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i like the thor + viking combination as it is
if you lack vikings you can still go mass thor with this and beat unupgraded blords more easily than w/o the upgrade. yes its not a huge buff to it but its fine/good enough to now kill them a little bit more easily.
also i dont think it should be buffed and make the thor into a A-move unit that kills heavy air easily since its really resistent with upgrades.
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Essentially this upgrade solves the big problem with the thor - namely that it is most effective in reasonably large numbers but is incredibly easy to kill with a tech switch to air. Now it's not so easy to kill with said tech switch and also is no longer vulnerable to feedback.
Also means it doubles up really nicely with battlecruisers as a super late game army.
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On December 08 2012 10:51 eviltomahawk wrote:Show nested quote +On December 08 2012 10:45 RenZan wrote: with the javelin missile you have to count 4 times the armor of the ennemy air unit. So if you target one big unit like broodlord for exemple the high impact payload do more damage. This is correct. Because the missiles deal damage separated into 4 missiles, armor deductions are counted 4 times. So assuming the target has 1 armor, each of the 6 damage missiles will have its damage reduced to 5, which makes the total damage only 20 instead of 24. With the cannons, the armor deduction is only counted once for the one instance of damage, so the 24 damage is only reduced to 23. Plus, the cannons have a cooldown of 2 seconds as opposed to the 3 second cooldown that the missiles have, so the cannons end up firing faster. Using the cannons, one Thor will beat one Broodlord. Using missiles, the Thor loses.
Ummm can you please verify this? I've tested it countless times in the unit tester and I can't see how one thor beats one broodlord...
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On December 08 2012 18:05 SirPinky wrote:Show nested quote +On December 08 2012 17:04 Crawdad wrote: This is so simple, I'm not sure why this thread is four pages long.
1) HIP has a shorter attack rate, and therefore has higher DPS. 2) HIP is not split into four separate attacks, and is therefore less affected by armor.
HIP does better against non-light units than EP, no questions asked. I'm so close to being done with this post b/c people like you. Please read the rest of the 4 pages before you comment. There is a reason for splash and its effectiveness. Please do not comment on this post unless you play Terran, are masters or higher and have the BETA. Thank you!
It's really simple. HP cannons already do 150% of the damage of Javelins without taking into account armour, take 1/4 of the losses due to armour and if you're talking a unit with 1 armour ALONE, you need to splash at least two with Javelins to keep up with HP cannons. At 3 armour you need to splash 3.
This is not empirical science. This is basic addition, subtraction and multiplication. This is definitely not a thread for pulling ladder rank on. I'm a gold leaguer and even I understand where I'll use these two modes.
Why can't you?
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Has anyone tested how the single-target cannons scale with upgrades? The gains of switching to HIP-cannons may increase as both players get upgrades.
Thor vs generic 1-armor air-unit @ 0 upgrades: Javelins: 4 x (6 - 1) = 20 damage per shot. 3 sec delay between shots, so 6.67 DPS. HIP: 1 x (24 - 1) = 23 damage per shot. 2 sec delay between shots, so 11.5 DPS.
Thor vs generic 1-armor air-unit. Both at 3-3 upgrades. Assumption: HIP cannons gain +2 damage per upgrade (less than 10%, fairly conservative guess). Javelins: 4 x (6 + 3 - 4) = 20 damage per shot. 6.67 DPS. HIP: 1 x (24 + 6 - 4) = 26 damage per shot. 13 DPS.
So depending on how much the HIP mode gains from each upgrade, the advantages of using it over the Javelins can increase with upgrade-level, even if both players stay on equal upgrades.
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i cant believe this thread exists, the advantages of HIP over EP is so obvious when dealing with armor units ESPECIALLY with upgrades its a no brainer.
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On December 12 2012 00:00 BigAsia wrote:Show nested quote +On December 08 2012 10:51 eviltomahawk wrote:On December 08 2012 10:45 RenZan wrote: with the javelin missile you have to count 4 times the armor of the ennemy air unit. So if you target one big unit like broodlord for exemple the high impact payload do more damage. This is correct. Because the missiles deal damage separated into 4 missiles, armor deductions are counted 4 times. So assuming the target has 1 armor, each of the 6 damage missiles will have its damage reduced to 5, which makes the total damage only 20 instead of 24. With the cannons, the armor deduction is only counted once for the one instance of damage, so the 24 damage is only reduced to 23. Plus, the cannons have a cooldown of 2 seconds as opposed to the 3 second cooldown that the missiles have, so the cannons end up firing faster. Using the cannons, one Thor will beat one Broodlord. Using missiles, the Thor loses. Ummm can you please verify this? I've tested it countless times in the unit tester and I can't see how one thor beats one broodlord...
Well when calculating this you have to ignore the Broodling damage, because if you want to deal with Broodlords by using Thors, then you need something to remove the Broodlings. And then a Broodlord deals around 22 damage vs 24 damage of the Thors, that attacks faster. Even if Broodlings just deal 1-3 damage to a Thor, their attack speed is pretty high, and two Broodlings deal more damage then the Broodlord itself.
I like the Broodlord/Thor dynamic, as they both need support in beating up the other. And doing a direct comparison will never give useful data.
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No damage upgrade will ever solve the main problem of BL vs Thor. The fact that in a 10 broods vs 10 thor fight at least 8 thors will dance to goa trance.
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Is this still up for debate?
Javelin: strong vs. low armor, light-class and clumped up units. HIP: strong vs. high armor, non-light-class and spread out units.
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On December 13 2012 01:52 willoc wrote: Is this still up for debate?
Javelin: strong vs. low armor, light-class and clumped up units. HIP: strong vs. high armor, non-light-class and spread out units.
I think what is up for debate is whether the second niche is actually worth anything. Specifically, the "spread out" part. BCs tend to be spread, but pretty much every other capital ship gets used in a big ball--and the thing is, switching modes takes too long to do it in combat after you see how your opponent has positioned his ships, so you'll often have to make a guess prior to the engagement, which means 95% of the time you'll just leave it in javeline mode regardless of enemy composition. that just isn't interesting.
HIP should be better vs the stuff its designed to be good against, so that the choice is actually an interesting one.
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Who else thinks the canons should be a bit more visually noticeable in HIP mode? If a thor transformed without me looking I probably wouldn't even notice until looking at it a few times.
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On December 13 2012 01:56 awesomoecalypse wrote:Show nested quote +On December 13 2012 01:52 willoc wrote: Is this still up for debate?
Javelin: strong vs. low armor, light-class and clumped up units. HIP: strong vs. high armor, non-light-class and spread out units. I think what is up for debate is whether the second niche is actually worth anything. Specifically, the "spread out" part. BCs tend to be spread, but pretty much every other capital ship gets used in a big ball--and the thing is, switching modes takes too long to do it in combat after you see how your opponent has positioned his ships, so you'll often have to make a guess prior to the engagement, which means 95% of the time you'll just leave it in javeline mode regardless of enemy composition. that just isn't interesting. HIP should be better vs the stuff its designed to be good against, so that the choice is actually an interesting one.
I notice top tier zergs usually spread their broodlords out. I believe in ZvT you will want HIP-mode unless it's early game or they are going muta-heavy (which I don't think ever happens past a point in time).
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OK. A new thing after the newest patch (the muta regen patch) is a ninja buff to thor. So, when colossus is out of range 7, thor uses the high-impact attack, when colossus is within range 7, thor uses ground attack. Awesome.
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On December 16 2012 08:31 larse wrote: OK. A new thing after the newest patch (the muta regen patch) is a ninja buff to thor. So, when colossus is out of range 7, thor uses the high-impact attack, when colossus is within range 7, thor uses ground attack. Awesome.
Are you implying Thors won't use their AA splash missiles (I forgot the name) when in enemy Colossus is in range? Only high-impact works like this?
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Ok I've been messing around in the HotS unit tester, and the damage is Noticeably better with HIP vs Javelin unless your opponent is purposely clumping up his Broodlords.
I tested this at Maxed 3/3 for both (Even 3/3 ground for broodling damage) and No Upgrades and in both situations the HIP did more damage. I tested this 1v1, 2v2, 6v6, 10v10. Not saying this is the counter to Broodlords because of bad Thor size/pathing but the damage is much better with the HIP then the standard Javelins.
Unless someone else has tested otherwise.....
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