|
Many people on this forum and various other SC2 forums have suggested this ability for Terran, to help assist them in the late game.
What do people think about the ability for Terran to use Orbital Strike (land barracks units at chosen location)
Obviously it would be imbalanced just landing units anywhere you get a scan off.
I was thinking about these limitations.
1. Call down supply requires research at the Fusion core. 2. Units can only land inside sensor tower areas. 3. Sensor towers must be upgraded to Reinforcement Beacons for something cheap like 50/50. 4. Upon upgrading Sensor Towers to Beacons, the towers can no longer detect movement of enemy units. 5. Terran still requires vision of the area they want to land units in.
I feel this would give Terran players a greater ability to deal with Protoss and zerg multi-pronged attacks in the late game.
However this would prevent Terran players from abusing the ability and just landing 30 marines in the opponents base.
I feel this would create a really cool late game dynamic.
I am a Protoss player. Yes I am in the beta.
Thoughts?
|
|
We have enough of warpgate to ruin the game, why bother with a clone?
Maybe have ballistic missiles launching from silos, requiring fusion cores. That would be true "artillery", since siege tanks do not shoot THAT far.
Edit: Now of course if it's a late game thing, it doesn't break the game as much as warpgate does.
|
I feel like this is a better fit to terran than warp in is to toss, but while P has warp in I think the corss over would be to much
|
It wouldn't help with the true late game terran problems, that are the lack of counter to infestor/broodlords and massively upgraded protoss armies (the last one is debatable as TvP is IMO pretty balanced if terran's micro is good enough, but TvZ late game feels like a mess). Sky terran is the equivalent/counter to bl/infestor/corruptor, but you don't have the production capabilities to counter zerg's, that's the true problem. While he can make a lot of corruptors and broodlords at a time, a BC/raven army take ages to build, + the time for raven energy, and not even talking about upgrades as you kind of have to have a different mid game army, unless you mega turtle. Also, I feel like it wouldn't be as good as warpin at all, as first your requirements make it quite hard to cover all your bases, and the units would only appear once they are built, while warpin is instant. You wouldn't be able to defend runby/drops that well. So it would be a ton of requirements for something borderline useless, as it wouldn't be suited for offensive purposes, and wouldn't be that useful defensively either.
|
I agree that the terrans should get something new in HotS, and while it seems to be hard to introduce new units, why can't it then be a mechanic? The problem with orbital strike is that it it very similar to warp-in. I think using the sensor-tower feels a bit unintuitive and would prefer if it was either given as an ability to the thoroughly or possibly the ghost like in WoL alpha.
I think it would be cool to have some post-armory building that enabled the orbital strike. Players would load the units into the building and for a cost quickly transport the units to that spot, like a one-time nydus with the capacity of half a medivac (one tank or four marines etc).
|
On October 27 2012 23:08 Nimix wrote: Also, I feel like it wouldn't be as good as warpin at all, as first your requirements make it quite hard to cover all your bases, and the units would only appear once they are built, while warpin is instant. You wouldn't be able to defend runby/drops that well. So it would be a ton of requirements for something borderline useless, as it wouldn't be suited for offensive purposes, and wouldn't be that useful defensively either.
Huh? The whole point of this is to defend warp in's and run bys.
Did you not play the campaign. It's instant. You dont wait for it.
This isn't a fix for broodlords, it's just an extra element to add into the game.
|
I agree that the terrans should get something new in HotS, and while it seems to be hard to introduce new units, why can't it then be a mechanic? The problem with orbital strike is that it it very similar to warp-in. So there needs some differentiating factor. I think using the sensor-tower feels a bit unintuitive and would prefer if it was either given as an ability to the Thor or possibly the ghost like in WoL alpha.
It could be implemented with some (post-armory?) building that enabled the orbital strike. Players would load the units into the building so they can be transported like a one-time nydus with the capacity of half a medivac (one tank or four marines etc). It could possibly be an add on that automatically loads units as they are finished, limiting strikes to non-tech lab units.
I think it would be the most "fun" if the strike could be called down anywhere allied units have vision, but it could cost like 50/50 so it's not abused. This may still be too good, so it might be best off as an ability.
This doesn't really address any of the issues as someone pointed out, but it adds some options to make terran more different from WoL, which I think is good.
|
If you are trying to deal with the "instant remax" issue, its a lot easier to just let you queue units while at 200/200, the rax builds the unit but doesn't release it until there's supply available. Terran doesn't need warp ins nor should have them, warp in already creates way too many problems.
|
Not this but I really think a more balanced version of the Merc Compound in the campaign would help with remaxing. If you have them all off cooldown you can get about 50 supply instantly for a crapton of money. :x Might not be the solution to BL infestor, or anything at that, just seems cool. ^^
|
It's called warp in and its already in the game.
|
United Kingdom14103 Posts
On October 27 2012 23:08 Nimix wrote: It wouldn't help with the true late game terran problems, that are the lack of counter to infestor/broodlords and massively upgraded protoss armies (the last one is debatable as TvP is IMO pretty balanced if terran's micro is good enough, but TvZ late game feels like a mess). Sky terran is the equivalent/counter to bl/infestor/corruptor, but you don't have the production capabilities to counter zerg's, that's the true problem. While he can make a lot of corruptors and broodlords at a time, a BC/raven army take ages to build, + the time for raven energy, and not even talking about upgrades as you kind of have to have a different mid game army, unless you mega turtle. Also, I feel like it wouldn't be as good as warpin at all, as first your requirements make it quite hard to cover all your bases, and the units would only appear once they are built, while warpin is instant. You wouldn't be able to defend runby/drops that well. So it would be a ton of requirements for something borderline useless, as it wouldn't be suited for offensive purposes, and wouldn't be that useful defensively either.
TvZ is one of the best matchups at the moment balance wise. Brood lords can be dealt with with sky Terran/marine/tank. TvP is a lot more scary in my opinion as you cannot exploit the slow movement of brood lords and they can instantly warp in in their bases. BC isn't the answer as they can just swap to ground forces and BC dps is really bad versus zerglings.
This idea really isn't great though. Terran just doesn't need it and it's so similar to warp in, which is already a broken mechanic.
|
I find it hilarious you think that sensor towers, which can cover half the map, would be some kind of 'limit' to this ability...
|
|
how about something similar like a psi disruptor which is featured in the campaigns that could stop energy based units from getting mana or stop protoss warpins?
|
So we def! need something for us in the late game but that is dumb. I think the orbital command is fine as it is. One thing is its too similar to warp in. So when you talk about us building supply terran has no way to build supply as fast as the other races. Protoss can use one probe and warp in pylons. Zerg has larva. and Terran have to use multiple scv's to achieve the same effect and we lose mining time. Ik u say we have mules but 4 scv's dont equal 1 mule worth of mining time. Leave the orbital as it is and keep the supply drop the same. Just give us the warhound back.
|
I seriously thought this was going to be a Baller thread.
I'm very disappointed =/
|
On October 28 2012 06:01 ImANinjaBich wrote: So we def! need something for us in the late game but that is dumb. I think the orbital command is fine as it is. One thing is its too similar to warp in. So when you talk about us building supply terran has no way to build supply as fast as the other races. Protoss can use one probe and warp in pylons. Zerg has larva. and Terran have to use multiple scv's to achieve the same effect and we lose mining time. Ik u say we have mules but 4 scv's dont equal 1 mule worth of mining time. Leave the orbital as it is and keep the supply drop the same. Just give us the warhound back.
Did you read the OP at all?
I never spoke about the orbital "COMMAND" and I never suggested any changes to the orbital command.
I don't even know why you talking about mules. Completely irrelevant It has nothing to do with building supply, it has to do with defensive coverage.
On October 28 2012 05:36 GoldenH wrote: I find it hilarious you think that sensor towers, which can cover half the map, would be some kind of 'limit' to this ability...
Please explain how a sensor tower covers half the map.
In this image, it would give the Terran the abiltiy to land near his 4th...and either side of it.
![[image loading]](http://www.team-dignitas.org/uploads/tinymce/images/threat.jpg)
So yes actually I do think it limits it
What's the worst case scenario?
Can you honestly see Terran opening up with a Sensor tower drop rush?
"Oh how I kill protoss is opening with a barracks into factory into starport into fusion core into sensor tower into sensor tower upgrade while making 5-6 barracks off 1 base...."
If terran had the ability to reinforce like this late game, it would force players to fight over the area, especially if placed close to an opponents base.
Fusion cores come into the game fairly late so I don't see the issue.
Having battles in multiple areas of the map is only going to decrease death ball syndrome.
|
|
|
|