrote: As a side note, the Missile Turret is the primary anti-air of BW mech style PvT. Turrets cost 25% more in SC2, and although they are stronger than their BW predecessors, they have the same coverage, so for the same minerals invested in Turrets, BW Terrans get 25% more area covered with detection and AA.
![[image loading]](http://i.imgur.com/nLmCZ.png) He also gets to absorb damage, be instumental in actually moving out against really anything air related late game, and being pretty cheap to boot.
I gotta take a break from watching this thread, too many points and counterpoints make you tired :/
|
On December 22 2011 07:49 PaleBlueDot wrote:Show nested quote +On December 22 2011 07:39 ThomasHobbes wrote: Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.
Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks. I do not understand. " Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with. " Why not? The tank was nerfed back in beta where I can vividly recall close position mech pushes, and mass roach (being unmicro'd and thrown into tank lines) being the norm. As you can see, the situation has changed a LOT since the nerf. Your statement is vague, what specifics would a tank buff effect in ZvT that you are against? What would it break? Why? " Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks." I disagree that ultras are terrible late game. What I would agree on though is that they do get hardcountered particularly hard by its respective counter. The ultralisk has always had problems, but so has many units, so I do not get the comparison. As far as I know, tanks are not a good counter to ultralisks, dealing only 50 damage, and being either unable too or have massively reduced splash due to their size. Ultras carve through tanks, its the support that gets them. I do not understand why the ultra is brought up as a counter to why the tank cannot get some love, not only is it rarely used in favor of broodlords anyway, but the tank is hardly the reason it performs poorly. Why would a tank buff expire when HoTS is released? Why does the ultras new buff not make it fare better against tanks? I just dont see the comparison.
Have you looked at race winrates? TvZ has been Terran favored for the past year, and when some form of racial balance is starting to form, you want to buff tanks? It's inane to discuss a tank buff and exclusively analyse its effect on TvP, it will effect TvZ, and that must also be part of the discussion.
On Roaches being thrown into siege lines -> Are you serious? I'm not interested in discussing whatever tactics were employed at the games release, but throwing roaches into sieged tanks is moronic when the Terran has good tank spread and units (hellions / thors) to distract the roaches and deal secondary damage. Zerg anti-mech compositions are effectively reduced to roach heavy styles, and roaches are countered by two of the units present in a mech army. Increasing tank damage against roaches will make what is already a dangerous and difficult composition to deal with even harder.
Ultralisks are already challenged in the late-game. Blizzard agrees on this, and is planning a substantial buff for them as a result. Increasing tank damage, however marginal, is not conducive towards making Ultralisks more effective, but rather works against that by making them less effective against a unit they're supposed to counter.
TLDR - Zerg is already challenged against Terran, Tanks were nerfed for a reason, and no buff will come because Blizzard will not risk upsetting a balance that is already in serious doubt.
|
I can't believe how cheap tanks were in SC1 (price). They are no 3 food but are they actually that much more effective than the 2 food tanks were in BW, at least for TvZ and TvT? (since in TvP they aren't used much). The only reason why I'd think Blizzard would make them 3 food is if they're stronger. In big numbers they are (or at least used to) since splash is more effective in SC2, but with the bigger and bigger maps, the effectiveness of the tank has decreased, unfortunately.
Though, they did take 5 more seconds to build. (were BW seconds faster than SC2 seconds?)
|
On December 22 2011 12:34 ThomasHobbes wrote: Have you looked at race winrates? TvZ has been Terran favored for the past year, and when some form of racial balance is starting to form, you want to buff tanks? It's inane to discuss a tank buff and exclusively analyse its effect on TvP, it will effect TvZ, and that must also be part of the discussion.
On Roaches being thrown into siege lines -> Are you serious? I'm not interested in discussing whatever tactics were employed at the games release, but throwing roaches into sieged tanks is moronic when the Terran has good tank spread and units (hellions / thors) to distract the roaches and deal secondary damage. Zerg anti-mech compositions are effectively reduced to roach heavy styles, and roaches are countered by two of the units present in a mech army. Increasing tank damage against roaches will make what is already a dangerous and difficult composition to deal with even harder.
Ultralisks are already challenged in the late-game. Blizzard agrees on this, and is planning a substantial buff for them as a result. Increasing tank damage, however marginal, is not conducive towards making Ultralisks more effective, but rather works against that by making them less effective against a unit they're supposed to counter.
TLDR - Zerg is already challenged against Terran, Tanks were nerfed for a reason, and no buff will come because Blizzard will not risk upsetting a balance that is already in serious doubt.
So let me get this straight.
You feel that because tanks just might actually make ZvT harder, that one matchup should be damned to stagnation? How noble. The goal here is to discuss why tanks are performing poorly TvP, and how it may be fixed, be that by strategy, damage increase, or unit comp. You seem to have your head fixated on an increase in tank damage making your life harder, and therefor want nothing to do with it.
"Have you looked at race winrates? TvZ has been Terran favored for the past year, and when some form of racial balance is starting to form, you want to buff tanks?"
Winrates are ineffectual for you personally (as you will never be Code S, which is where they are focused, at the top), but also have a lot of other factors that people like to ignore. Cheese counts as a win still, which means when MKP excutes flawless marine micro to end a TvZ in the early portion of the game, that increase in winrate should most definitely be used as proof that tanks are fine. Makes sense. Want a higher personal winrate? Cheese every game. Want a balanced game? We must think beyond that.
"On Roaches being thrown into siege lines -> Are you serious? I'm not interested in discussing whatever tactics were employed at the games release, but throwing roaches into sieged tanks is moronic when the Terran has good tank spread and units (hellions / thors) to distract the roaches and deal secondary damage. Zerg anti-mech compositions are effectively reduced to roach heavy styles, and roaches are countered by two of the units present in a mech army. Increasing tank damage against roaches will make what is already a dangerous and difficult composition to deal with even harder."
Not interested in comparing tactics that at the time was the entire basis for the nerf? Bad policy. How often do you see pure mech vs. Z at the top level. Not so much. It isnt exactly as daunting as mech vs. P, but there is a reason why it isnt used as much as bio. You seem to not understand the matchup really well if you think you can only go roach vs. mech. Until thors hit absolutely large numbers, 5-6, mutas will ROLL them while magic boxed, enjoy killing a 150 supply army with nothing but mutas. Situations come up where tech switches and different units are used to destroy mech balls really well [ex. First engagement all the hellions are killed off, so you remax on zerglings], stuff like that.
You are seeing this the wrong way. We arent saying "Lets buff tanks, regardless what it does to other matchups", we are saying "Lets test the idea, and see how it works in relation with the other matchups". How do you absolutely know a damage buff will wreck the matchup again? Do you have a secret PTR server? Because I would like to test it myself. No one wants imbalance. Tanks seem weak and ineffectual PvT, while in my eyes carrying the key to a macro lategame terran in their arms, so I ask if there is a way to bring them up to speed while keeping the game balanced. Work with me here, not against me.
"Ultralisks are already challenged in the late-game. Blizzard agrees on this, and is planning a substantial buff for them as a result. Increasing tank damage, however marginal, is not conducive towards making Ultralisks more effective, but rather works against that by making them less effective against a unit they're supposed to counter. "
Are Ultralisks challenged in the late-game? Yes I agree they are. But the game does not revolve around the Ultralisk. There is no evidence that tanks getting an increase in damage will absolutely shut down all ultra play, not even in theorycraft. They counter tanks just fine as it is, and are getting a buff to help them cope with the massive bioballs that you can lose 4-5 ultras to just approaching. These are seperate cases, there is no reason we cant have ultras getting better and tanks getting better at all. You can have the cake and eat it too.
" TLDR - Zerg is already challenged against Terran, Tanks were nerfed for a reason. "
TLDR - If you yourself state that the winrates have nearly balanced out, then there is no reason not to revaluate the situation to help better the other matchups as well. Tanks were nerfed in what was essentially the stone ages of SC2, back when absolutely nothing was developed, and as such I believe it was premature.
"and no buff will come because Blizzard will not risk upsetting a balance that is already in serious doubt" See I know you are joking when you say this while referencing the new units and abilities that will come out untested [in beta of course] by anyone other than blizzard staff.
|
Oh yeah btw. Great analysis, and I didn't know about the splash differences between baneling/ultra/tank o.o
Thanks for that
|
Your post sums it up pretty well. There was a lot of discussion about this like a year ago. Tanks are absolutely terrible against Protoss because of how many Protoss units counter them. Also, things like zealot shields counting as non-armored (I believe zealots in BW took full damage to shields, not half?) compounds the problem.
Versus Zerg tanks are much better, but they definitely do not come near the raw "power" of tanks in BW that you noted (the power that made walking into a large sieged up Terran army usually a very bad idea unless you did micro-intensive things to mitigate it, like zealot bombs, arbiter freeze, etc). I can live with that though, they do well versus lings/blings, ok versus roaches, the only complaint with tanks in TvZ is that they take too long to kill ultras but whatever.
TvT they're obviously important, but I think I actually like the fact that you have to go half bio half tanks, it makes things a bit more interesting and active.
So overall, the problem once again falls with Protoss design, just as so many things wrong with SC2 (like Colossus). Protoss counters tanks way too hard, and when you add in zealots being able to charge, taking half damage on shields, and tanks only having 50 instead of 70 damage versus armored make them terrible in everything except a timing attack.
|
On December 22 2011 11:56 TangSC wrote:Show nested quote +On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups. I think if they changed tank supply cost, MMM would still be the norm in TvP. It's not that tanks aren't at all effective in the matchup, it's just that they aren't mobile enough - in macro games terran has to pressure the protoss with drops, and dropping tanks to pick off probes and structures just isn't as effective. It's also difficult to do "pokes and prods" at the front with tanks: If a battle is going poorly with MMM, you can often stim or pick up your units with minimal losses. If a battle is going poorly with tanks, it takes too long to unsiege and retreat so you end up losing your whole army. Also, it would crush my zerg spirits if tanks were 2 supply lol they're just too strong to be the same supply cost as a marauder.
Well thing is, it's easy to balance something for one match up. We can all think of ways to fix it like that (without making it too complex, since blizzard wants to keep things simple). The problem is balancing them for all 3 matchups (or at least, for 2, the third isn't as important; the strategic balance might be lower, but it will still be "balanced" since it's a mirror).
2 food would help them late game, especially since you can get more later and spread them out more to help vs Protoss' mobility. But the other problem that would need to be solved is tanks in the early game. It depends on the map but a Terran can die easily early game with siege tanks instead of marauders. What makes it even harder is that 1-1-1 compositions like marine tank banshee, with a push, is really hard to stop as Protoss.
On December 22 2011 14:22 Scila wrote: Your post sums it up pretty well. There was a lot of discussion about this like a year ago. Tanks are absolutely terrible against Protoss because of how many Protoss units counter them. Also, things like zealot shields counting as non-armored (I believe zealots in BW took full damage to shields, not half?) compounds the problem.
Versus Zerg tanks are much better, but they definitely do not come near the raw "power" of tanks in BW that you noted (the power that made walking into a large sieged up Terran army usually a very bad idea unless you did micro-intensive things to mitigate it, like zealot bombs, arbiter freeze, etc). I can live with that though, they do well versus lings/blings, ok versus roaches, the only complaint with tanks in TvZ is that they take too long to kill ultras but whatever.
TvT they're obviously important, but I think I actually like the fact that you have to go half bio half tanks, it makes things a bit more interesting and active.
So overall, the problem once again falls with Protoss design, just as so many things wrong with SC2 (like Colossus). Protoss counters tanks way too hard, and when you add in zealots being able to charge, taking half damage on shields, and tanks only having 50 instead of 70 damage versus armored make them terrible in everything except a timing attack.
Wow, forgot about that. I wonder why they changed it? (The shields). I would like if a Q&A session out there bothers to ask blizz/david about these kinds of things, rather than the current problems, since they might stem from these "base" changes (or the root).
Also, didn't think of this but you're right. Tanks were even better in BW, and it was even harder to micro with Zerg against them. So a buff to the tank might not kill TvZ after all. In a way, it would make Tanks counter Ultras even more, and make BLs counter tanks even more, forcing them to unsiege. So the tank isn't better in all aspects. (Btw I disagree with you, tanks may take a while to kill Ultralisks but they still do soft counter them, and even more so when you mech and/or have a lot of tanks).
I think it would be cool to see Tanks "counter" Colossi and HTs. They already outrange them and do well in large numbers, but that's only in large numbers. They're too weak in small numbers.
|
I think people are looking at this wrong. Forget the BW siege tank; the Starcraft 2 siege tank now fits in a completely different role. It is not a very good army unit in Starcraft 2. If I had to compare it to a unit from another race, I'd suggest the Protoss sentry. Consider:
Similarities: -Relatively immobile, defensive units -Expensive (particularly gas heavy) -Space-controlling units (forcefields & tank range) -Often see use in early all-ins (1-1-1, MC-style sentry heavy gateway aggression) -Require other units to defend them (sentries because of lack of DPS, tanks for anti-air and dealing with speedlings and chargelots) -Each race's best counter to banelings and other high DPS melee units (zealots and speedlings). This is their primary role.
If you just think of the tank as Terran's version of the sentry, it's quite clear that it's a properly tuned unit. It is situationally useful (more so against some races than others), but never as the backbone army unit. It helps defend during tech-tree transitions. You'll often want at least a few, but rarely want too many.
As a followup, it's worth looking at why the BW-style mech approach is so much less effective in Starcraft 2. There are two separate components: changes to the tank itself and changes to other units that affect the tank.
Changes to the tank: The Starcraft 2 siege tank does relatively less DPS as compared to its BW counterpart. It also costs more gas and three supply instead of two, which limits the effectiveness of massing up tanks. Its range is extended slightly, but ranges throughout Starcraft 2 are longer, so it's not clear that this is a significant buff.
Changes to other units adversely impacting the tank: -The addition of voidrays gives Protoss an effective (i.e. better than the scout) early to midgame air-to-ground option. -Complementing that, the replacement of goliaths with thors (and the fact that thors are ineffective against voidrays) means that Terran has no good answer to voidrays out of the factory, requiring him to build a separate infrastructure to defend against this tech change. -Movement rates have mostly increased in Starcraft 2, which reduces the effectiveness of immobile, space controlling units like the siege tank. Even units that don't move particularly faster can close on the tank more quickly, due to abilities like charge and blink. -Drops, blink, warpins and cliff-walking mean that Terran and Protoss can attack a base from many angles throughout the game, rather than attempting to barrel down the choke or wait until arbiters. -Several new units have been added that directly counter the tank: immortals, marauders, and voidrays are three that come to mind. -Several new units have been added that indirectly cause problems for the tank: medivacs (drops and healing in one cheap package), colossi (cliff-walking), phoenixes (lift). -Finally, the tank's best friend and partner, the vulture, has been removed in favor of the hellion, which, while playing a similar role and while certainly useful, lacks the critical mines that allowed BW Terran mech to maintain map control and vision. Additionally, hellions are relatively ineffective against chargelots, while vultures were always an excellent answer to speedlots.
|
Siege tanks are no longer the core of an army anymore they are considered more of a utility unit rather than the old 'I make moar tanks, i beat you'.
I reckon they are more of a supporting fire unit now, bio/hellion group goes forward, then backs off to the tanks for cover.
|
Tanks are pretty good against Terran and Zerg, so I will focus this response on Protoss. The reason tanks are bad against Protoss is because they can field a billion and one counters while still having better mobility. Tanks cannot, under any circumstance, ever be good in the TvP matchup because of this. We can buff tanks, and clusterfuck ZvT (and maybe TvT, if you like bionic play). You can increase Terran AA or amount of meatshields, and clusterfuck ZvT without a significant increase in the effectiveness of tanks in TvP. Tanks will never, under any circumstance, ever be good in TvP due to the many cost-effective counters without screwing over other matchups.
|
The only thing to be discussed about the Siege Tank is it's role in TvP.
Tanks are effective in timing pushes, because you're able to pin the protoss down and slowly zone out the gateway units with range. Anything outside planned early game attacks, Tanks are pointless, since the protoss ball is extremely mobile once they actually get a "ball", and without a critical mass of tanks, the (woefully pitiful) damage does not justify the supply/time/resources invested. And if you do get a critical mass of tanks, the relative mobility between the two armies will fuck you up big time.
I remember a game with TLO vs HasuObs in the NASL Season 2 on Crevasse, Top vs Bottom, where he had MMM + 2 Fact Tanks, using his tanks to slowly leapfrog over as he took expansion along the siege path, until eventually he was able to have a position on HasuObs' ramp. It actually looked promising until HasuObs decided to break the tank line with surprising ease. TLO's bio ball was really small because of the fragile tanks that had been obliterated, and it was a complete one sided slaughter. The tanks did however kept TLO in the game, as he had really dug himself deep in his expansions. But HasuObs' stalker zealot collosi immortal ball just circumvented all of the defense lines, forced his way into the main and camped the production.
I don't like how Protoss players are claiming all of a sudden that tanks are good, they're just jumping on the hipster mech bandwagon. Artosis lied to you guys: Tanks are fucking bad in TvP compositions, ask any sane Terran player. Fuck even GoOdy, of all people admitted that mech TvP is DEAD.
DEAD. PEOPLE.
DEAD!!
|
On December 22 2011 16:07 Gamegene wrote: The only thing to be discussed about the Siege Tank is it's role in TvP.
Tanks are effective in timing pushes, because you're able to pin the protoss down and slowly zone out the gateway units with range. Anything outside planned early game attacks, Tanks are pointless, since the protoss ball is extremely mobile once they actually get a "ball", and without a critical mass of tanks, the (woefully pitiful) damage does not justify the supply/time/resources invested. And if you do get a critical mass of tanks, the relative mobility between the two armies will fuck you up big time.
I remember a game with TLO vs HasuObs in the NASL Season 2 on Crevasse, Top vs Bottom, where he had MMM + 2 Fact Tanks, using his tanks to slowly leapfrog over as he took expansion along the siege path, until eventually he was able to have a position on HasuObs' ramp. It actually looked promising until HasuObs decided to break the tank line with surprising ease. TLO's bio ball was really small because of the fragile tanks that had been obliterated, and it was a complete one sided slaughter. The tanks did however kept TLO in the game, as he had really dug himself deep in his expansions. But HasuObs' stalker zealot collosi immortal ball just circumvented all of the defense lines, forced his way into the main and camped the production.
I don't like how Protoss players are claiming all of a sudden that tanks are good, they're just jumping on the hipster mech bandwagon. Artosis lied to you guys: Tanks are fucking bad in TvP compositions, ask any sane Terran player. Fuck even GoOdy, of all people admitted that mech TvP is DEAD.
DEAD. PEOPLE.
DEAD!!
I agree. Artosis has no proof that mech is viable. I know he is a veteran and a great player but I truly can not believe mech can ever be viable. Although on STOG he did mention something about banshee and stuff so he might not have meant BW style mech. He probably meant a combination of air units as well so ugh iono. Either way, I agree with MVP. MVP said that as map get bigger, the better bio becomes. This isnt true just for TvT but also for TvP as well. As it stands, mech already crap and add this on it is basically more crap on crap. :/
|
On December 22 2011 13:28 PaleBlueDot wrote:Show nested quote +On December 22 2011 12:34 ThomasHobbes wrote: Have you looked at race winrates? TvZ has been Terran favored for the past year, and when some form of racial balance is starting to form, you want to buff tanks? It's inane to discuss a tank buff and exclusively analyse its effect on TvP, it will effect TvZ, and that must also be part of the discussion.
On Roaches being thrown into siege lines -> Are you serious? I'm not interested in discussing whatever tactics were employed at the games release, but throwing roaches into sieged tanks is moronic when the Terran has good tank spread and units (hellions / thors) to distract the roaches and deal secondary damage. Zerg anti-mech compositions are effectively reduced to roach heavy styles, and roaches are countered by two of the units present in a mech army. Increasing tank damage against roaches will make what is already a dangerous and difficult composition to deal with even harder.
Ultralisks are already challenged in the late-game. Blizzard agrees on this, and is planning a substantial buff for them as a result. Increasing tank damage, however marginal, is not conducive towards making Ultralisks more effective, but rather works against that by making them less effective against a unit they're supposed to counter.
TLDR - Zerg is already challenged against Terran, Tanks were nerfed for a reason, and no buff will come because Blizzard will not risk upsetting a balance that is already in serious doubt. So let me get this straight. You feel that because tanks just might actually make ZvT harder, that one matchup should be damned to stagnation? How noble. The goal here is to discuss why tanks are performing poorly TvP, and how it may be fixed, be that by strategy, damage increase, or unit comp. You seem to have your head fixated on an increase in tank damage making your life harder, and therefor want nothing to do with it. "Have you looked at race winrates? TvZ has been Terran favored for the past year, and when some form of racial balance is starting to form, you want to buff tanks?"Winrates are ineffectual for you personally (as you will never be Code S, which is where they are focused, at the top), but also have a lot of other factors that people like to ignore. Cheese counts as a win still, which means when MKP excutes flawless marine micro to end a TvZ in the early portion of the game, that increase in winrate should most definitely be used as proof that tanks are fine. Makes sense. Want a higher personal winrate? Cheese every game. Want a balanced game? We must think beyond that. "On Roaches being thrown into siege lines -> Are you serious? I'm not interested in discussing whatever tactics were employed at the games release, but throwing roaches into sieged tanks is moronic when the Terran has good tank spread and units (hellions / thors) to distract the roaches and deal secondary damage. Zerg anti-mech compositions are effectively reduced to roach heavy styles, and roaches are countered by two of the units present in a mech army. Increasing tank damage against roaches will make what is already a dangerous and difficult composition to deal with even harder."Not interested in comparing tactics that at the time was the entire basis for the nerf? Bad policy. How often do you see pure mech vs. Z at the top level. Not so much. It isnt exactly as daunting as mech vs. P, but there is a reason why it isnt used as much as bio. You seem to not understand the matchup really well if you think you can only go roach vs. mech. Until thors hit absolutely large numbers, 5-6, mutas will ROLL them while magic boxed, enjoy killing a 150 supply army with nothing but mutas. Situations come up where tech switches and different units are used to destroy mech balls really well [ex. First engagement all the hellions are killed off, so you remax on zerglings], stuff like that. You are seeing this the wrong way. We arent saying "Lets buff tanks, regardless what it does to other matchups", we are saying "Lets test the idea, and see how it works in relation with the other matchups". How do you absolutely know a damage buff will wreck the matchup again? Do you have a secret PTR server? Because I would like to test it myself. No one wants imbalance. Tanks seem weak and ineffectual PvT, while in my eyes carrying the key to a macro lategame terran in their arms, so I ask if there is a way to bring them up to speed while keeping the game balanced. Work with me here, not against me. "Ultralisks are already challenged in the late-game. Blizzard agrees on this, and is planning a substantial buff for them as a result. Increasing tank damage, however marginal, is not conducive towards making Ultralisks more effective, but rather works against that by making them less effective against a unit they're supposed to counter. "Are Ultralisks challenged in the late-game? Yes I agree they are. But the game does not revolve around the Ultralisk. There is no evidence that tanks getting an increase in damage will absolutely shut down all ultra play, not even in theorycraft. They counter tanks just fine as it is, and are getting a buff to help them cope with the massive bioballs that you can lose 4-5 ultras to just approaching. These are seperate cases, there is no reason we cant have ultras getting better and tanks getting better at all. You can have the cake and eat it too. " TLDR - Zerg is already challenged against Terran, Tanks were nerfed for a reason. " TLDR - If you yourself state that the winrates have nearly balanced out, then there is no reason not to revaluate the situation to help better the other matchups as well. Tanks were nerfed in what was essentially the stone ages of SC2, back when absolutely nothing was developed, and as such I believe it was premature. "and no buff will come because Blizzard will not risk upsetting a balance that is already in serious doubt"See I know you are joking when you say this while referencing the new units and abilities that will come out untested [in beta of course] by anyone other than blizzard staff.
No.
The Tank is an important unit in the TvZ match-up, a match-up which has, traditionally, been Terran favored.
This has nothing to do with whether or not my life is harder, it has to do with balance.
The Tank was nerfed because of imbalance as perceived by the Blizzard balancing staff. That is all. Blizzard will not buff the unit because it will wreck the balance they tried to impose by instituting the nerf in the first place.
I'm sorry if you want to use Tanks in every match-up, it isn't going to happen unless you find a method of using them outside of a buff by Blizzard. The Tank is a powerful unit, it pretty much defines the TvZ matchup after the marine, and in the case of mech instead of the marine. It is not going to be buffed because it would require additional buffs to Zerg units, which in turn would effect Protoss units and require additional buffs on their part as well.
In short, it would be a mess, a mess Blizzard does not want (This is David Kim's stated reason for not wanting to touch the marine, the balancing would be a nightmare).
Please stop directing this towards me, I'm irrelevant in this. The Tank will not be buffed because Terran would be imbalanced with a stronger Tank, they already border on imbalanced as is (no, not according to me, according to winrates at the highest level, especially in Korea, where you see to believe balance should be made).
|
On December 22 2011 12:05 Lobotomist wrote: Well I don't get to use hydras in any games in any matchup Then wake up, because Hydras are used in ZvZ and ZvP.
|
United Kingdom20285 Posts
On December 22 2011 11:56 TangSC wrote:Show nested quote +On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups. I think if they changed tank supply cost, MMM would still be the norm in TvP. It's not that tanks aren't at all effective in the matchup, it's just that they aren't mobile enough - in macro games terran has to pressure the protoss with drops, and dropping tanks to pick off probes and structures just isn't as effective. It's also difficult to do "pokes and prods" at the front with tanks: If a battle is going poorly with MMM, you can often stim or pick up your units with minimal losses. If a battle is going poorly with tanks, it takes too long to unsiege and retreat so you end up losing your whole army. Also, it would crush my zerg spirits if tanks were 2 supply lol they're just too strong to be the same supply cost as a marauder.
As stupid as it sounds, i think 2 supply tank would break team games, where turtling is encouraged (shared bases etc) As it is, it is really damn hard to beat someone with an orbital focused economy who just builds a ton of tanks, at 2 supply very tank heavy play would be unbeatable from any of the 3 races even in 1v1 i think.
Why not reduce ROF and increase damage? Brood war tanks shot notably slower than sc2 tanks i think. With game to real time conversion sc2 tanks have about 2.16 second ROF.
It could get nasty in 1-1-1 variations with a ton of tanks though, one in particular that hit me a few weeks ago, he went gas first, and produced constant tanks with only 1 or 2 banshees and hit quite late, it was on shakuras, he threw down a pdd and started to siege on low ground in range of my nexus so i ran down my big natural ramp with like 20 zealots and he instantly killed some 70-80% of my army with the splash damage from the first volley. Of course his marines instantly killed everything left over without him loosing a single tank/banshee and the game ended moments later.
Avoidable with flanks, pre-splitting etc, but the clumping on sc2 units moving up/down ramps is already devastating with this tank damage, increasing it would hurt a lot.
|
On December 22 2011 18:24 Cyro wrote:Show nested quote +On December 22 2011 11:56 TangSC wrote:On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups. I think if they changed tank supply cost, MMM would still be the norm in TvP. It's not that tanks aren't at all effective in the matchup, it's just that they aren't mobile enough - in macro games terran has to pressure the protoss with drops, and dropping tanks to pick off probes and structures just isn't as effective. It's also difficult to do "pokes and prods" at the front with tanks: If a battle is going poorly with MMM, you can often stim or pick up your units with minimal losses. If a battle is going poorly with tanks, it takes too long to unsiege and retreat so you end up losing your whole army. Also, it would crush my zerg spirits if tanks were 2 supply lol they're just too strong to be the same supply cost as a marauder. As stupid as it sounds, i think 2 supply tank would break team games, where turtling is encouraged (shared bases etc) As it is, it is really damn hard to beat someone with an orbital focused economy who just builds a ton of tanks, at 2 supply very tank heavy play would be unbeatable from any of the 3 races even in 1v1 i think. Why not reduce ROF and increase damage? Brood war tanks shot notably slower than sc2 tanks i think. With game to real time conversion sc2 tanks have about 2.16 second ROF. It could get nasty in 1-1-1 variations with a ton of tanks though, one in particular that hit me a few weeks ago, he went gas first, and produced constant tanks with only 1 or 2 banshees and hit quite late, it was on shakuras, he threw down a pdd and started to siege on low ground in range of my nexus so i ran down my big natural ramp with like 20 zealots and he instantly killed some 70-80% of my army with the splash damage from the first volley. Avoidable with flanks, pre-splitting etc, but the clumping on sc2 units moving up/down ramps is already devastating with this tank damage, increasing it would hurt a lot.
But lower ROF and higher damage make Immortals more effect counter to the Tank. Not sure if that's good.
I haven't tried it yet in a real game, but maybe it's viable to make a few Tanks and roll them with your MMM army and siege them up when all Chargelots are all dead since that way it does no/less friendly splash in a battle? Just a random thought, might try this if I get better at the game to actually try stuff.
|
United Kingdom20285 Posts
1 factory pumping tanks on 2 base with MM focus has come up in a few of my games specifically on metalopolis, and it seems very powerful, im not sure it is "better" than MM though.
The immortals countering harder would be an unintended side effect of ROF decrease, maybe hardened shield could be redesigned as a percentage based decrease? 75% decrease would mean tanks hit them for more burst and dps than they do now, even with 50 dmg, and it would change the marauder vs immortal dynamic a bit in favor of the immortal, which would be nice for early game PvT i think, not sure of balancing, im just kinda throwing ideas around right now. Terrans dont say "Oh shit, he is going to immortal bust me, better make marauders" but then again immortals are already quite powerful vs marauders, the problem comes with the higher ROF of stim allowing them to eat immortals alive before the limited number of them make a meaningful contribution to the battle
|
On December 22 2011 18:40 Mobius_1 wrote:Show nested quote +On December 22 2011 18:24 Cyro wrote:On December 22 2011 11:56 TangSC wrote:On December 22 2011 07:45 [17]Purple wrote: I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.
Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups. I think if they changed tank supply cost, MMM would still be the norm in TvP. It's not that tanks aren't at all effective in the matchup, it's just that they aren't mobile enough - in macro games terran has to pressure the protoss with drops, and dropping tanks to pick off probes and structures just isn't as effective. It's also difficult to do "pokes and prods" at the front with tanks: If a battle is going poorly with MMM, you can often stim or pick up your units with minimal losses. If a battle is going poorly with tanks, it takes too long to unsiege and retreat so you end up losing your whole army. Also, it would crush my zerg spirits if tanks were 2 supply lol they're just too strong to be the same supply cost as a marauder. As stupid as it sounds, i think 2 supply tank would break team games, where turtling is encouraged (shared bases etc) As it is, it is really damn hard to beat someone with an orbital focused economy who just builds a ton of tanks, at 2 supply very tank heavy play would be unbeatable from any of the 3 races even in 1v1 i think. Why not reduce ROF and increase damage? Brood war tanks shot notably slower than sc2 tanks i think. With game to real time conversion sc2 tanks have about 2.16 second ROF. It could get nasty in 1-1-1 variations with a ton of tanks though, one in particular that hit me a few weeks ago, he went gas first, and produced constant tanks with only 1 or 2 banshees and hit quite late, it was on shakuras, he threw down a pdd and started to siege on low ground in range of my nexus so i ran down my big natural ramp with like 20 zealots and he instantly killed some 70-80% of my army with the splash damage from the first volley. Avoidable with flanks, pre-splitting etc, but the clumping on sc2 units moving up/down ramps is already devastating with this tank damage, increasing it would hurt a lot. But lower ROF and higher damage make Immortals more effect counter to the Tank. Not sure if that's good. I haven't tried it yet in a real game, but maybe it's viable to make a few Tanks and roll them with your MMM army and siege them up when all Chargelots are all dead since that way it does no/less friendly splash in a battle? Just a random thought, might try this if I get better at the game to actually try stuff. 
Yall are forgetting that the reason thors or any other mech unit arent incorporated into bio army is because they cant stim and are slow. This mean that if you are retreating then they are guarented to die. Not just this, but this also mean you can NOT stim kite because then your mech unit will die aka your tanks but you need to kite otherwise you get FF and get ripped apart by chargelots. This is the reason people dont go tanks because they will usually retreat MMM back anyways and tanks dies before they pay for themselves.
Watch BW mech, the vultures tank for the tanks to shoot. They dont retreat back and let the tanks die. If you are going bio then you are completely disregarding the reason to make tanks.
I think there was a good rule of thumbs that was followed in BW that if a tanks get 3 or so shots off then he has paid for themselves. I think a similar rule of thumbs would also apply but would have to be tested as well to see how many shoots it really does take but who makes tanks anyways in tvp :p
|
On December 22 2011 18:11 ThomasHobbes wrote: No.
The Tank is an important unit in the TvZ match-up, a match-up which has, traditionally, been Terran favored.
This has nothing to do with whether or not my life is harder, it has to do with balance.
The Tank was nerfed because of imbalance as perceived by the Blizzard balancing staff. That is all. Blizzard will not buff the unit because it will wreck the balance they tried to impose by instituting the nerf in the first place.
I'm sorry if you want to use Tanks in every match-up, it isn't going to happen unless you find a method of using them outside of a buff by Blizzard. The Tank is a powerful unit, it pretty much defines the TvZ matchup after the marine, and in the case of mech instead of the marine. It is not going to be buffed because it would require additional buffs to Zerg units, which in turn would effect Protoss units and require additional buffs on their part as well.
In short, it would be a mess, a mess Blizzard does not want (This is David Kim's stated reason for not wanting to touch the marine, the balancing would be a nightmare).
Please stop directing this towards me, I'm irrelevant in this. The Tank will not be buffed because Terran would be imbalanced with a stronger Tank, they already border on imbalanced as is (no, not according to me, according to winrates at the highest level, especially in Korea, where you see to believe balance should be made).
You are not actually giving any examples, suggestions, or proof. Every post you have essentially said "No, it will break the game for Zerg", and then said nothing more about it except your misguided notion that Blizzard has personally taken up the standard of your cause. Unless you specifically work for blizzard, stop referencing them, it brings absolutely nothing to the table, you do not speak for them.
"The Tank was nerfed because of imbalance as perceived by the Blizzard balancing staff. That is all. Blizzard will not buff the unit because it will wreck the balance they tried to impose by instituting the nerf in the first place."
I have said this in probably every single response post to things you have made, and you do not change your argument. They nerfed the tank based around the metagame, unit effectiveness, and strategies of a game in its infancy. Every single matchup has changed, all of them. Units have changed. Metagames have changed. Build times, actual stats that effect the core values of the game have changed. How many people do you know masterfully executing Muta/Ling/Baneling the first 2 weeks of beta? None. The nerf may have been justified at the time, and hell it may still be justified now, but I am saying give it a shot, too much has changed to assume the same outcome. If you have a better idea, let it out.
"The Tank is a powerful unit, it pretty much defines the TvZ matchup after the marine"
Lets think about this a different way. If banelings were not in the game, would tanks be used at all in TvZ? Tanks in TvZ are almost a direct response to the threat of banelings, able to thin the numbers before they arrive. The damage of the tank is irrelevant in the context of muta/ling/baneling as they serve the sole purpose of sniping banelings, which die regardless of changes in damage in the positive direction. The only thing you would have to account for is roaches when using full mech, which you do not see at the top level, it is not explored because no one has too. I am saying lets explore it.
"(This is David Kim's stated reason for not wanting to touch the marine, the balancing would be a nightmare). '
Please do not take direct quotes out of context. He specifically stated:
Q. A lot of the people says that Marines in general are way too powerful. Are you guys planning to balance the Marines?
A. (David Kim) In the patch 1.4, Bionic units were very powerful. We are trying to make it so that Terran players play bio half the time and mechanic the other half the time. Marines are the basic foundation of the Terran units and tweaking such a unit will create a lot of problems. Therefore we are trying to avoid it.
As you can see, he specifically stated he did not want to balanced the marine beause it is a foundation unit, being the first unit you can make, it directly influences every single build Terran can do, early game defense, ect... This is clearly not the case with the tank, which is generally an addition to your army later. Also, drawing attention to his quote of "We are trying to make it so that Terran players play bio half the time and mechanic the other half the time." then you can see that they also have an interest in mech. They are not talking specifically about TvZ here, this is every matchup, so how about giving the tank a re-evaluation instead of throwing it in everyones face here that improving tanks WILL break the game, and that you herald some unannounced opinions at blizzard.
|
On December 22 2011 11:22 Tropical Bob wrote:You forgot to mention smart-fire AI: Show nested quote +On December 21 2011 22:29 Sm3agol wrote: 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. Tanks don't have anywhere near the overkill as they did in BW. Making it so that a Tank line doesn't need to be watched so that all your Tanks unload on only a few units and waste an immense amount of damage. If Tanks were to get any buff, they'd need to remove smart-fire AI for them. Not that any unit should have it anyway.As far as any sort of viablity in TvP goes, that's just a result of Protoss being designed around countering the Tank. It almost feels like it was all done intentionally to avoid more Mech TvP like in BW. I just have to say that there isn't smart fire AI in the game as stated by Dustin Browder over a year ago. It only has a little delay between attacks which makes it so that tanks (or any other unit in the game) won't waste shots on a unit that is already dead. Link to the Q&A thread. It is in the multiplayer section.
|
On December 22 2011 20:22 Mehukannu wrote:I just have to say that there isn't smart fire AI in the game as stated by Dustin Browder over a year ago. It only has a little delay between attacks which makes it so that tanks (or any other unit in the game) won't waste shots on a unit that is already dead. Link to the Q&A thread. It is in the multiplayer section.
Just for clarity, here is the important part:
-- Browder on why they can't remove tank overkill: "To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots."
And here are the amusing / nostalgia parts: [off topic but worth it ] + Show Spoiler + -- Blizzard does not believe that there is an issue with EMP in TvP.
-- No plans for Carrier buffs (seems strong to them), but they will re-evaluate in a month or two.
-- TvZ stats show approx 50/50 balance. Thinks there may be an issue with tanks, but stats don't show it yet. They will be watching closely this matchup.
-- No plans to change Psi Storm, but first logical change may be to make it not have to be researched.
-- Terran is the most popular MP race. Unknown if this is because it's default, their expansion, familiar, or perceived as OP.
And most importantly of course: -- UED don't play a major role in Terran campaign but perhaps a greater role in the future campaigns.
Long live the UED!
|
PaleBlueDot -> I'm going to break this down one last time.
If Terran, in the TvZ matchup, is either balanced or overpowered, how on earth is buffing the tank, an essential unit in both of Terran's main TvZ compositions, a good idea in terms of balance?
If the change in damage is small, how does this change TvP? If the damage buff is sizeable, how does this not effect TvZ (both in terms of the roach, ultralisk, and speedlings before tanks get +1)?
Can you answer these questions? Yes or no?
You keep going on about how the Ultralisk does fine against tanks. Great, but how does making the Ultralisk less effective (by increasing tank damage) help its already signifcant problems against bio units?
You keep talking about the changing metagame, that isn't relevant. If TvZ is balanced now (and lets, for your benefit, assume it is), buffing the tank will not help maintain that balance due to the factors already mentioned (roach, ultralisk, and pre-upgrade speedlings).
I'm sorry that you don't get more powerful tanks because you want them. Too bad. The TvZ match-up often centers around tanks as a key unit. Making tanks more powerful adds another buff to what is an already very powerful unit / race. It would require counter-buffs which would make the entire balancing act hopelessly complex.
It will not happen, it should not happen, and time will continue to demonstrate this. Stop what amounts to blatant race pandering . Your reasoning (We don't know if we haven't tried it, so lets try it) can be extended to any change, regardless of magnitude. Yes, I want to try out some hydralisks with no light tag, additional range, and twice the speed. Sucks to be me.
|
On December 22 2011 20:42 ThomasHobbes wrote: PaleBlueDot -> I'm going to break this down one last time.
If Terran, in the TvZ matchup, is either balanced or overpowered, how on earth is buffing the tank, an essential unit in both of Terran's main TvZ compositions, a good idea in terms of balance?
If the change in damage is small, how does this change TvP? If the damage buff is sizeable, how does this not effect TvZ (both in terms of the roach, ultralisk, and speedlings before tanks get +1)?
Can you answer these questions? Yes or no?
You keep going on about how the Ultralisk does fine against tanks. Great, but how does making the Ultralisk less effective (by increasing tank damage) help its already signifcant problems against bio units?
You keep talking about the changing metagame, that isn't relevant. If TvZ is balanced now (and lets, for your benefit, assume it is), buffing the tank will not help maintain that balance due to the factors already mentioned (roach, ultralisk, and pre-upgrade speedlings).
I'm sorry that you don't get more powerful tanks because you want them. Too bad. The TvZ match-up often centers around tanks as a key unit. Making tanks more powerful adds another buff to what is an already very powerful unit / race. It would require counter-buffs which would make the entire balancing act hopelessly complex.
It will not happen, it should not happen, and time will continue to demonstrate this. Stop what amounts to blatant race pandering . Your reasoning (We don't know if we haven't tried it, so lets try it) can be extended to any change, regardless of magnitude. Yes, I want to try out some hydralisks with no light tag, additional range, and twice the speed. Sucks to be me.
You could easily bring back full tank damage to shields from bw and not touch tvz.
|
On December 22 2011 20:42 ThomasHobbes wrote: PaleBlueDot -> I'm going to break this down one last time.
If Terran, in the TvZ matchup, is either balanced or overpowered, how on earth is buffing the tank, an essential unit in both of Terran's main TvZ compositions, a good idea in terms of balance?
If the change in damage is small, how does this change TvP? If the damage buff is sizeable, how does this not effect TvZ (both in terms of the roach, ultralisk, and speedlings before tanks get +1)?
Can you answer these questions? Yes or no?
You keep going on about how the Ultralisk does fine against tanks. Great, but how does making the Ultralisk less effective (by increasing tank damage) help its already signifcant problems against bio units?
You keep talking about the changing metagame, that isn't relevant. If TvZ is balanced now (and lets, for your benefit, assume it is), buffing the tank will not help maintain that balance due to the factors already mentioned (roach, ultralisk, and pre-upgrade speedlings).
I'm sorry that you don't get more powerful tanks because you want them. Too bad. The TvZ match-up often centers around tanks as a key unit. Making tanks more powerful adds another buff to what is an already very powerful unit / race. It would require counter-buffs which would make the entire balancing act hopelessly complex.
It will not happen, it should not happen, and time will continue to demonstrate this. Stop what amounts to blatant race pandering . Your reasoning (We don't know if we haven't tried it, so lets try it) can be extended to any change, regardless of magnitude. Yes, I want to try out some hydralisks with no light tag, additional range, and twice the speed. Sucks to be me.
Yes yes TvZ just got balanced, absolved you of any former difficulty, and changing anything in the game from this point forward will damn us all to stagnation. You dont contribute, your points were invalidated twelve posts ago, and you throw out claims of "race pandering" [bias], when you are absolutely covered in it. I do not know if you will ever get this message, as you apparently have great difficulty reading the other ones. Lets not read that a buff to +armored would not effect speedlings at all and would be negligable against something with 500HP that is made en masse and is getting a charge upgrade. Lets not read that I am not a pro player and do not have the forsight required to absolutely know that increasing tank damage will straight up break the matchup (how did you aquire this ability? bitten by a radioactive idra?).
Here is my question. By your own words, you believe TvZ at this point in time is balanced. Cool. So the logic goes:
Balanced TvZ ---> Buff to tank changes balance ----> game is irreparably broken and cannot be reverted if it is to much. but also:
Balanced TvZ ---> Buff to ultralisk because it was "underperforming" ---> no change in matchup balance. game is fine.
Enjoy the thread, im done wasteing my time talking to someone who does not wish for any improvements, just the intent to spread his opinion that any change to terran is a bad change for you zerg.
|
My thread about the bipolar nature of muta vs thors and archons and the use of magic box was closed at 2 pages after it got hijacked by people claiming balanced or imbalance.
How is this still open at 5 pages?
|
On December 22 2011 21:11 attwell wrote: My thread about the bipolar nature of muta vs thors and archons and the use of magic box was closed at 2 pages after it got hijacked by people claiming balanced or imbalance.
How is this still open at 5 pages?
Shock paddles and an iron lung.
|
To be fair, we shouldn't bring HotS to this discussion, because as blizzard has already stated the units and upgrades we saw at blizzcon are not final. For all we know they could have already scrapped such ideas as viper or reaper health regeneration. Still blizzard wants us to discuss these new addition from HotS but they are not relevant to this thread at all since we are talking about tanks in WoL (more notably in TvP match up) and not about tanks in HotS. Also people chill a little no reason to talk down on each other right?
On December 22 2011 21:11 attwell wrote: My thread about the bipolar nature of muta vs thors and archons and the use of magic box was closed at 2 pages after it got hijacked by people claiming balanced or imbalance.
How is this still open at 5 pages? PM a mod perhaps? And at least post something that is relevant to this thread please.
|
Beeing a protoss player i haven't tried this but what about in TvP:
Tank + Ghost + Marine .. sure its costly but you emp the incoming forces and that should 1 shot zealots with fewer tank numbers...
|
Palebluedot, all Thomas is trying to say is if you look at the big picture, does tank really need a buff? The answer would be no. Tanks already do good in all the other match up. I can understand that you want tanks to be in TvP but that doesnt mean it can be in TvP simply because it already a good unit so there no reason to buff a already good unit. The tank already has it purpose in the game. While a unit like Ultralisk, hydra, or carriers is rather undefined and doesnt really have time to use it.
I believe HOTS basically shows that blizzard is trying to make mech viable in TvP and it basically them saying that buffing tanks would ruin everything else which is why they arent buffing tanks or terran in general because terran already strong. They are going to wait till their expansion where they have more time to beta test everything out. I would hate to have someone like DRG or Nestea get kicked out of code S simply because terran got a slight buff to tanks for testing it viability in TvP.
Long story short, I think mech just isnt meant to work in Wings of liberty or blizzard can not make it work without altering the game enough that distort balances which is why they are pushing to make it work in HOTS with new mech units.
On December 22 2011 21:24 stinger_ro wrote: Beeing a protoss player i haven't tried this but what about in TvP:
Tank + Ghost + Marine .. sure its costly but you emp the incoming forces and that should 1 shot zealots with fewer tank numbers...
Collosus
|
I think you overestimate the strength of BW tanks. It was the combination of tanks + vultures + spidermines that dominated the grownd, so protoss had to adapt. And sometimes the speedy vultures(+mines) were more difficult to handle than the tanks.
|
As much as I hate to play against the tank, I love the siege mech and the battles it enforces. Since vsZ tanks are the core unit more often than not, trying different stratts against it is so much fun for me.
P.S spoiler inside a spoiler inside a spoiler..spoilception?
|
Buffing tanks would break TvZ. Wait for HotS to play TvP mech.
thanks
|
On December 22 2011 20:42 ThomasHobbes wrote: PaleBlueDot -> I'm going to break this down one last time.
If Terran, in the TvZ matchup, is either balanced or overpowered, how on earth is buffing the tank, an essential unit in both of Terran's main TvZ compositions, a good idea in terms of balance?
If the change in damage is small, how does this change TvP? If the damage buff is sizeable, how does this not effect TvZ (both in terms of the roach, ultralisk, and speedlings before tanks get +1)?
Can you answer these questions? Yes or no?
You keep going on about how the Ultralisk does fine against tanks. Great, but how does making the Ultralisk less effective (by increasing tank damage) help its already signifcant problems against bio units?
You keep talking about the changing metagame, that isn't relevant. If TvZ is balanced now (and lets, for your benefit, assume it is), buffing the tank will not help maintain that balance due to the factors already mentioned (roach, ultralisk, and pre-upgrade speedlings).
I'm sorry that you don't get more powerful tanks because you want them. Too bad. The TvZ match-up often centers around tanks as a key unit. Making tanks more powerful adds another buff to what is an already very powerful unit / race. It would require counter-buffs which would make the entire balancing act hopelessly complex.
It will not happen, it should not happen, and time will continue to demonstrate this. Stop what amounts to blatant race pandering . Your reasoning (We don't know if we haven't tried it, so lets try it) can be extended to any change, regardless of magnitude. Yes, I want to try out some hydralisks with no light tag, additional range, and twice the speed. Sucks to be me. I feel it is a pretty important question to ask, were you playing around the time the tank got nerfed? There was really only 1 thing the nerf really effected, hydras. Zlings* and blings were effected in a rather minor way, mostly just slightly reducing the splash. Did it help these 2 units stay alive? Sure, but it wasn't like it took 2x more shots to kill the blings, it more like reduced the blings killed from 7 to 6, which in the great scheme of things likely didn't change a whole lot.
Now I'm all for making hydras viable in ZvT, but the rine+medivac is the reason the hydra sucks ZvT, not the tank, so they'd need to nerf the rine first before hydra would ever truly become viable**.
Heck just the added splash the rines take from tanks firing on zlings is likely to make up for everything except that hydras will still infact suck ZvT.
* zlings were mostly effected via giving the zerg an upgrade timing where tanks dont 1 shot them, which doesn't really matter in the great scheme of things since nowadays if the tank is firing on zlings instead of the blings he was a waste of money and shouldn't have been made.
** which I've said they need to do, since terran's reliance on keeping this unit alive through the fight while other units are simply there to keep aoe away from it is redicilous.
|
On December 21 2011 22:07 PiPoGevy wrote:I too would love to see Tanks in TvP Hopefully people figure out something  Edit: OMG my Pic is a marine now YEEH! I use tanks all the time in tvp , I just marine, tank, raven , banshee push. 1/1/1 with bunker at entrance is what makes it possible vs 4 gates
|
On December 22 2011 20:22 Mehukannu wrote:Show nested quote +On December 22 2011 11:22 Tropical Bob wrote:You forgot to mention smart-fire AI: On December 21 2011 22:29 Sm3agol wrote: 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. Tanks don't have anywhere near the overkill as they did in BW. Making it so that a Tank line doesn't need to be watched so that all your Tanks unload on only a few units and waste an immense amount of damage. If Tanks were to get any buff, they'd need to remove smart-fire AI for them. Not that any unit should have it anyway.As far as any sort of viablity in TvP goes, that's just a result of Protoss being designed around countering the Tank. It almost feels like it was all done intentionally to avoid more Mech TvP like in BW. I just have to say that there isn't smart fire AI in the game as stated by Dustin Browder over a year ago. It only has a little delay between attacks which makes it so that tanks (or any other unit in the game) won't waste shots on a unit that is already dead. Link to the Q&A thread. It is in the multiplayer section. It works out to be the same thing, whether you want to call it smart-fire or not. Maybe I shouldn't use the term 'AI' with it, but it is what it is.
They can remove it if they make Tanks ignore that delay.
|
I think variety should be encouraged in every match-up to keep things interesting, I'm seeing it so that mech should be the strong, slow direct engagement-style option to bio's mobility. Now this thread is about TvP meching in WoL I believe, so I'm not going to post about some Carriers or some such stuff that could also be changed. A plenty of things could be changed in my opinion.
The weakness of the Siege Tank vs. Protoss renders mech invalid against them in mid to late game - or so I think - and this means it renders the entire factory tech path useless vs. them. Leaving only MMMGV for that part of the game. Now. We don't want to change the other match-ups at least in this conversation, so I can think of a few simple answers for this problem.
1, Give Siege Tanks an upgrade researchable at maybe armory, which gives them bonus damage vs. either Protoss units in general, or against shields. This doesn't change the other match-ups, and it doesn't change 111 since the upgrade comes later. 2, You could even make such an upgrade for all the mech units, if it seems necessary.
I don't have anything to offer to the discussion about how you could use tanks as they are now. At least you can 111 with them, that's something, but I don't think they offer anything valuable vs. P besides that. I have tried a lot, and mostly for that lost games where I was ahead.
|
On December 23 2011 01:40 Tropical Bob wrote:Show nested quote +On December 22 2011 20:22 Mehukannu wrote:On December 22 2011 11:22 Tropical Bob wrote:You forgot to mention smart-fire AI: On December 21 2011 22:29 Sm3agol wrote: 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. Tanks don't have anywhere near the overkill as they did in BW. Making it so that a Tank line doesn't need to be watched so that all your Tanks unload on only a few units and waste an immense amount of damage. If Tanks were to get any buff, they'd need to remove smart-fire AI for them. Not that any unit should have it anyway.As far as any sort of viablity in TvP goes, that's just a result of Protoss being designed around countering the Tank. It almost feels like it was all done intentionally to avoid more Mech TvP like in BW. I just have to say that there isn't smart fire AI in the game as stated by Dustin Browder over a year ago. It only has a little delay between attacks which makes it so that tanks (or any other unit in the game) won't waste shots on a unit that is already dead. Link to the Q&A thread. It is in the multiplayer section. It works out to be the same thing, whether you want to call it smart-fire or not. Maybe I shouldn't use the term 'AI' with it, but it is what it is. They can remove it if they make Tanks ignore that delay.
Even easier is to give it an invisible projectile so they can over-kill -_-.
|
Seeing how much it is being used in TvT and TvZ the basic assumption going into such a discussion should be that it is one of the stronger units in the game.
I'm going to go over TvT and TvZ rather quickly, as I think the tank is pretty fine as it is right now in those matchups: -) TvZ: Tanks are good against nearly everything. If they had more splash or damage, they would simply go from "strong" to "completly OP" when fighting banelings, zerglings and roaches. I guess the game could still be balanced, but I prefer to see a little bit of diversity in compositions which is the case right now (rather than pure tank vs pure antitank play).
-) TvT: Tanks are the best unit imo in this matchup. By far. 99% of the all strategies are developed around "when" someone has "how many" tanks "where". That being said the unit is just fragile enough against mobile play to make other strategies than "I have more tanks --> I win", possibile. At least on certain maps and as long as people still make a lot of mistakes with pure mech.
-) TvP: OK, Im gonna go with an unrealistic, but very macrogame focused thought here at the start: I can't see any reason, why you wouldn't want to have at least a few tanks in a maxed supply/upgrades composition vs Protoss. - they have the ability to siege and force an opponent to "come out and play", which is one of the most important abilities for a composition to have - their dps/supply is higher than the dps/supply of marines/marauders, assuming a clumped opponent (maxed scenario! opponent is probably using colossi!) - they can focus sentries and templar extremly quickly (the "better" ghost?) - they are not as bad against chargelots, archons and immortals as a lot of people think. Furthermore, the other part of your army (MMM) should tear those units apart anyways. (they are not the "problem units" in the lategame to begin with)
so that being said, I think the main reasons why terran don't build tanks are: - no upgrades for them - no ressources for them - no timing window to tech to them and their upgrades - they don't fit very well into the mobile style of MMMVG - warp in and blink make it terribly hard to be in the right position with tanks
So in conclusion, I think that the tanks stats are fine and the last thing that has to be changed to see more tankuse in TvP. I rather think that it is either not possible to play a standard game in which you get to them, or more likely (imo): the way to get there is too "technical" and has not been figuered yet.
|
Error uploading post due to crappy computer. NUKED.
|
On December 22 2011 21:06 PaleBlueDot wrote:Show nested quote +On December 22 2011 20:42 ThomasHobbes wrote: PaleBlueDot -> I'm going to break this down one last time.
If Terran, in the TvZ matchup, is either balanced or overpowered, how on earth is buffing the tank, an essential unit in both of Terran's main TvZ compositions, a good idea in terms of balance?
If the change in damage is small, how does this change TvP? If the damage buff is sizeable, how does this not effect TvZ (both in terms of the roach, ultralisk, and speedlings before tanks get +1)?
Can you answer these questions? Yes or no?
You keep going on about how the Ultralisk does fine against tanks. Great, but how does making the Ultralisk less effective (by increasing tank damage) help its already signifcant problems against bio units?
You keep talking about the changing metagame, that isn't relevant. If TvZ is balanced now (and lets, for your benefit, assume it is), buffing the tank will not help maintain that balance due to the factors already mentioned (roach, ultralisk, and pre-upgrade speedlings).
I'm sorry that you don't get more powerful tanks because you want them. Too bad. The TvZ match-up often centers around tanks as a key unit. Making tanks more powerful adds another buff to what is an already very powerful unit / race. It would require counter-buffs which would make the entire balancing act hopelessly complex.
It will not happen, it should not happen, and time will continue to demonstrate this. Stop what amounts to blatant race pandering . Your reasoning (We don't know if we haven't tried it, so lets try it) can be extended to any change, regardless of magnitude. Yes, I want to try out some hydralisks with no light tag, additional range, and twice the speed. Sucks to be me. Yes yes TvZ just got balanced, absolved you of any former difficulty, and changing anything in the game from this point forward will damn us all to stagnation. You dont contribute, your points were invalidated twelve posts ago, and you throw out claims of "race pandering" [bias], when you are absolutely covered in it. I do not know if you will ever get this message, as you apparently have great difficulty reading the other ones. Lets not read that a buff to +armored would not effect speedlings at all and would be negligable against something with 500HP that is made en masse and is getting a charge upgrade. Lets not read that I am not a pro player and do not have the forsight required to absolutely know that increasing tank damage will straight up break the matchup (how did you aquire this ability? bitten by a radioactive idra?). Here is my question. By your own words, you believe TvZ at this point in time is balanced. Cool. So the logic goes: Balanced TvZ ---> Buff to tank changes balance ----> game is irreparably broken and cannot be reverted if it is to much. but also: Balanced TvZ ---> Buff to ultralisk because it was "underperforming" ---> no change in matchup balance. game is fine. Enjoy the thread, im done wasteing my time talking to someone who does not wish for any improvements, just the intent to spread his opinion that any change to terran is a bad change for you zerg.
I see, so the buff is not going to effect anything in TvZ, at all, because you are confident it won't.
That's convincing.
You have repeatedly ignored my concerns about roaches, and your utralisk argument boils down to (yeah, I don't think it'll effect them despite taking substantially more damage).
This thread is a thinly veiled attempt to say "buff terran", that's fine, but don't pretend it's anything other than what it is.
|
I honestly think that TvP tanks have no problems at the moment. The reason that is is becuase if tanks were to be more effective against Protoss, terran would be massivley imbalanced. As it is, marines and marauders have been the comp for terrans in that matchup for a year pretty much with almost no variation until recent. The seige tank is still just as good of a unit as it was in BW imo (better control mechanics, viking/tank sight range, ect.) They do less damage then BW but that is to be expected. if they did 70 damage, the game would be broken. "Tanks are good for poking..." I think that is comeplelty wrong becuase if u get more then 4 or so, and spread well, its a very intimdating army. Ive been using marine tank in TvP with a very high win rate (75-80%) in tht match up. I dont have replays of my success but just try out tanks in the mid/ late game. They are still realy good (of course get some vikings/ghost as called for) ((Top 8 Diamond most of the time, although went on losing streak a week ago and ended season at 39 i think.))
|
Tanks feel pretty good in the other matchups. In TvP they don't. The main problem is the zealot. Charge naturally kind of spreads them and the zealots don't take much damage anyway. They are cheap, effective meat shields against tanks. Immortals are really no problem in comparison.
Maybe battle hellions will help with this. I really hope that battle hellions do even more damage though. Extra armor is ok, and changing the shape of the flame damage to a cone might help against zealots and stuff, but really they will need more damage I think. That wouldn't be too bad for workers or lings as they can run away from battle mode hellions, so it would only be extra damage when defending, not being offensive. Sounds good to me!
|
siege tank become less and less effective in the late game in tvz.
|
On December 23 2011 04:42 phisku wrote: siege tank become less and less effective in the late game in tvz.
no they don't. It just doesn't make sense to have more than 10-15 tanks at once, as you still need supply for other units (marines, medivacs in biomech and hellions thors in mech) and gas for other units (ghosts and vikings in particular, to a lesser extend marauders and thors). At least if your opponent doesn't stay on pure ground compositions. If he plays anything groundbased (which they hardly ever do... Muta/ling/bling, broodlord/infestor), there is no reason to ever stop/reduce tank production in TvZ.
|
I might be wrong but, weren't Siege Tanks incorporated gradually into the mix as Ultras were on the field in BW? I think SK Terran style has been one of the major trends for some time, though I've seen mech utilized in TvZ as well, as in form of Vulture Tank Science Vessel. I remember an epic long JvF match on a map with space tile where Flash had a shitton of siege tanks and slow pushed JD.
TvZ is allright imo, what we need is the viability of Tank in TvP. And I hope Warhound, Shredder and Battle Hellion will see to that.
|
One thing I've been thinking about is giving tanks bonus damage versus massive could help. This would make them a real "counter" to archons and Colossus. The only side-effect would be increased damage against ultralisks, but I don't think that would affect TvZ that much. Something like 20% extra damage versus massive like Blizzard gave to void rays.
Also, I really really wish they would remove Colossus and give Protoss the Reaver which would solve so many issues. Colossus is just the tanks retarded brother with better damage and mobility right now :/
It's too bad Blizzard makes things based on appealing to the most players rather than weighing good game design as well.
|
Russian Federation899 Posts
i think they will buff tanks in hots...
|
On December 22 2011 12:26 PaleBlueDot wrote:Show nested quote +On December 22 2011 12:20 Kyadytim wrote: As a side note, the Missile Turret is the primary anti-air of BW mech style PvT. Turrets cost 25% more in SC2, and although they are stronger than their BW predecessors, they have the same coverage, so for the same minerals invested in Turrets, BW Terrans get 25% more area covered with detection and AA. ![[image loading]](http://i.imgur.com/nLmCZ.png) He also gets to absorb damage, be instumental in actually moving out against really anything air related late game, and being pretty cheap to boot. I gotta take a break from watching this thread, too many points and counterpoints make you tired :/
Haha, god, I can't believe I did that. I was talking about the same early game through to the end of the early midgame, when Missile Turrets are the only deterrent for Zealot bombs and Scouts.
The Goliath was a good GtA unit, but unless facing heavy air (2 base carriers) or in the later game when an Arbiter or Carrier transition is normal, gas was much better spent on more Tanks.
|
On December 23 2011 05:11 Scila wrote: One thing I've been thinking about is giving tanks bonus damage versus massive could help. This would make them a real "counter" to archons and Colossus. The only side-effect would be increased damage against ultralisks, but I don't think that would affect TvZ that much. Something like 20% extra damage versus massive like Blizzard gave to void rays.
Also, I really really wish they would remove Colossus and give Protoss the Reaver which would solve so many issues. Colossus is just the tanks retarded brother with better damage and mobility right now :/
It's too bad Blizzard makes things based on appealing to the most players rather than weighing good game design as well.
The reaver would be soooo imbalanced in sooo many ways, (if it was included similarily to it's broodwar counterpart): -) bio would become unplayable due to the extreme scarab damage -) reaver drops in SC2 >>> reaver drops in broodwar, due to the amount of workers per base/their stacking -) smart targeting AI and intelligent scarabs would improve its strenth -) the bigger unit amounts and their clumping would make it OP
so in conclusion the reaver (just like the siege tank had) would need huge nerfs statswise... so it would need a redesign to stay generally playable (or it would turn out to become a niche unit, which you can only build in certain scenarios, f.e. against bio or baneling play) --> back to colossus (or to another unit that is completly not the reaver)
|
Pff why this nonstop whining about why the tank should play a pivotal role in PvT. BW and SC2 are just not comparible. Why do people never whine that bio was unplayable in BW TvP but do they whine about mech being bad in SC2 TvP?? The game is just different, the fact that bio is so much stronger vs protoss simply means the tank couldn't be as strong. Most matches tend to gravitate toward one style, that has been the case in BW and that's been the case in SC2, not every unit is simply as good in each matchup. The tank is already pretty awesome in TvT and TvZ and plays a decent role in TvP being good for certain openings etc. The entire post is basically just a hidden balance whine about mech play. I'm glad mech is not too strong at the moment as it's simply not such an interesting style in sc2. Mech was more fun stylewise in BW because the vulture is more interesting then the hellion from a micro point of view and goliaths vs air is more interesting then vikings vs air. For SC2 they've chosen quite a different path so the game simply can't be changed to the same, buffing tanks would make terran imbalanced again, nobody should want that.
|
On December 23 2011 05:44 Markwerf wrote: Pff why this nonstop whining about why the tank should play a pivotal role in PvT. BW and SC2 are just not comparible. Why do people never whine that bio was unplayable in BW TvP but do they whine about mech being bad in SC2 TvP??
For me from spectacor point of view because right now TvP is really boring matchup to watch.
|
On December 23 2011 05:44 Markwerf wrote: Pff why this nonstop whining about why the tank should play a pivotal role in PvT. BW and SC2 are just not comparible. Why do people never whine that bio was unplayable in BW TvP but do they whine about mech being bad in SC2 TvP?? .
Because while I suppose some people enjoy seeing Terran essentially zerg [verb] around the map vs. Protoss, you don't really have the production capability to recover from 1 bad fight, unlike the zerg. So to get around that, I would like to see a strong more macro focused Terran composition that as of yet, has not been discovered.
|
On December 23 2011 06:26 keglu wrote:Show nested quote +On December 23 2011 05:44 Markwerf wrote: Pff why this nonstop whining about why the tank should play a pivotal role in PvT. BW and SC2 are just not comparible. Why do people never whine that bio was unplayable in BW TvP but do they whine about mech being bad in SC2 TvP??
For me from spectacor point of view because right now TvP is really boring matchup to watch.
Yeah, deathballs and bio that either evaporates or blows up the Protoss is really boring for viewers. Also it means that TvP is about 1 big battle rather than small steps with possibility of true come backs.
|
The problem with the tank in TvP isnt really the tank, its the immortal that rapes the crap out of it.
either that or the lack of spidermines
|
Pretty sure this was or has devolved into a balance thread, which probably should be in battle.net forums.
|
I've done TONS of experimenting with TvP mech, and standalone, it's pretty bad as too much Protoss tech is too effective vs. mech. I've found that treating mech as a supplement to your bio composition works much better. For example, adding blue flame hellions if they're very chargelot heavy, or perhaps some tanks for the range. I used to go heavy ghost + bio, but honestly I find that mixed bio with some tanks works much better, as you can focus fire HT and sentries or even colossus. In fact, I don't even make vikings in TvP anymore, just tanks + MMM. They've got the range and they're good to have vs. any ground force in general. The only real problem I find with biomech is the split upgrade paths, but generally 3/3 bio + 3/0 mech works for me.
|
The other problem with biomech, is that it makes your whole army as slow as the tanks. This negates the primary advantage of the bio army in TvP, mobility is the key to defeating the protoss army.
Do you really have much luck sniping colossus? I mean it takes 7 tanks to 1 shot a collosus, assuming at least +1. Does that not give the rest of the colossus too much time to deal damage?
Vikings work because you can snipe one and then kite back, you can't kite back with tanks..
|
On December 23 2011 10:31 Willzzz wrote: The other problem with biomech, is that it makes your whole army as slow as the tanks. This negates the primary advantage of the bio army in TvP, mobility is the key to defeating the protoss army.
Do you really have much luck sniping colossus? I mean it takes 7 tanks to 1 shot a collosus, assuming at least +1. Does that not give the rest of the colossus too much time to deal damage?
Vikings work because you can snipe one and then kite back, you can't kite back with tanks..
This is definitely true, but I think I like tanks (at least late game) much more, as I feel they give my army much more "staying power" in a sense. When I go straight bio+viking, I tend to be doing more of the running. However, having tanks in my army, in my opinion, forces the protoss to be much more careful how they engage, otherwise they could lose an entire army very quickly. I find that their deathball evaporates much faster than mine does, due to the added splash of tanks (as long as you target fire correctly on unit clusters/colossus) in conjunction with the raw power of stimmed bio. Furthermore, I think Bio + Tank discourages HT, which I find to be the most difficult to deal with. You can make vikings if you'd like, but personally I'd rather just have more tanks or marauders.
Also, I don't find the loss of mobility to be that much of a problem because you still have medivacs and bio, so drops are still do-able. In fact, you can do some fun stuff like dropping a third, and when they move over to address it, move your main force between the third and natural and siege up. As long as you're mindful of flanks and play cautiously, I think biomech is pretty strong.
In the end it's all personal preference/playstyle, IMO. 
|
On December 23 2011 09:38 attwell wrote: Pretty sure this was or has devolved into a balance thread, which probably should be in battle.net forums.
Have you actually read some of the things on the battle.net forums? Nothing deserves to die there. :[
|
It seems that from the beginning, protoss units were designed in attempt to counter tanks. Immortals take barely any damage from tanks and they do more damages to armored than tanks do. Stalkers were given blink and zealots were given charge so that they can get close to tanks. Tanks were strongly nerfed in damage, even though they get the smart AI. Ironic because now we have blizzard trying to bring back mech, when they did such a good job stopping it.
|
On December 23 2011 10:56 Tactical_Tim wrote:Show nested quote +On December 23 2011 10:31 Willzzz wrote: The other problem with biomech, is that it makes your whole army as slow as the tanks. This negates the primary advantage of the bio army in TvP, mobility is the key to defeating the protoss army.
Do you really have much luck sniping colossus? I mean it takes 7 tanks to 1 shot a collosus, assuming at least +1. Does that not give the rest of the colossus too much time to deal damage?
Vikings work because you can snipe one and then kite back, you can't kite back with tanks.. This is definitely true, but I think I like tanks (at least late game) much more, as I feel they give my army much more "staying power" in a sense. When I go straight bio+viking, I tend to be doing more of the running. However, having tanks in my army, in my opinion, forces the protoss to be much more careful how they engage, otherwise they could lose an entire army very quickly. I find that their deathball evaporates much faster than mine does, due to the added splash of tanks (as long as you target fire correctly on unit clusters/colossus) in conjunction with the raw power of stimmed bio. Furthermore, I think Bio + Tank discourages HT, which I find to be the most difficult to deal with. You can make vikings if you'd like, but personally I'd rather just have more tanks or marauders. Also, I don't find the loss of mobility to be that much of a problem because you still have medivacs and bio, so drops are still do-able. In fact, you can do some fun stuff like dropping a third, and when they move over to address it, move your main force between the third and natural and siege up. As long as you're mindful of flanks and play cautiously, I think biomech is pretty strong. In the end it's all personal preference/playstyle, IMO.  The main thing is that with bio you should *never* fight the main army heads on. If you are, your opponent likely hasn't been teching/playing correctly(assuming you haven't done crippling drops), because just simply with chargelots he can run over you if you don't kite via rauders.
If you do kite with rauders, the tanks will just die after you've stuttered twice or so and will not have been cost effective. You can still do your drops with medivacs, but tanks will be cutting into rauder, medivac, viking and/or ghost production. Will they make your main army beefier? I suppose, but you are kind of going middle of the road of "I will not engage your army heads on" and "I can take you heads on" which comes out at "I can almost take you heads on". More importantly, when you are actually going to take the opponent heads on, you don't really want to have a drop out there, since every supply matters. For bio it's fine if you are dropping and stutterstepping away from the main force, since you aren't really engaging the ball and after you've got x many units, more units stutter stepping doesn't really help that much.
|
On December 23 2011 19:26 Zarahtra wrote:Show nested quote +On December 23 2011 10:56 Tactical_Tim wrote:On December 23 2011 10:31 Willzzz wrote: The other problem with biomech, is that it makes your whole army as slow as the tanks. This negates the primary advantage of the bio army in TvP, mobility is the key to defeating the protoss army.
Do you really have much luck sniping colossus? I mean it takes 7 tanks to 1 shot a collosus, assuming at least +1. Does that not give the rest of the colossus too much time to deal damage?
Vikings work because you can snipe one and then kite back, you can't kite back with tanks.. This is definitely true, but I think I like tanks (at least late game) much more, as I feel they give my army much more "staying power" in a sense. When I go straight bio+viking, I tend to be doing more of the running. However, having tanks in my army, in my opinion, forces the protoss to be much more careful how they engage, otherwise they could lose an entire army very quickly. I find that their deathball evaporates much faster than mine does, due to the added splash of tanks (as long as you target fire correctly on unit clusters/colossus) in conjunction with the raw power of stimmed bio. Furthermore, I think Bio + Tank discourages HT, which I find to be the most difficult to deal with. You can make vikings if you'd like, but personally I'd rather just have more tanks or marauders. Also, I don't find the loss of mobility to be that much of a problem because you still have medivacs and bio, so drops are still do-able. In fact, you can do some fun stuff like dropping a third, and when they move over to address it, move your main force between the third and natural and siege up. As long as you're mindful of flanks and play cautiously, I think biomech is pretty strong. In the end it's all personal preference/playstyle, IMO.  The main thing is that with bio you should *never* fight the main army heads on. If you are, your opponent likely hasn't been teching/playing correctly(assuming you haven't done crippling drops), because just simply with chargelots he can run over you if you don't kite via rauders. If you do kite with rauders, the tanks will just die after you've stuttered twice or so and will not have been cost effective. You can still do your drops with medivacs, but tanks will be cutting into rauder, medivac, viking and/or ghost production. Will they make your main army beefier? I suppose, but you are kind of going middle of the road of "I will not engage your army heads on" and "I can take you heads on" which comes out at "I can almost take you heads on". More importantly, when you are actually going to take the opponent heads on, you don't really want to have a drop out there, since every supply matters. For bio it's fine if you are dropping and stutterstepping away from the main force, since you aren't really engaging the ball and after you've got x many units, more units stutter stepping doesn't really help that much.
And Terrans play this style all the time vs Zerg with the exact situation you described (can't fight baneling/zergling head on with marines, if kited backwards the tanks will be exposed to ling/muta) and "somehow" make it work, so it might work vs Protoss as well. Also it comes down A LOT to positioning if you are able to fight "heads on" or not, with bio alone and with tank/bio as well/even more.
|
On December 23 2011 20:13 Big J wrote: And Terrans play this style all the time vs Zerg with the exact situation you described (can't fight baneling/zergling head on with marines, if kited backwards the tanks will be exposed to ling/muta) and "somehow" make it work, so it might work vs Protoss as well. Also it comes down A LOT to positioning if you are able to fight "heads on" or not, with bio alone and with tank/bio as well/even more.
There is a huge difference here. In TvZ, marines are kited back so that banelings kill the least amount possible, allowing marines to actually get a head on fight with just the zergling/muta remains. Tanks are used incredibly specifically to snipe baneling numbers. If the tanks kill the banelings, no terran is going to complain that they died, because they ensured victory for that fight. This is directly opposed to TvP where there is nothing with few enough hitpoints to "snipe" without 6-7+ tanks, and thats quite an investment to just lose after what might be only one volley killing one colossus. Once tank numbers start reaching 6-7 then they are becoming a big component of the army, not the 3-4 tanks usually seen in TvZ that are just used to snipe banelings.
|
Holy crap, I think i just solved siege tanks In TvP without breaking the TvZ matchup
Just have siege tanks do a base damage of what it is right now (35 to light) and a bonus modifier to mechanical units like what the warhound is supposed to have. GG
|
On December 23 2011 21:28 PaleBlueDot wrote:Show nested quote +On December 23 2011 20:13 Big J wrote: And Terrans play this style all the time vs Zerg with the exact situation you described (can't fight baneling/zergling head on with marines, if kited backwards the tanks will be exposed to ling/muta) and "somehow" make it work, so it might work vs Protoss as well. Also it comes down A LOT to positioning if you are able to fight "heads on" or not, with bio alone and with tank/bio as well/even more. There is a huge difference here. In TvZ, marines are kited back so that banelings kill the least amount possible, allowing marines to actually get a head on fight with just the zergling/muta remains. Tanks are used incredibly specifically to snipe baneling numbers. If the tanks kill the banelings, no terran is going to complain that they died, because they ensured victory for that fight. This is directly opposed to TvP where there is nothing with few enough hitpoints to "snipe" without 6-7+ tanks, and thats quite an investment to just lose after what might be only one volley killing one colossus. Once tank numbers start reaching 6-7 then they are becoming a big component of the army, not the 3-4 tanks usually seen in TvZ that are just used to snipe banelings.
Low numbers like 3-4 tanks are exclusivly used in some form of 2base Tank/Marine all-in in ZvT. For any form of stable macro compositions every terran builds way more than those. Furthermore: if you have 6-7 tanks, you also need only one volley to kill a colossus AND everything under it, while the unit doesn't become useless after the colossi are down. if you have 3-4 tanks, you can just snipe templar and sentries all day long. Also another comparison: you don't build tanks vs roaches to "snipe" them, but they are straight up good when they target them, just like against stalkers and partially against colossi.
Imo the situation is not so different as long as you shift queue the tanks attack commands on the right units.(even though that wasn't even my original argument, which was as simple as: "Zarahtra's argumentation is wrong because his argument implies that siege tanks are useless in TvZ against ling/bling/muta"
|
United Kingdom14464 Posts
Almost every unit or ability Protoss has is good against tanks. Blink, Chargelots, Void Rays, Phoenix, Carrier, Immortal, Warp Prism, the ability to warp in at all, even Colossus do fairly well, Archons. Tanks are just not a good unit vs Toss in general, I wouldn't even agree that 200 vs 200 they are good as part of a mech army, maybe against a composition designed to beat Bio, but nothing else.
|
On December 23 2011 22:05 Big J wrote: Low numbers like 3-4 tanks are exclusivly used in some form of 2base Tank/Marine all-in in ZvT. For any form of stable macro compositions every terran builds way more than those. Furthermore: if you have 6-7 tanks, you also need only one volley to kill a colossus AND everything under it, while the unit doesn't become useless after the colossi are down. if you have 3-4 tanks, you can just snipe templar and sentries all day long. Also another comparison: you don't build tanks vs roaches to "snipe" them, but they are straight up good when they target them, just like against stalkers and partially against colossi.
Imo the situation is not so different as long as you shift queue the tanks attack commands on the right units.(even though that wasn't even my original argument, which was as simple as: "Zarahtra's argumentation is wrong because his argument implies that siege tanks are useless in TvZ against ling/bling/muta"
"Low numbers like 3-4 tanks are exclusivly used in some form of 2base Tank/Marine all-in in ZvT. For any form of stable macro compositions every terran builds way more than those."
Not really, ill grab some replays at some point (I have a lot of bombers) and post them, or at least suggest them, to show what I mean.
'Furthermore: if you have 6-7 tanks, you also need only one volley to kill a colossus AND everything under it, while the unit doesn't become useless after the colossi are down."
This is a common misconception that stems from people thinking the Siege Tanks splash radius (and the radial damage mechanic) isn't crap [ imo :D ]. It seems to me that the mental picture people conjure up when thinking of 7 tanks firing on something, is this giant hole appearing where the [protoss] army once was, but honestly, there are a lot of stragglers, which does make a difference.
Pictures: + Show Spoiler +Before: [7 0/0 tanks, vs. 1 Colossus, 10 Stalkers (packed under the colossus as tight as I could).] + Show Spoiler +![[image loading]](http://i.imgur.com/Ffafc.jpg) The before image. Also please note that they are perfectly lined up, as in a real battle, you cannot with certainty say that all of your [~7+] tanks will be in range of the same units, meaning you may only have 4-5 in range of that colo instead of 7, with the rest hitting random crap [zealots]. On another note, natural tank spread to help reduced splash, actually really hurts your ability to focus fire things like colossus, whose range limits how many tanks can hit them. After: [7 0/0 tanks, vs. 1 Colossus, 10 Stalkers (packed under the colossus as tight as I could).] + Show Spoiler +![[image loading]](http://i.imgur.com/A37mB.jpg) Note the colossus lives when the tanks are 0/0, and only 3 stalkers die, while the rest essentially took only shield damage.] Before: [7 3/3 tanks, vs. 1 Colossus, 10 Stalkers (packed under the colossus as tight as I could)] + Show Spoiler +![[image loading]](http://i.imgur.com/UFdJw.jpg) Note that protoss is also 3/3, as would be realistic After: [7 3/3 tanks, vs. 1 Colossus, 10 Stalkers (packed under the colossus as tight as I could)] + Show Spoiler +Round 1: ![[image loading]](http://i.imgur.com/QeANx.jpg) Round 2: ![[image loading]](http://i.imgur.com/NTvnG.jpg) Note that in both tests, the colossus does get 1 shotted, but it leaves 7 or 8 stalkers remaining, essentially the same result when tanks had 0/0, except the colossus dies. Also note the "ring" of stalkers where I packed them as tight as possible, and the relative high health of most remaining stalkers. I hope this illustrates that tanks AoE radius is not actually that grand. The units under the colossus that were supposed to melt, only lost 2-3 of their number, and this does not count a scenario where you don't siege at optimal times, or a realistic tank spread, or other units besides stalkers being under that colossus such as immortals, zealots, or sentries. I think these tests are honestly under a best case scenario, as units are usually much more concaved than that during a fight, and the first volley of tanks shells arent wasted on zealots [the first thing tanks should normally see], leaving a dead time until the next shots.
But honestly, I feel that it is a race, a race that tanks lose more than they win. It is usually Tanks + X [X being your choice of meat shield unit. Could be marines for more DPS, less of a late game, or hellions for more speed ect...] versus Colossus, + ~2 immortals, and the remaining stalker/zealot composition. If protoss kills your meat shield before you are able to kill the back end damage dealers [colo and stalkers mostly, I suppose archons count as well], then you will lose that fight and then lose every tank you have. Even if all the zealots and other close range units fall [zealot, archon, maybe immortals], then its still your tanks vs. the back end units, and without sufficient casualties there or any form of spread, you will lose every single tank you have. If your X unit meat shield holds, then you are in a good position to take the fight, but the pure DPS power and high HP of the backend protoss units make this difficult, and if the meat shield dies with any more than 1 or 2 immortals on the field, your remaining tanks might as well have just died with them. And this doesn't even really take into account that if there is a pylon anywhere near the fight, zealots are warping in faster than you can make marines [literal example, 28s to make a WG zealot (25 for marine), but the WG can be chrono'd].
*note* + Show Spoiler +Also, unless your tanks have a +1 upgrade, which of course they should if you are going mech, but if they do not, 7 tanks will not one shot a colossus.
|
Northern Ireland25015 Posts
On December 22 2011 05:27 Chaosvuistje wrote: All these passive perks that Protoss has are just boring compared to for example, Blink. If Charge wasn't an autocast ability it would already be far more interresting decisionwise. And if they nerfed the Immortals hardened shields to deflect up to 20 instead of 10 passively, and give it an active ability to reduce the damage to 5 for 0.5 seconds on a 2 second cooldown would already massively increase the fun in microing Protoss when moving through a tank like and increase the watchability.
It isn't so much as the Tank being bad against Protoss. Its about the Protoss race being designed to plow through tank lines unit for unit bar the Sentry and unblink Stalkers. Pretty cool ideas man, obviously 100% no chance of them being implemented by Blizzard but I like anything that increases the mechanical difficulty/watchability of the game
|
Tanks are soo good, I just wish it was more viable in tvp to use them, but other than that, they are freaking awesome.
|
On December 23 2011 22:05 Big J wrote:Show nested quote +On December 23 2011 21:28 PaleBlueDot wrote:On December 23 2011 20:13 Big J wrote: And Terrans play this style all the time vs Zerg with the exact situation you described (can't fight baneling/zergling head on with marines, if kited backwards the tanks will be exposed to ling/muta) and "somehow" make it work, so it might work vs Protoss as well. Also it comes down A LOT to positioning if you are able to fight "heads on" or not, with bio alone and with tank/bio as well/even more. There is a huge difference here. In TvZ, marines are kited back so that banelings kill the least amount possible, allowing marines to actually get a head on fight with just the zergling/muta remains. Tanks are used incredibly specifically to snipe baneling numbers. If the tanks kill the banelings, no terran is going to complain that they died, because they ensured victory for that fight. This is directly opposed to TvP where there is nothing with few enough hitpoints to "snipe" without 6-7+ tanks, and thats quite an investment to just lose after what might be only one volley killing one colossus. Once tank numbers start reaching 6-7 then they are becoming a big component of the army, not the 3-4 tanks usually seen in TvZ that are just used to snipe banelings. Low numbers like 3-4 tanks are exclusivly used in some form of 2base Tank/Marine all-in in ZvT. For any form of stable macro compositions every terran builds way more than those. Furthermore: if you have 6-7 tanks, you also need only one volley to kill a colossus AND everything under it, while the unit doesn't become useless after the colossi are down. if you have 3-4 tanks, you can just snipe templar and sentries all day long. Also another comparison: you don't build tanks vs roaches to "snipe" them, but they are straight up good when they target them, just like against stalkers and partially against colossi. Imo the situation is not so different as long as you shift queue the tanks attack commands on the right units.(even though that wasn't even my original argument, which was as simple as: "Zarahtra's argumentation is wrong because his argument implies that siege tanks are useless in TvZ against ling/bling/muta" I guess siege tanks can be good to snipe colossus if there are just couple of them in the field, but if there is something like 6 colossi that 3 second attack cooldown is just way too slow compared to something like viking which doesn't slow your army down one bit and are easier to control too. Not to mention the fights can end pretty quickly in sc 2 so it is much useful to have vikings than siege tanks to snipe colossi in big numbers. I know that the splash kinda helps when there are units under the colossi but I don't really see how you are ever going to get that to happen since colossus has longer range than any other protoss unit thus it is way back during fights and most likely doesn't have any units under it plus the tank is too immobile to allow quickly siege a clumped up protoss army if it is not moving anywhere. And about sniping HT it might be useful if you get caught pants down by a sudden HT switch until you get ghost out, still I don't think it will ever replace ghost dealing with sentries and HT.
|
imo i think if tanks would do more dmg to amored units it would better you can still counter them with light units such as zealots or zerglings
|
I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
I just thought i'd add this to the "siege tank" discussion, because they were in fact viable over a year ago, but blizzard purposely changed it so they weren't because of some irrational fear that SC2 would...become like brood war...the greatest game ever...pretty crazy i know.
I wrote a guide about ghostmech in beta, and i'm completely convinced it would have been very standard in macro games by now if mech hadn't been gimped patch after patch. Instead, we're all currently stuck with the marauder.
|
On December 24 2011 00:53 avilo wrote: I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
I just thought i'd add this to the "siege tank" discussion, because they were in fact viable over a year ago, but blizzard purposely changed it so they weren't because of some irrational fear that SC2 would...become like brood war...the greatest game ever...pretty crazy i know.
I wrote a guide about ghostmech in beta, and i'm completely convinced it would have been very standard in macro games by now if mech hadn't been gimped patch after patch. Instead, we're all currently stuck with the marauder. Get your "facts" straight... broodwar had 5(?) different forms oft damage. siege Tanks did only 50% of damage to small and 75% to medium targets and wasted tons of dmg due to "dumb"-targeting. also it took broodwar quite some time to develop mech styles even without bio being a good alternative. also stats from bw and sc2 are plainly not compareable.
|
Tanks have all the BW "problems" (immobility etc) and they are more expensive, particularly in supply. The problem IMO is that protoss has really only 2 units that take full dmg from tanks and both these units have ways to abuse mech in different ways. I'm sure there are ways to make them better in TvP without affecting the other MUs, things like doing full dmg to shields, phoenixes not being able to lift sieged up tanks, etc.
I've said it before, Blizzard is not stupid. They most likely took a decision to not try to make mech viable in TvP and focus only in the broad % of balance. Mech in general has been neglected and even preemptively nerfed. With the pro scene developing so rapidly, they don't want to take any risks IMO. Having close to 50-50 balance is all they want, diversity of play, particularly a completely different stile would be to much of a headake at this point. They failed with mech in WOL, they will fix it in HOTS, i hope.
|
+ Show Spoiler +On December 22 2011 04:45 Morghaine wrote: You'd like to see Tanks vs Protoss?
What about... me liking to see Hydras against... oh wait.
A unit with range 13 with sick splash without really needing micro, single handedly defending an expo in the midgame from the high ground looks fine to me.
Friendly splash is only really relevant when there are absolutely no medivacs due to combat shields. I recognize that zerg players especially those who played BW want to see the hydra again. Most of the I want the tank to be useful vs protoss comes from people who have experience watching or playing BW. This may or not be true but I feel most of the players who are wanting the hydra to be more affective have the same mind set. "The hydra was massable and all around useful in about every situation in BW now it just flat out sucks." *makes thread about hydras* To me it sounds similar to terrans wanting to use tanks vs protoss. I look at it this way imagine for a second that back in alpha blizzard renamed the hydra the roach and the roach the hydra. Now you would effectively have your massable hydra back that is good in most situations. Just they decided to cut the "hydras" range down and cut its AA in exchange for making it beefier. I think you would have less complaints about the hydra if that were the case. Then it would just be this new unit the "Roach" how do use it how do you make this unit viable vs X threads that would pop up. To those people say that no buff or change could help the tank vs protoss without completely crushing the zerg are not thinking logically. Changing the base armor damage to the primary target would not affect the current metagame the only unit that would really be affected would be the ultra as the infestor and roach would still die in the same number of hits if the tanks primary target recieved just a little more damage. Then of course there could be other things such as say reducing its supply or cost in exchange for say other disadvantages such as removing smartfire. Removing smartfire would be a buff to the zerg without helping the protoss as much.
On topic I think the primary reason that tanks are not as good as they were is they do not have very good meat shields with the addition of the collosus. Vultures did very well against light and could still buffer pretty well against armored due to mines. Hellions can still buffer a bit vs armored but not as well but they are better vs light units that tanks are not supposed to be good against the real problem however is that a critical point of collosus just kills everything in one hit so your meat shields move forward to take the hit they all melt in one hit and then zealots move in and kill everything. I always thought that instead of getting rid of KA they should of gave storm like a 5-10 sec cooldown after warped in and then changed the collosus like they did the tank make it do reduced damage to light or something so the collosus wouldn't be good against everything.
On a side note ive been experimented alot more with mech and instead of getting vikings as my AA I'm getting ravens and is strangely affective at least against the people I play against. (Note a reactored starport pumping out vikings for and a techlabed starport pumping out ravens will use the same amount of gas after factoring in the build time.) The ravens are useful against not only the air units they would build but can sit behind your army and occasionally throw down turrets in front of your tanks to bait charges and act as meatshields and they can throw down pdds behind your army which will still reach your tanks which makes them harder to feedback. If no templar are in the battle you can be more aggressive with your ravens and seeker missile key units. Of course I am not pro so I obviously not only is my micro and macro not good but neither is my opponents. And yes I know ravens can be fedback but as long as you keep them in the back of your army when templar are present they shouldn't get fedback too much.
My personal opinion is that mech is not bad its just many pro terrans are too stubborn to play with it long enough to figure it out. Plus HOTS should be solving some of the mech problems hopefully.
|
On December 24 2011 00:53 avilo wrote: I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
Big J is right about the damage typing. Broodwar tanks did 70 Damage base, but damage modifiers for Explosive Type Damage [Siege tanks had explosive damage] were 1.0 for "Large" units [ex. goons, reavers, archons, lurkers], .75 for "Medium" units [ex. vultures, hydras] and .5 for "Small" units [ex. Zealots, Marines, Zerglings]. Essentially the difference damage wise between BW Tanks and SC2 Tanks is the [imo] MASSIVE 20 damage nerf to armored targets between the games, especially with high HP unit like colossus walking around. They removed a dragoon attack worth of damage every shot.
So in short- ~Tanks lost 20 damage vs. armored in a game where unit HP is at an all time high. Damage is further reduced by the amount of tanks you will have, as higher gas count, and higher supply cost does reduce the number of possible tanks at any X point in time.
~Blizzard essentially removed the "Medium" unit size, meaning tanks lose the additional balancing component of a intermediate amount of damage between min and max. It either hits for the minimum of 35 or the current max of 50 to all units.
On a side note I think there is a sort of fear aura radiating from tanks to people who have not actually had to use them themselves. The time when tanks got their nerf, as I have said before [and I was pretty damn high in the ratings during pre-masters beta, playing people like Drewbie, Antimage, Liquid'Tyler when they were the talk of town, not to belittle them in any way] was when I can very clearly remember slow pushing the close positions on Lost Temple and PFing then gold base on the way while just having roaches thrown at me. There was no muta micro [or harass for that matter] at that time, or really stable build orders. Thorship was a very strong build. This was a different era of SC2. So I think it should be re-evaluated.
*note* If tanks got buffed for + X dmg vs. Armored, the only units this would effect in matchups other than TvP are marauders TvT, possibly making pure bio a worse prospect, and Roach/Ultralisk in TvZ [did not include infestor as it gets 2 shot either way.] That does not seem like it would be a nightmare to balance.
And as for the Cant use Hydra <-----> Cant use tank comparison, my opinion is that the hydra is getting essentially metagamed out of the matchup. Same way marines got metagamed out of BW, they were great against protoss units except storm, and amazing reaver control, so it worked in some cheese like the Deep 6. I feel the tank is in a different situation because it really just doesnt fight anything very well in the matchup.
|
I think Blizz agrees with you. HOTS fixes a lot of your issues.
The battle Hellions will be the meatsheilds and will take less friendly splash damage.
The shredder will give you the ability to block off alt routes of attack, as well as using it in conjunction with siege tanks to protect from flanking/trap enemy units. (I think that shredders will be very much like reusable spider mines.)
and as far as collisi go, I think the warhound will be a good answer to it. I am not sure, but it looks like it will attack ground and air at the same time with a small range of 7, but they will do 24 damage to a colosi per hit.
|
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."
MMA Slaughters everyone on the planets mech play with seemingly ease using Bio all the time.
I don't care, unless someone can actually show us mech consistantly beating MMAs bio I can't believe anyone that mech is better. His style is just brilliant, and transitions into marine tank very well.
And tanks do absolutely terrible against Tier 3 Protoss. Collosus, Immortals, Charlots and Blink Stalkers all make tanks look like a joke. And that isn't including Protoss air options as well.
|
The factory for Terran is what the stargate is for protoss. Not really good unless used in cheese.
On topic id say that the tank is one of those awkward units. Tanks arent imbalanced at all in my opinion. My guess is that tank play is so extremely unforgiving. I dont have a clue though how to buff it to make it more user friendly.
Adding damage, siege time reduction or anything else would just break other matchups.
I also think a problem is, players havent really experimented with timings and strategies enough. Bio play vs protoss is so much more explored and refined, if you just decide your going to be "the guy that makes mech from now on" your going to lose a lot.
|
Tanks aren't supposed to be good vs Protoss late game (and they're still great early game), what do you want, emp to remove shield and tank to finish the protoss army?
|
On December 24 2011 02:56 weikor wrote: On topic id say that the tank is one of those awkward units. Tanks arent imbalanced at all in my opinion. My guess is that tank play is so extremely unforgiving. I dont have a clue though how to buff it to make it more user friendly.
Adding damage, siege time reduction or anything else would just break other matchups.
I also think a problem is, players havent really experimented with timings and strategies enough. Bio play vs protoss is so much more explored and refined, if you just decide your going to be "the guy that makes mech from now on" your going to lose a lot.
There are two problems here that I see:
1) Everyone who is skeptical says "Buff to tanks breaks other matchups", but they don't back it up. The only two suggestions for why it would break so far is something about ultras are bad, please don't buff other units so they might get worse, and that it would severely impact the effectiveness of roaches against mech. The roaches thing is a legitimate concern which would need to be looked into, while the ultra thing sounds silly.
2) You have no proof that players haven't experimented with the timings. How do you know GoOdy didn't play mech vs. P solid for 2 months 12 hours a day? I have no proof of the contrary either, but you cannot just count on hoping people haven't tried it.
Extenz: Tanks aren't supposed to be good vs Protoss late game (and they're still great early game), what do you want, emp to remove shield and tank to finish the protoss army?
What? Aren't supposed to be good vs. Protoss late game? Who says?
For the sake of trying to remove the 'Buff Tanks --> Break Game' argument [at least ones without actual points, unlike the roach one] lets looks at how units would be effected by a BONUS TO ARMORED BUFF [for emphasis.]
Current Tank: [assuming 0 upgrades] 35 to light, 50 to armored
TvT vs. Marauder: Kills in 3 shots vs. Tanks: Kills in 4 shots vs. grounded vikings: lol
TvZ vs. Roach: Kills in 3 shots vs. Infestor: Kills in 2 shots vs. Ultralisk: Kills in 11 shots
TvP vs. Stalker: Kills in 4 shots vs. Immortal: Kills in 15 shots vs. Colossus: Kills in 8 shots
Buffed Tank: [assume return to 60 vs. Armored, 0 upgrades] 35 to light, 60 to armored
TvT vs. Marauder: Kills in 3 shots vs. Tanks: Kills in 3 shots vs. grounded vikings: lol
TvZ vs. Roach: Kills in 3 shots vs. Infestor: Kills in 2 shots vs. Ultralisk: Kills in 9 shots
TvP vs. Stalker: Kills in 3 shots vs. Immortal: Kills in 14 shots vs. Colossus: Kills in 6 shots
Total units effected by the change:
Tanks from 4 to 3 shots. [TvT, both have this change] Ultralisk from 11 to 9 shots. [not counting chit plating] Stalker from 4 to 3 shots. Immortal from 15 to 14 shots. [1 less shot with upgraded tanks, down to 13] Colossus from 8 to 6 shots.
As you can see, the most / biggest changes effect TvP, in particular the feared colossus gets easier to down. TvT is essentially a negligible change, since both sides get the effect and only tanks are directed on a shot-kill ratio. TvZ the ultralisk definitely takes a hit to effectiveness vs. tanks, but honestly tanks were never the problem for ultras, and the [predicted] charge upgrade from HoTS should help negate even this.
*note* + Show Spoiler + Essentially the increase in damage will also increase the splash inflicted to other units around the target, and the biggest problem I see for this would be for TvT vs. Bio and TvZ when meching while Z goes heavy roach. Honestly since the radial damage degradation is reduced by a % base rather than a flat number, the gains from pre buff splash to buffed splash would be quite small.
|
On December 22 2011 18:17 TheDwf wrote:Show nested quote +On December 22 2011 12:05 Lobotomist wrote: Well I don't get to use hydras in any games in any matchup Then wake up, because Hydras are used in ZvZ and ZvP. Then let's start a thread about how we should be able to use the hydra in ZvT and how blizz could change the game because some of us want to use the hydra. So what if the hydra beats marines? It won't necessarily mess up game balance. In fact, you're just complaining because it will make the game harder for you, just like how stronger siege tanks would make the game harder for a zerg.
Satire Rant
In other words: I think this thread is stupid. If you want siege tanks to be possible in TvP, make about 10 rax and float them with your army and land them so zealots are worthless. Or, use them for an early game contain to set up your economy as seen in Inca vs someone in the up and down matches. But, there is a designated balance discussion thread, and this isn't it. Proposing changes is balance discussion.
|
On December 24 2011 09:36 Bippzy wrote:Show nested quote +On December 22 2011 18:17 TheDwf wrote:On December 22 2011 12:05 Lobotomist wrote: Well I don't get to use hydras in any games in any matchup Then wake up, because Hydras are used in ZvZ and ZvP. Then let's start a thread about how we should be able to use the hydra in ZvT and how blizz could change the game because some of us want to use the hydra. So what if the hydra beats marines? It won't necessarily mess up game balance. In fact, you're just complaining because it will make the game harder for you, just like how stronger siege tanks would make the game harder for a zerg. Satire RantIn other words: I think this thread is stupid. If you want siege tanks to be possible in TvP, make about 10 rax and float them with your army and land them so zealots are worthless. Or, use them for an early game contain to set up your economy as seen in Inca vs someone in the up and down matches. But, there is a designated balance discussion thread, and this isn't it. Proposing changes is balance discussion.
Complaining about something that makes the game harder for you, isn't that exactly what you are doing? If it does not break balance, which you do not know if it will or not, why do you care? This is a thread of Terrans saying from experience that tanks are ineffectual, and how can it be changed. If you want to discuss the intricacies of the Terran race, maybe you should actually play them some time, or at least give some actual reason why they should be, instead of this "it would make it easier for terran and we have no reason to give them that" crap. Zerg has multiple ways to play every single match-up with a variety of units in each one, each with its own benefits to different parts of the game. Why can Terran not have this? Instead of blatant race hate, how about you actually consider the position first? You would be for or against PTR tests of this? Why would it make the game easier in TvZ, really, I want to hear it, lets get something constructive in here.
If you mass of zergs really think there is a fatal flaw in the design of the hydra, spit it out, make your own thread. I think there is something wrong with tanks, so I made this thread. I did not go into every thread about Zerg complaining about it.
|
On December 24 2011 00:53 avilo wrote: I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
I just thought i'd add this to the "siege tank" discussion, because they were in fact viable over a year ago, but blizzard purposely changed it so they weren't because of some irrational fear that SC2 would...become like brood war...the greatest game ever...pretty crazy i know.
I wrote a guide about ghostmech in beta, and i'm completely convinced it would have been very standard in macro games by now if mech hadn't been gimped patch after patch. Instead, we're all currently stuck with the marauder.
The problem with reverting the tank nerf is that you also affect TvT. Some people like how mech isn't the default go to thing in that matchup, but 50 damage tanks will put us back to that boring tank/viking vs tank/viking mu from the beta. Dull.
|
I think the fact that a tank in siege need one more shot to kill a stalker than it needed to kill a dragon had a huge impact for tanks in TvP. :/
|
Huh? If someone is making stalkers to counter your mech play, then you should probably write to Websters and inform them you have just discovered a new definition of the word Justice.
|
On December 24 2011 11:14 iaguz wrote: Huh? If someone is making stalkers to counter your mech play, then you should probably write to Websters and inform them you have just discovered a new definition of the word Justice.
Haha. Yeah it's still chargelots, immortal, and all that stuff that make mech hard to do in TvP.
But in a battle, tanks waste more shots because they usualy need more shot per unit than in BW. And for protoss unit, the improved IA from SC2 don't make up from the loss of damage per shot.
|
On December 24 2011 11:02 PaleBlueDot wrote:Show nested quote +On December 24 2011 09:36 Bippzy wrote:On December 22 2011 18:17 TheDwf wrote:On December 22 2011 12:05 Lobotomist wrote: Well I don't get to use hydras in any games in any matchup Then wake up, because Hydras are used in ZvZ and ZvP. Then let's start a thread about how we should be able to use the hydra in ZvT and how blizz could change the game because some of us want to use the hydra. So what if the hydra beats marines? It won't necessarily mess up game balance. In fact, you're just complaining because it will make the game harder for you, just like how stronger siege tanks would make the game harder for a zerg. Satire RantIn other words: I think this thread is stupid. If you want siege tanks to be possible in TvP, make about 10 rax and float them with your army and land them so zealots are worthless. Or, use them for an early game contain to set up your economy as seen in Inca vs someone in the up and down matches. But, there is a designated balance discussion thread, and this isn't it. Proposing changes is balance discussion. Complaining about something that makes the game harder for you, isn't that exactly what you are doing? If it does not break balance, which you do not know if it will or not, why do you care? This is a thread of Terrans saying from experience that tanks are ineffectual, and how can it be changed. If you want to discuss the intricacies of the Terran race, maybe you should actually play them some time, or at least give some actual reason why they should be, instead of this "it would make it easier for terran and we have no reason to give them that" crap. Zerg has multiple ways to play every single match-up with a variety of units in each one, each with its own benefits to different parts of the game. Why can Terran not have this? Instead of blatant race hate, how about you actually consider the position first? You would be for or against PTR tests of this? Why would it make the game easier in TvZ, really, I want to hear it, lets get something constructive in here. If you mass of zergs really think there is a fatal flaw in the design of the hydra, spit it out, make your own thread. I think there is something wrong with tanks, so I made this thread. I did not go into every thread about Zerg complaining about it. The problem is that things snowball extremly fast with small buffs. you kill 5 extra roaches when they charge in, so yoz lose one less tank so you kill more roaches with it and so on and in the end you have 5more tanks than in the nonbuffed fight. (random numbers, just want to show the principle) Also other stuff has to be taken into account: If 1tank is better at holding cheeses like roach rushes, terran can get aeay with a little more greed. if midgame roachswitches are less efficient, terran can be spread thinner compositionwise. etc etc et
for tvp: 1-1-1 is already a cheese that has better stats then a lot of macro strategies (so it may already be considered as standard play). +10 more dmg vs stalkers and immos in that scenario is not a small buff. it might cripple protoss into one or two superspecific openings if it is not straight up broken. (notbto mention that there are also 2base tank allins in tvp etc) Im not seeing how this kind of buff would not lead to some other buffs for P/Z as well or other nerfs for T. And after all that work it might just turn out that terrans still wont use tanks in tvp... Its really not worth to gamble with whole parts of the balance, just forbthe chance that the one matchup that is not at least partially developed around the tank might develop some tankplay.
And for the hydra stuff: hydras suck due to them overlapping with roaches, infestors and mutalisks in roles. It's not really a thing of stats, its rather that due to their universal suckiness there is hardly any reason to ever getbthem over one of the 3named specialists. this will stay this way as long as there is no way to play nonreactive zerg in which blindly relying on universal compositions is available.
|
For tvp: 1-1-1 is already a cheese that has better stats then a lot of macro strategies (so it may already be considered as standard play). +10 more dmg vs stalkers and immos in that scenario is not a small buff. it might cripple protoss into one or two superspecific openings if it is not straight up broken. (notbto mention that there are also 2base tank allins in tvp etc) Im not seeing how this kind of buff would not lead to some other buffs for P/Z as well or other nerfs for T. And after all that work it might just turn out that terrans still wont use tanks in tvp... Its really not worth to gamble with whole parts of the balance, just forbthe chance that the one matchup that is not at least partially developed around the tank might develop some tankplay
The buff to Tank damage could be in vehicle weapon upgrades (for example from +5 to +10). That way, tanks are not more powerful in the early game but scale better late game which is what people really want to buff anyway. That fixes the potential 111 imbalance but still makes tanks more useful late game.
|
Personally, I think that tanks can work well as a "backbone" of a bio-mech army in all of the matchups. As long as you're careful to keep them in position with the rest of your bio army, you can do wonders with an early push similar to that seen in many TvZs.
|
I've had many cases where I try to mech in TvP. There were really stupid cases where I was 3/3 while the protoss was 3/1/1 and he just A moved his 200 vs my 200 and won. Isn't mech suppose to be cost effective? I still have the replay and that is a pure example of a design flaw. I remember in BW where the protoss would actually be really happy if he was able to kill half of a maxed mech with his maxed army. Remember when 2 tanks could take out 6 stalkers head on. There seriously needs to be a patch to fix mech for TvP no question about it. Don't just jump on the Artosis bandwagon and say it just hasn't been figured out. That is just nonsense. The game has acclerated quicker than BW did like 6-8 bw years. Don't you think someone would atleast be able to pull off mech consistantly by now with the millions of ppl who play this game.
If you were to say that mech isn't figured out then only reason behind it is its very hard to do. But my replay just shows how rewarding it is to mech. Absolutely zero. If its this non-rewarding and so pain staking hard to do its not a viable strat.
I have a more easier time to mech in TvT and TvZ because its actually rewarding, I see the benefits of cost effectivness in my mech army. I can see that my 200 army can beat his 200 army head on. I can see outnumbered well positioned tanks able to hold off armies. I don't however see it in TvP. Aswell as the amount of annoyance the pylon warpins change the dynamic of the game makes opening factory expand non-viable opening.
As a High Master KR, I've played roughly 100+ TvP mech games, and like 1000+ TvZ + TvT mech games. Here's a list of what I believe makes mech non-viable TvP.
1. Pylon warpins - This changes everything when trying to do a factory expand like in BW. Having too many angles to cover when expanding with one tank makes this opening non-viable. This can be fixed by doing a different opening or change in map but still having more options in openings would make this game more diverse. Other than that it isn't that much of a problem after you gain a couple more tanks.
2. Immortal - This is my largest concern. Why do you have a unit that totally hard counters anything that comes out of a factory. If I need to have ghosts with my army this isn't mech. When I think of mech I think of an army that is able to hold off on its own, doesn't need anything else for support because it is a support unit in itself. Besides making ghosts costs gas which means less tanks, less tanks means slower expo timings. I agree ghosts + mech is prob that best composition for TvP for sure. But getting there is a different story.
3. Void Ray - In BW toss had the scout which did garbage damage to ground and 1 turret can take on like 4 scouts. This isn't the case in sc2. The void ray forces the terran to take gas out of tanks and put them either in starport + viking or armory + thor. BW terrans had to make turrets anyway so that isn't factored in. But once u can get 4+ void rays it makes expanding so slow. We don't have goliths and thors are terrible and slow can't cover enough angles fast enough. Prob the main problem here is that the anti air for mech is plain garbage this is not however saying that turrets suck. Imo they are fine the way they are.
4. No map control - There is nothing in mech that can be used to zone out parts of the map other than PFs. This is extremely important since the introduction to blink stalkers. There needs to be something that can slow down but not kill of the army just enough so that tanks can get repositions from being seiged. I cannot put how important having this would greatly improve mech. I think is the the largest problem out of everything. Needs something that can slow down the armies so tanks can fire a couple more shots before being taking out. Since we dont' want another BW, could possible create a mine that does no dmg but either stuns of slows the targets. But its already too late for this, just hope HOTS fixes this issue. I personally don't like the new mine in HOTS mainly because it takes food to make which means less tanks and with the way mech is we need every tanks we can get.
|
On December 24 2011 11:09 iaguz wrote:Show nested quote +On December 24 2011 00:53 avilo wrote: I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
I just thought i'd add this to the "siege tank" discussion, because they were in fact viable over a year ago, but blizzard purposely changed it so they weren't because of some irrational fear that SC2 would...become like brood war...the greatest game ever...pretty crazy i know.
I wrote a guide about ghostmech in beta, and i'm completely convinced it would have been very standard in macro games by now if mech hadn't been gimped patch after patch. Instead, we're all currently stuck with the marauder. The problem with reverting the tank nerf is that you also affect TvT. Some people like how mech isn't the default go to thing in that matchup, but 50 damage tanks will put us back to that boring tank/viking vs tank/viking mu from the beta. Dull.
Pretty sure beta tanks were 60 damage, actually. I think Avilo's interpretation of what happened is exactly correct. I would just like to add that for whatever reason Blizzard is willing to almost instantly nerf something that people don't like about Terran, where as Protoss and Zerg don't get the same treatment. Tanks, Thor energy, Hellions, 5 second barracks extra build time, etc...these nerfs were done very quickly in response to recent developments. I don't even think 60 damage tanks would be "op" in any way. 60 is overkill on lings and blings anyway, and the extra +10 versus armored would actaully be a fine buff versus ultras. For TvP ofc that would be an amazing buff that would go a long way in addressing Colossus and Chargelots versus tanks in particular. TvT...well, Mech is already viable on a lot of maps (like Metalopolis).
|
On December 27 2011 21:13 Scila wrote:Show nested quote +On December 24 2011 11:09 iaguz wrote:On December 24 2011 00:53 avilo wrote: I dun think a lot of people understand. Brood war tanks were good because they did the same amount of damage to all units. It was 75 iirc? There was none of this hard counter non-sense where suddenly your entire army became obsolete because your opponent built 3 "counter units."
Can you imagine having a siege tank vulture army and your opponent built 3 reavers and suddenly you are auto-raped? Well, that is how SC2 is in TvP - you build siege tank + hellions and the opponent build like 4 immortals suddenly you're army is worthless in comparison.
But now imagine you can build mass of almost any protoss unit to make siege tanks worthless...that's SC2. Every protoss unit counters the tank, and the tank is given no chance to counter other units because they mistakingly changed it to make it a specific counter to "armored." So instead of actually being able to kill stuff like zealots and blink stalkers when you already have a pre-sieged army, the opponent instead 1A's into you without thought and comes out ahead.
In beta, and when tanks had damage strong to all, and they didn't stupidly change zealot armor type to make it easy mode versus mech, tanks could actually kill stuff before they closed in.
What happened was a certain balance designer got very afraid when he started to see mech was completely viable, especially with ghosts, so he pre-emptively nerfed it before it even had a chance to be used and pre-emptively before everyone actually learned how to play SC2.
Tanks with beta damage vs protoss would actually be fine right now, mainly because the overall skill level of protoss has gone waaaaaaay up since that time, when all protoss knew how to do was 1A collosus. It took a year for protoss to use warp prisms, just wrap your heads around that guys. An entire year (ok except white-ra cause he was smart) for warp prisms to be seen as "useful."
It just seems to me like every time mech has ever shown viability they immediately nerfed it into the ground asap. The series of MC vs thorzain got thors nerfed right after that series...a knee jerk balance design reaction...and that reaction has always happened with MECH. It took MONTHS for infestors to even be considered needing a nerf when people were making 40 a game lol.
I just thought i'd add this to the "siege tank" discussion, because they were in fact viable over a year ago, but blizzard purposely changed it so they weren't because of some irrational fear that SC2 would...become like brood war...the greatest game ever...pretty crazy i know.
I wrote a guide about ghostmech in beta, and i'm completely convinced it would have been very standard in macro games by now if mech hadn't been gimped patch after patch. Instead, we're all currently stuck with the marauder. The problem with reverting the tank nerf is that you also affect TvT. Some people like how mech isn't the default go to thing in that matchup, but 50 damage tanks will put us back to that boring tank/viking vs tank/viking mu from the beta. Dull. Pretty sure beta tanks were 60 damage, actually. I think Avilo's interpretation of what happened is exactly correct. I would just like to add that for whatever reason Blizzard is willing to almost instantly nerf something that people don't like about Terran, where as Protoss and Zerg don't get the same treatment. Tanks, Thor energy, Hellions, 5 second barracks extra build time, etc...these nerfs were done very quickly in response to recent developments. I don't even think 60 damage tanks would be "op" in any way. 60 is overkill on lings and blings anyway, and the extra +10 versus armored would actaully be a fine buff versus ultras. For TvP ofc that would be an amazing buff that would go a long way in addressing Colossus and Chargelots versus tanks in particular. TvT...well, Mech is already viable on a lot of maps (like Metalopolis). Because TvZ and TvP keep/kept on being terranfavored just like Z and P gets nerfs and buffs whenever ZvP gets to onesided. And though I agree that I would like to see more Mech in TvP it is simply not a time in which terran would need any buff and it would be pretty unreasonable to risk the amount of balance in all the 3Terran MUs just for a possible viability of siege tanks in TvP.
|
Many people seem to gloss over the fact that protoss could often fly dropships and sometimes even arbiters over top of a terran army with general impunity. Any factory time spent making goliaths was factory time not spent making tanks, which sort of would defeat the point up until you saw a carrier switch. In SC2 terran always has a ton of barracks that are always making marines and they always have a reactored starport. Mech TvP balance in SC1 depended on weaker air units and weaker anti air, especially on the terran's part.
If you want to rebalance the tank you need to take a long hard look at the marine, viking and banshee.
|
do you think blizzard is addressing the issue?
that just came into my mind... like would they even do something about it??
|
I feel like tanks could be viable, get like 20 tanks, and any ground army will melt (with a little support)
|
On December 24 2011 02:01 terranghost wrote:
On topic I think the primary reason that tanks are not as good as they were is they do not have very good meat shields with the addition of the collosus. Vultures did very well against light and could still buffer pretty well against armored due to mines. Hellions can still buffer a bit vs armored but not as well but they are better vs light units that tanks are not supposed to be good against the real problem however is that a critical point of collosus just kills everything in one hit so your meat shields move forward to take the hit they all melt in one hit and then zealots move in and kill everything. I always thought that instead of getting rid of KA they should of gave storm like a 5-10 sec cooldown after warped in and then changed the collosus like they did the tank make it do reduced damage to light or something so the collosus wouldn't be good against everything.
On a side note ive been experimented alot more with mech and instead of getting vikings as my AA I'm getting ravens and is strangely affective at least against the people I play against. (Note a reactored starport pumping out vikings for and a techlabed starport pumping out ravens will use the same amount of gas after factoring in the build time.) The ravens are useful against not only the air units they would build but can sit behind your army and occasionally throw down turrets in front of your tanks to bait charges and act as meatshields and they can throw down pdds behind your army which will still reach your tanks which makes them harder to feedback. If no templar are in the battle you can be more aggressive with your ravens and seeker missile key units. Of course I am not pro so I obviously not only is my micro and macro not good but neither is my opponents. And yes I know ravens can be fedback but as long as you keep them in the back of your army when templar are present they shouldn't get fedback too much.
My personal opinion is that mech is not bad its just many pro terrans are too stubborn to play with it long enough to figure it out. Plus HOTS should be solving some of the mech problems hopefully.
The many mechanics changes from BW to SC2 completely kill mech. In BW, shields take full damage from all attacks. In SC2, they don't. This has massive consequences.
- In BW, vultures are only slightly inferior to dragoons in a straight up fight. The vultures do the full 20 damage per shot to shields while the dragoons do a pitiful 5 DPS to "unarmored." Compare this to SC2, where stalkers do 7 DPS to unarmored and the shields only take 8 damage from hellions. - In SC2 archons destroy tanks, in BW they get flattened by tanks because of the shield issue. - HTs take three hits to kill instead of two. - DTs take four hits to kill instead of two. (with upgrades)
Zealots are also massively improved over BW zealots, on top of the immense shield mechanics change, they do substantially more DPS than BW zealots. BW zealots have an attack cooldown of 1.5, SC2 zealots have a cooldown of 1.2 and do 25% more DPS. Charge is also far superior to BW legspeed in getting the zealots next to the tanks that much faster, and also converts the blob of zealots from a blob taking massive splash damage to a line that takes little splash damage much quicker than BW legspeed does.
Smartcast storm is the final blow. In BW, mass-storming relatively spread out tanks before your templar get picked off is exceedingly difficult, in SC2 it's trivial. SC2 storm does 20 DPS, compared to BW storm at 14 DPS and it takes two storms to kill tanks in both games.
|
Tanks do way too much damage as standard in my opinion. And they are so abused in pretty much all match ups, where the Terran makes like 20 tanks and turtles and you just can't crack it as Zerg. An Immortal might be able to make a difference.
Infested Immortal? :3
|
On December 28 2011 02:09 Resistentialism wrote: Many people seem to gloss over the fact that protoss could often fly dropships and sometimes even arbiters over top of a terran army with general impunity. Any factory time spent making goliaths was factory time not spent making tanks, which sort of would defeat the point up until you saw a carrier switch. In SC2 terran always has a ton of barracks that are always making marines and they always have a reactored starport. Mech TvP balance in SC1 depended on weaker air units and weaker anti air, especially on the terran's part.
If you want to rebalance the tank you need to take a long hard look at the marine, viking and banshee.
You do realise that goliaths dont require the machine shop addon, so your not actually cutting into tank production time.
I personally think that the best way to buff the tank with to increase its damage in the following manner.
Current tank damage: vs Armored (+15): 50/55/60/65 (Wep Upgrade 0/1/2/3) vs Anything else: 35/38/41/44
Revised tank damage: vs Massive (+35): 65/70/75/80 vs Armored (+20): 50/55/60/65 vs Anything else: 35/38/41/44
The introduction of using a bonus damage modifier to "Massive" types gives us two advantages in buffing the tank while not breaking other matchups.
Firstly in the sc2 universe, there are quite a few units that have the "Massive" attribute. These units all follow similar characteristics in the fact that all of them have a shitton of hp (350+). Now this creates problems where they also act as meat shields (in conjunction with other units specifically designed to tank e.g zealot/immortal for instance), absorbing alot of siege tank fire. Just to put things into perspective, an immortal is bad enough for the siege tank yet we have an archon that has no armoured attribute meaning it will take 11 tank shots (no weps up) while doing negligible splash.
So with that in mind, by doing damage to massive type units, we not only avoid the need to greatly increase the damage modifier to armored units but effectively make the tank much more effective in the TvP matchup.
Putting things into perspective:
Current Tank: [assuming 0 upgrades] 35 to light, 50 to armored
TvT vs. Marauder: Kills in 3 shots vs. Tanks: Kills in 4 shots vs. Thors: Kills in 9 shots
TvZ vs. Roach: Kills in 3 shots vs. Ultralisk: Kills in 11 shots
TvP vs. Zealot: Kills in 5 shots vs. Stalker: Kills in 4 shots vs. Immortal: Kills in 15 shots vs. Colossus: Kills in 8 shots vs. Archon: Kills in 11 shots
Revised Tank: [assuming 0 upgrades] 35 to light, 50 to armored, 65 to massive
TvT vs. Marauder: Kills in 3 shots vs. Tanks: Kills in 3 shots (-1 from 4) vs. Thors: Kills in 7 shots (-2 from 9)
TvZ vs. Roach: Kills in 3 shots vs. Ultralisk: Kills in 8 shots (-3 from 11)
TvP vs. Zealot: Kills in 5 shots vs. Stalker: Kills in 3 shots (-1 from 4) vs. Immortal: Kills in 15 shots vs. Colossus: Kills in 6 shots (-2 from 8) vs. Archon: Kills in 6 shots (-5 from 11)
It will mean that units like the ultralisks and thors will take fewer shots to take down (they did take an incredible amount of hits before dying) but with the current metagame + compositions used by most T players, this isn't going to pose many balance problems.
In regards to TvP, it definately makes the tank more viable due to the increase in firepower against units that caused unintentional problems to the tank. The reliance on ghosts to counter units such as the archon (a key unit in any TvP mech) is reduced due to the archon being less effective against tank fire. Another key unit such as a colossus is now susceptible to both viking and tank fire. Now a P cannot just spam zealots/archons/immortals (3 units that hard counters tanks) since hellions will deal with zealots, tanks will eat archons and immortals aren't great when ghosts are incorporated to the mech army. It will force the P to come up with more interesting army compositions (even making carriers viable), emphasis the importance of unit control/army engagements against the mech army and make the damn matchup more diverse for the spectators/players!!
Thoughts?
|
I think the introduction of the battle hellion in HotS will be a massive buff to the tank, as we will finally have a unit that can take care of those pesky zealots. Tanks already do well against stalkers and colossus. I think the main problem with the tank is that it requires sooo much target fireing to be effective. This can be very hard when you have to micro your bio aswell. Oh, I look so much forward to the battle hellions!
|
On December 28 2011 19:47 kyllinghest wrote: I think the introduction of the battle hellion in HotS will be a massive buff to the tank, as we will finally have a unit that can take care of those pesky zealots. Tanks already do well against stalkers and colossus. I think the main problem with the tank is that it requires sooo much target fireing to be effective. This can be very hard when you have to micro your bio aswell. Oh, I look so much forward to the battle hellions! Chances are we are not still using tanks in TvP in HotS since it would be just better to spend the gas on more warhounds due to it being effective against mechanical targets and most of the protoss higher tier units are mechanical. Tanks really doesn't have anything to add to that ball, which needs to be mobile so it can battle protoss army effectively because of the warp ins and that stuff. Plus a lot of players would rather spend some of the gas for ghosts anyway for the emp if anything the new mech in HotS will probably look a lot like MMM+VG ( you know Hellions to deal with zealots, warhounds to deal with stalkers, scv pulled for repairing, vikings for colossus and ghost for that extra damage plus to deal with HT and archons). This is what I guess is going to happen if the new units stay the way they were in blizzcon, but for all I know blizzard might have already scratch such ideas like warhounds and battle hellions.
|
I refuse to build warhounds until blizzard make them less fugly
|
I am excited about what battle hellions and shredders will do for the siege tank in tvp.
What are tanks vulnerable to? 1) Units getting on top of the tanks making them kill each other with splash damage. 2) Flanks
Battle hellions help with 1) since they might actually take hits long enough for the front line of zealots to be killed off. Stalkers and sentries don't scare tanks. It will also take about 1000 immortal shots to kill a battle hellion.
Shredders help with 2). I'm thinking you could set up 2 layers of shredders as flank protection so even if the chargelots kill off the first layer with charge they still take massive damage from the second layer.
Tanks are a lot better on high ground. Sadly, a lot of maps don't even have high ground outside of the main bases. Xel'naga caverns and Shakuras Plateau have nice high ground positions in the middle of the map but I can't think of any other ladder maps that have useful high ground positions. The center of Antiga is high ground, but it's accessible by ground on all sides so it's not a true high ground imo.
|
tanks start to be good when you are like orbital farming really raelly lategame. goody used to play mech this way but it isnt really viable anymore because helions and emps are just way to weak now midgame to make sure you get in a good position lategame.
I play tanks in condjunction with bio sometimes and try to achieve the same thing and just turtle like mad with bio+tanks and then slowly add orbitals and replace your scv with more ghosts and tanks.
|
Watching the mech TvP daily right now.
Day9 seems to be saying that mech isn't just about the siege tank. More like its the sum of its parts.
This is really interesting as its well known that factory units are crap against any air play so ikings are essential. Seems to me like Banshees are just as essential for the mech composition
|
i dont know much about the tanks in tvp, but from a gold league zerg standpoitn they are far too easy to use, place some tanks marines and thors in the middle of the map and you are pretty much untouchable, requires no control what so ever. that is just from a gold league zerg POV though im guessing it changes in the higher levels of play.
|
The obvious solution for tanks in tvp is some kind of adjustment that only reacts to shields. For instance, upgrading to level 1 weapons could add a secondary splash if the siege tank fires on a shielded unit. That way the buff would have no effect on the other match ups, and there would be no need to add a new upgrade which would clutter the tech tree. And because attacks to units without shields would not trigger the secondary splash, the buff won't synergize with EMP, which I think is good for overall balance.
I think it's more important to improve splash rather than single target damage. The reason why tanks work well in tvt and tvz is because the units in these match ups are in general smaller compared to protoss units, which makes splash more effective. So the added bonus of this secondary splash would need to be relative to the unit size difference between the match ups.. I guess something like +7%,+14% and +21% stronger splash at the different upgrade levels. Or just a flat +% buff at weapon level 2 or something.
I'd also like to see the damage modifier changed from 35 (+15 to armored) to 50 (-15 to light), just because it's unreasonable that the Archon should fill the exact same damage absorbing function as Immortals. I'm not sure how that would effect the other match ups though - I guess ghosts would die faster to tanks..?
On January 06 2012 13:00 frantic.cactus wrote: Watching the mech TvP daily right now.
Day9 seems to be saying that mech isn't just about the siege tank. More like its the sum of its parts.
This is really interesting as its well known that factory units are crap against any air play so ikings are essential. Seems to me like Banshees are just as essential for the mech composition
I didn't find that daily helpful or insightful at all. I brought up how good chargelot/archon is vs mech in the chat, and he just brushed it off with something like "opening with banshees can dictate the protoss unit composition," which is of course true -- you dictate the protoss right into making HTs, which easily leads to chargelot/archon/ht.
On January 06 2012 20:11 Machiavellii wrote: i dont know much about the tanks in tvp, but from a gold league zerg standpoitn they are far too easy to use, place some tanks marines and thors in the middle of the map and you are pretty much untouchable, requires no control what so ever. that is just from a gold league zerg POV though im guessing it changes in the higher levels of play.
Focus firing with siege tanks is a huge part of tvz, not to mention how easily tanks without support get run over by speedlings, sniped by muta, etc.. so you're right in your assumption that what you experience in gold league doesn't carry over to the higher leagues.
|
i feel the tank needs like a 5 point damage buff because it was nerfed 15 points right before release because it was to good vs zerg... particularly hydras which as we now know are just shitty units vs terran... i would even take a marine nerf for a tank buff because maarines just dont cut it vs protoss in the late game and tanks are pretty bad still
|
Increasing tank dmg by 1+ would imbalance tvz because then zergling with armor upg would die.
|
As far as I'm concerned (I main Protoss), it's kind of the way things are set up with different units right now.
Terran versus tanks: more tanks with better positioning and siege timing Zerg: Zerglings flank early game, Broodlords late game Protoss: Zealots and Immortals (Which are the biggest complaints in this thread).
I honestly think right now the issue of Protoss being OK with tank buffs is the fact that Marines already make life extremely hard as it is, despite Storms and Colossi. It makes Stargate play completely invalid, which is what we need to use if Immortals and Zealots are toned down as suggested.
Personally speaking I'll gladly trade marine nerf for siege tanks buff, but I don't really think terran plays will like that at all.
|
|
|
|