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*** Yes, this is current for the most recent beta update #7 ***
So I made this mostly for my own reference to figure out if upgrading +air solely for Tempests was worth it. But I figured you guys might like to see it too.
Vs. Zerg + Show Spoiler +
Vs. Terran + Show Spoiler +
Vs. Protoss + Show Spoiler +
Old Post showing only stats of 3 Tempests vs 4 Tempests + Show Spoiler +The *s in the spreadsheet indicate how many +attack upgrades you need to lower the # of hits to kill to the number shown. For example, you need at least +2 attack to 2 shot an Overloard with 3 Tempests. +1 attack will still be 3 hits to kill. I was going to mess around with the armor of the unit you're hitting, but like 90% of these numbers hold true regardless of what armor your opponent has because most units only get +1 armor while the Tempest gets +3 attack (+6 to Massive) for each attack upgrade. Only ones I can say now are Hellions, Widow Mines, and Infestors will take 1 additional shot to kill if they have +1 armor vs 3 Tempests with 0/0. Also, Ultras with +6 armor require 4 Tempests with +3 attack before they'll die in 2 hits. So, short answer... Yes getting +attack is worth it. 4 Tempests with +3 attack at most 2 shot every unit in the game besides Mothership and Immortal. Even +6 armor Ultras. Vs. Zerg+ Show Spoiler +Vs. Terran+ Show Spoiler +Vs. Protoss+ Show Spoiler +Sorry for the sloppy spreadsheet, oringinally just made it for myself. So if this was unclear... "3 0/0 Tempests" means 3 Tempests with +0 attack and +0 armor "3 3/3 Tempests" means 3 Tempests with +3 attack and +3 armor
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I think tempest could be effective against the BL/infestor combo. The tempest can shoot the brood lords from afar, and have stalkers shoot down corrupters who come near by. (or just use tempest to get a couple of shoots on the corrupters while the corrupters get out of range. I could also watch towers becoming more and more important, because the tempest range is significantly longer than its sight range. I think a lot of battles may be for the watchtower, which would be interesting to watch !
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I laugh a lot when I see a zergling surviving a shot with 6x it's size.
Anyway, thank you for the data.
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The synergy of time warp is amazing. Almost every unit from Stargate to robo would benefit from an oracle or two.
In this instance, landing a solid time warp would make BL/infestor easy pickings for tempest/oracle/blink stalker
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A tip:
If you have more tempests than the amount that can 1-shot a particular enemy unit, you will overkill. To avoid overkill, you should NOT use shift + target-fire. You can spam right-click on the type of enemy units you want to kill, so that the tempests will attack multiple targets but they will attack the type of units that you want to kill.
For example, if you have more than 4 tempests, your efficiency of killing broodlord will be the same as 4 tempests. In this situation, you do not want to shift + target-fire but to spam right-click on multiple broodlords to avoid overkill.
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On October 27 2012 10:07 Hattori_Hanzo wrote: The synergy of time warp is amazing. Almost every unit from Stargate to robo would benefit from an oracle or two.
In this instance, landing a solid time warp would make BL/infestor easy pickings for tempest/oracle/blink stalker
Time Warp doesn't affect air units, so the BLs and Corruptors aren't slowed. Although, with the Tempest's range and the BL's natural speed (or lack thereof), that doesn't matter so much as slowing the Infestors.
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really cool spread sheet, thanks!
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Canada13405 Posts
On October 27 2012 10:39 larse wrote: A tip:
If you have more tempests than the amount that can 1-shot a particular enemy unit, you will overkill. To avoid overkill, you should NOT use shift + target-fire. You can spam right-click on the type of enemy units you want to kill, so that the tempests will attack multiple targets but they will attack the type of units that you want to kill.
For example, if you have more than 4 tempests, your efficiency of killing broodlord will be the same as 4 tempests. In this situation, you do not want to shift + target-fire but to spam right-click on multiple broodlords to avoid overkill.
Good point. Better be accurate with those clicks though.
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On October 27 2012 11:40 ZeromuS wrote:Show nested quote +On October 27 2012 10:39 larse wrote: A tip:
If you have more tempests than the amount that can 1-shot a particular enemy unit, you will overkill. To avoid overkill, you should NOT use shift + target-fire. You can spam right-click on the type of enemy units you want to kill, so that the tempests will attack multiple targets but they will attack the type of units that you want to kill.
For example, if you have more than 4 tempests, your efficiency of killing broodlord will be the same as 4 tempests. In this situation, you do not want to shift + target-fire but to spam right-click on multiple broodlords to avoid overkill. Good point. Better be accurate with those clicks though.
SKILL CEILING!!!
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I would like to see the chart for 1 tempest.
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On October 27 2012 12:03 SigmaoctanusIV wrote: I would like to see the chart for 1 tempest.
I'll make one tomorrow since it's really just 2 excel formulas away from this chart. It's late right now though.
The 3 vs 4 Tempests is what I've been debating between for my games so hence why the chart doesn't include for 1 tempest. But having the chart done for 1 Tempest helps extrapolate for X tempests so I'll make it tomorrow.
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United Kingdom20326 Posts
I think its essential the tempest gets a projectile speed upgrade or some kind of change to overkill mechanism if there are plans for more than a few of them to be usable - it loses so much DPS due to overkill and it being so hard to control where your shots go - Against a worker line with 10-15 tempests, you can increase your DPS by a factor of 5-10x by microing with cloning, but it's incredibly hard to do compared to anything currently in the game - im all for it helping, i love micro, but without it, your 15 tempests will sit there any attack 1 worker every 3.3 seconds - attack queue, even with several of them on delayed ROF, will result in all of your tempests firing a shot at 1 worker, then reloading for the next one. I can post some videos demonstrating the differences later.
Basically, approaching range of a mineral line with 10 tempests? (totally plausible):
With attack-queue on workers: 1 kill every 3.3 seconds and slightly awkward movement - either your tempests will stack, or approach a notable amount closer than they have to in order to shoot
Using cloning or another method to assign attacks in the most efficient way 5 sets of 2 tempests): 5 worker kills every 3.3 seconds
As it stands, if i were to have 4 tempests, i would almost certainly split them into two hotkeys, because its painful spending 1k gas on something and watching half of its damage getting wasted. 10 lings runs into vision 15 range away, they all fire at the leading one. T-T (Yes, even 40 or 50 tempests).
I like their usefulness right now, but they are quite absolutely limited to that unless you have top 1-2% micro. Maybe thats a good thing?
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Updated OP to include charts for just a single Tempest.
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