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TvP Mech still not viable? - Page 29

Forum Index > StarCraft 2 HotS
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SarcasmMonster
Profile Joined October 2011
3136 Posts
December 13 2012 03:44 GMT
#561
Every mech unit got direct buffs since the start of the Beta except for Siege tanks
MMA: The true King of Wings
s3rp
Profile Joined May 2011
Germany3192 Posts
December 13 2012 03:54 GMT
#562
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-12-13 04:06:17
December 13 2012 03:59 GMT
#563
On December 13 2012 12:54 s3rp wrote:
Show nested quote +
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.



How about the Shaped Blast upgrade from campaign?

(but lets adjust it for multiplayer usage AND give a good reason to build tanks VS protoss)

Have it Give siege tanks a Bonus of +15 VS shields along a 40% reduction in Friendly fire splash damage.

Make it cost and build:
Cost:150/100
Build time: 110


That way it gives tanks added usage late game in all match ups

SarcasmMonster
Profile Joined October 2011
3136 Posts
December 13 2012 04:02 GMT
#564
On December 13 2012 12:54 s3rp wrote:
Show nested quote +
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.


I know you've recommended an upgrade that does extra damage vs shield but IMO it's too race specific and sloppy design.

To make tanks better in TvP, the first change needs to be to the Immortal. My suggestion is to cap the Harden shield. For example, it reduces at MOST 25 damage per invocation. Hence Siege tanks will deal 25 damage when shields are still up. What's also great is that weapon upgrades will actually help tear down the shield quicker, whereas the current Harden shield just negates it. Ultralisks with attack upgrades will also have a easier time vs Immortals. IMO this change makes Immortals less of a super-hard counter.
(I chose 25 as the cap because I think it's a fair number, but whatever number works is fine whether it's higher or lower).
MMA: The true King of Wings
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
December 13 2012 04:40 GMT
#565
void ray and tempest buff vs mech and now the upgrade nerf to air has completely killed mech now. blizz just buff tank damage vs shields and buff bcs a bit and go from there.
savior did nothing wrong
starimk
Profile Joined December 2011
106 Posts
December 13 2012 04:41 GMT
#566
On December 13 2012 13:02 SarcasmMonster wrote:
Show nested quote +
On December 13 2012 12:54 s3rp wrote:
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.


I know you've recommended an upgrade that does extra damage vs shield but IMO it's too race specific and sloppy design.

To make tanks better in TvP, the first change needs to be to the Immortal. My suggestion is to cap the Harden shield. For example, it reduces at MOST 25 damage per invocation. Hence Siege tanks will deal 25 damage when shields are still up. What's also great is that weapon upgrades will actually help tear down the shield quicker, whereas the current Harden shield just negates it. Ultralisks with attack upgrades will also have a easier time vs Immortals. IMO this change makes Immortals less of a super-hard counter.
(I chose 25 as the cap because I think it's a fair number, but whatever number works is fine whether it's higher or lower).


I feel that your proposed change would be too complex for Blizzard's standards, although it would help a lot with the binary nature of the Hardened Shield. I have another idea: what if Siege Tanks (and perhaps even Ultralisks as well) were given something like the Maelstrom Round upgrade from the campaign? This would allow the Tank to deal extra (let's say 20) spell damage to the primary target, while dealing normal splash damage to surrounding units. Spell damage would penetrate Hardened Shields, meaning that with focus fire Siege Tanks could hammer down the Hardened Shields much more quickly.

I'm not sure how effective an anti-shield buff to Tanks would be. Maybe Zealot and Stalker shields would take 1 shot instead of 2 shots to bring down now with the upgrades... It feels that the primary problem with Siege Tanks vs. Protoss ground units is the immortal.
starimk
Profile Joined December 2011
106 Posts
December 13 2012 04:44 GMT
#567
Also, I'm not sure if Blizzard has forgotten that the Battlecruiser is a Massive air unit as well... I understand that Blizzard wants to nerf Broodlords into the ground, but it would be nice for Terrans to use their capital air ships against Protoss...
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-12-13 05:01:01
December 13 2012 04:46 GMT
#568
On December 13 2012 13:41 starimk wrote:
Show nested quote +
On December 13 2012 13:02 SarcasmMonster wrote:
On December 13 2012 12:54 s3rp wrote:
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.


I know you've recommended an upgrade that does extra damage vs shield but IMO it's too race specific and sloppy design.

To make tanks better in TvP, the first change needs to be to the Immortal. My suggestion is to cap the Harden shield. For example, it reduces at MOST 25 damage per invocation. Hence Siege tanks will deal 25 damage when shields are still up. What's also great is that weapon upgrades will actually help tear down the shield quicker, whereas the current Harden shield just negates it. Ultralisks with attack upgrades will also have a easier time vs Immortals. IMO this change makes Immortals less of a super-hard counter.
(I chose 25 as the cap because I think it's a fair number, but whatever number works is fine whether it's higher or lower).


I feel that your proposed change would be too complex for Blizzard's standards, although it would help a lot with the binary nature of the Hardened Shield. I have another idea: what if Siege Tanks (and perhaps even Ultralisks as well) were given something like the Maelstrom Round upgrade from the campaign? This would allow the Tank to deal extra (let's say 20) spell damage to the primary target, while dealing normal splash damage to surrounding units. Spell damage would penetrate Hardened Shields, meaning that with focus fire Siege Tanks could hammer down the Hardened Shields much more quickly.

I'm not sure how effective an anti-shield buff to Tanks would be. Maybe Zealot and Stalker shields would take 1 shot instead of 2 shots to bring down now with the upgrades... It feels that the primary problem with Siege Tanks vs. Protoss ground units is the immortal.


I disagree Zealots take 5 tank shots to kill and have Charge to quickly cover distances. Immortals surely don't help but Zealots are the main reason in my eyes .The second reason would be the Archon. That kills supposed solution for Zealots the hellbat way too fast thanks to Bio ... It's also extremely fast too reeinforce with those units thanks to warpgate even after a lost battle .
SarcasmMonster
Profile Joined October 2011
3136 Posts
Last Edited: 2012-12-13 05:01:45
December 13 2012 05:00 GMT
#569
On December 13 2012 13:41 starimk wrote:
Show nested quote +
On December 13 2012 13:02 SarcasmMonster wrote:
On December 13 2012 12:54 s3rp wrote:
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.


I know you've recommended an upgrade that does extra damage vs shield but IMO it's too race specific and sloppy design.

To make tanks better in TvP, the first change needs to be to the Immortal. My suggestion is to cap the Harden shield. For example, it reduces at MOST 25 damage per invocation. Hence Siege tanks will deal 25 damage when shields are still up. What's also great is that weapon upgrades will actually help tear down the shield quicker, whereas the current Harden shield just negates it. Ultralisks with attack upgrades will also have a easier time vs Immortals. IMO this change makes Immortals less of a super-hard counter.
(I chose 25 as the cap because I think it's a fair number, but whatever number works is fine whether it's higher or lower).


I feel that your proposed change would be too complex for Blizzard's standards, although it would help a lot with the binary nature of the Hardened Shield. I have another idea: what if Siege Tanks (and perhaps even Ultralisks as well) were given something like the Maelstrom Round upgrade from the campaign? This would allow the Tank to deal extra (let's say 20) spell damage to the primary target, while dealing normal splash damage to surrounding units. Spell damage would penetrate Hardened Shields, meaning that with focus fire Siege Tanks could hammer down the Hardened Shields much more quickly.

I'm not sure how effective an anti-shield buff to Tanks would be. Maybe Zealot and Stalker shields would take 1 shot instead of 2 shots to bring down now with the upgrades... It feels that the primary problem with Siege Tanks vs. Protoss ground units is the immortal.


I don't think it's that complex. Jus change the tool tip to read

An Immortal's passive ability that reduces all damage inflicted on the shields that is greater than 10 by 25 or to 10, whichever is less.


Something like that.
MMA: The true King of Wings
SuperYo1000
Profile Joined July 2008
United States880 Posts
December 13 2012 05:31 GMT
#570
On December 13 2012 13:40 EleanorRIgby wrote:
void ray and tempest buff vs mech and now the upgrade nerf to air has completely killed mech now. blizz just buff tank damage vs shields and buff bcs a bit and go from there.



im sorry....but why do terrans insist that mech works against all compositions
MugenXBanksy
Profile Joined April 2011
United States479 Posts
December 13 2012 06:47 GMT
#571
Is this thread really necessary? Is it the end of the world if mech doesn't work in TvP I mean really does it matter?
we all hope to be like whitera one day
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
December 13 2012 06:53 GMT
#572
On December 13 2012 14:31 SuperYo1000 wrote:
Show nested quote +
On December 13 2012 13:40 EleanorRIgby wrote:
void ray and tempest buff vs mech and now the upgrade nerf to air has completely killed mech now. blizz just buff tank damage vs shields and buff bcs a bit and go from there.



im sorry....but why do terrans insist that mech works against all compositions


because blizzard said they want to make mech viable in tvp....
savior did nothing wrong
Whitewing
Profile Joined October 2010
United States7483 Posts
December 13 2012 06:53 GMT
#573
On December 13 2012 13:44 starimk wrote:
Also, I'm not sure if Blizzard has forgotten that the Battlecruiser is a Massive air unit as well... I understand that Blizzard wants to nerf Broodlords into the ground, but it would be nice for Terrans to use their capital air ships against Protoss...


You can, Battlecruisers got buffed significantly compared to WoL (yay mech armor and air armor upgrades combined), and while the tempest is decent against them, protoss ground to air is pretty bad. Keep their energy low (yamato some rocks?) so you can't get killed by feedback, and remember their armor is so ridiculous (6 armor!) that they live forever. Adding a couple BC's (not more than 2-3) can really beef your army, because protoss isn't going to want to add tempests just for a couple BCs, and if they do the rest of their army will suffer.

It was actually a thing for a while where terran would add 3 BC's to their end game army vs. protoss because protoss anti-air sucks vs. bio.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Bagi
Profile Joined August 2010
Germany6799 Posts
December 13 2012 07:51 GMT
#574
On December 13 2012 12:54 s3rp wrote:
Show nested quote +
On December 13 2012 12:44 SarcasmMonster wrote:
Every mech unit got direct buffs since the start of the Beta except for Siege tanks


They're fine in TvT and TvZ though . They need something ( problably against shields ) that makes them work against Toss reliably.

I think with blinding cloud tanks are having a tough time even in TvZ now.

I guess the problem with buffing tanks in TvP is the 1-1-1, so maybe a lategame upgrade for tanks would be a good fix.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 13 2012 08:23 GMT
#575
On December 13 2012 15:47 MugenXBanksy wrote:
Is this thread really necessary? Is it the end of the world if mech doesn't work in TvP I mean really does it matter?

Since every Protoss can open nexus first and easily get to "late game" against Terran (ahead nonetheless), and at the same time gaining a TREMENDOUS boost to offensive capability early and mid game via MSC, it would make sense that Terran has an option to enter the late game with their balls still intact.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
December 13 2012 08:29 GMT
#576
On December 13 2012 15:53 Whitewing wrote:
Show nested quote +
On December 13 2012 13:44 starimk wrote:
Also, I'm not sure if Blizzard has forgotten that the Battlecruiser is a Massive air unit as well... I understand that Blizzard wants to nerf Broodlords into the ground, but it would be nice for Terrans to use their capital air ships against Protoss...


You can, Battlecruisers got buffed significantly compared to WoL (yay mech armor and air armor upgrades combined), and while the tempest is decent against them, protoss ground to air is pretty bad. Keep their energy low (yamato some rocks?) so you can't get killed by feedback, and remember their armor is so ridiculous (6 armor!) that they live forever. Adding a couple BC's (not more than 2-3) can really beef your army, because protoss isn't going to want to add tempests just for a couple BCs, and if they do the rest of their army will suffer.

It was actually a thing for a while where terran would add 3 BC's to their end game army vs. protoss because protoss anti-air sucks vs. bio.



Sorry but 6 armor means nothing to a range 15 unit.
I wouldn't mind if Yamato cannon had at least that range.
That would allow at least *some* BC action in the late game, rather than its present flying tank form that everyone focuses down first.
Cauterize the area
SheaR619
Profile Joined October 2010
United States2399 Posts
December 13 2012 08:44 GMT
#577
Why not just make tanks 2 supply....it seems like the least complicated way. This allows you to build more tanks and in theory tanks power increase exponentially so being able to add more tanks should increase the over all tank power and efficiency. It also free up supply for widowmines or more hellion or viking or w/e. Propsing change for late game upgrade isnt bad but it seems to only complicates thing considering that things already getting complicated enough with the whole passive muta regen, reaper seeing up cliff etc etc etc.
I may not be the best, but i will be some day...
aksfjh
Profile Joined November 2010
United States4853 Posts
December 13 2012 08:46 GMT
#578
On December 13 2012 17:29 Hattori_Hanzo wrote:
Show nested quote +
On December 13 2012 15:53 Whitewing wrote:
On December 13 2012 13:44 starimk wrote:
Also, I'm not sure if Blizzard has forgotten that the Battlecruiser is a Massive air unit as well... I understand that Blizzard wants to nerf Broodlords into the ground, but it would be nice for Terrans to use their capital air ships against Protoss...


You can, Battlecruisers got buffed significantly compared to WoL (yay mech armor and air armor upgrades combined), and while the tempest is decent against them, protoss ground to air is pretty bad. Keep their energy low (yamato some rocks?) so you can't get killed by feedback, and remember their armor is so ridiculous (6 armor!) that they live forever. Adding a couple BC's (not more than 2-3) can really beef your army, because protoss isn't going to want to add tempests just for a couple BCs, and if they do the rest of their army will suffer.

It was actually a thing for a while where terran would add 3 BC's to their end game army vs. protoss because protoss anti-air sucks vs. bio.



Sorry but 6 armor means nothing to a range 15 unit.
I wouldn't mind if Yamato cannon had at least that range.
That would allow at least *some* BC action in the late game, rather than its present flying tank form that everyone focuses down first.

And let's not forget that the Tempest starts with 2 armor, has more effective health per supply, and outranges EVERY SINGLE COUNTER TO THE UNIT.
Twilight Sparkle
Profile Joined August 2012
Australia235 Posts
December 13 2012 08:54 GMT
#579
Frankly, as much as I love mech, it's never going to be viable in TvP simply because almost every single SC2 Protoss unit was designed to counter mech. Chargelots close the gap faster than speedlots, blink stalkers abuse immobility and close gaps quickly, immortals were completely built around beating tanks, that kind of thing. I mean sure, factory units might one day be a viable composition against Protoss. Warhounds were totally viable against Protoss while they existed, and they built from the factory. But they weren't mech, and that's the reason they worked (well, that and their ludicrously overpowered stats). Unless Protoss is redesigned significantly, TvP will always be bio.
Dvriel
Profile Joined November 2011
607 Posts
December 13 2012 08:58 GMT
#580
I just wanna know who is providing Info about the game for Blizzard.Are they really testing things or do it randomly?There are only 3 months till HotS is on sale and T sitll dont work.Reapers are crazy in TvT,late game TvZ still bad as WoL and TvP is worse than ever...
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