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The Thor: Identity Crisis

Forum Index > SC2 General
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Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-10-21 17:28:30
October 21 2009 16:47 GMT
#1
Disclaimer
First of all, let me preface this by saying that I like the idea of the Thor. I like giant robots that are far too big and far too ridiculous to actually be realistic.

Oh and a warning: Wall of Text incoming.


[image loading]

Tater-Titan!

Source


The problem
However the Thor is problematic. It's a big fuck-off robot that's good at anti-air and good at anti-ground, all while having a ton of HP and no real unique characteristics.

In short, I think it lacks an identity. It's a little bit of everything but there's really nothing that sets it apart or makes you think "wow, that's pretty cool". It's just big. Big, and from the looks of things, a bit too massable.

The current Thor
The Thor currently has the following specifications:
HP: 400
Energy: 200

Ground Attack: 30dmg x 2, range 6
Air Attack: 10x4 (+4 per attack vs Light units), range 10

Mineral cost: 300
Gas cost: 300
Supply: 6
Produced by: Factory

Abilities:
250mm Cannon:
The thor gains an ability which attacks ground troops using the cannons on its back. The thor can only target one unit, which it does continually, stunning the target(such as a building) for 5 to 6 seconds while inflicting 500 damage. The thor is otherwise rendered helpless while the ability is in use.

Source


Looking back
When the Thor was first introduced, it had some interesting differences from what we have now:

The first difference was its method of construction. Initially, in order to produce a Thor you would have your SCV build it, much like it would a building. I am not sure why this was scrapped, but I personally think it was a fantastic idea, and really added some uniqueness to the Thor, while emphasizing its enormous size.

Secondly, we have Mechanical Rebirth:
The thor can self-repair. Once a thor "dies" in combat, its wreckage remains on the battlefield. The terran player can spend resources to rebuild it relatively quickly. The enemy player must decide either to destroy the vulnerable wreckage or to target other units. The ability must be researched.

Source


Not a bad idea at all. Perhaps it should require an SCV or Raven to salvage the wreck, but definitely an interesting mechanic for something this big. Very terran.
If you ever played CnC3 you would recognize this ability from the Scrin Tripod. In my limited experience, it worked well enough in that game, and I wouldn't mind it returning in this game.

Again, I do not know why it was removed - perhaps it was with good reason. I am simply including it for completeness.

It also had a different version of the particle cannon:
250mm Cannons (Previous Version)
Bombardment cannons in action.Artillery Strike was a powerful long-ranged area-of-effect attack. To use the Artillery Strike, the thor had to expend energy, then it "stabilized" itself as the cannons on its back were lowered. The four 250mm bombardment cannons alternated raining damage upon the area. This ability needed to be researched. The ability was later removed.

Source


Last, we have the Thors old weakness - its turning speed. Back when it was first introduced to the public (Blizzcon 2007), the Thors main weakness was its inability to quickly turn (and it had to face its target to attack it). A speedy enemy unit could run circles (literally) around it, taking significantly less damage as the Thor would struggle to line up for shots.

I think this was a very interesting mechanic but I think there's a potentially better way to implement it (more on that later).

Terran Racial Identity
In order to deeper examine what's wrong with the Thor, I want to briefly discuss what two traits I think distinguishes the Terran race in Starcraft (and Starcraft 2).

- Synergy
- Adaptability/versatility


Synergy is simple: Terran armies combine to become more than the sum of their parts. Marines+medics are basically two parts of one unit, something that some people like, and others don't - but nevertheless it's a good example of Terran as a race. Alone they really do not do much, but together they are potent.

The same goes for tanks+vultures. Strong alone, but working together they reach undreamed of heights.

I think the second trait is something they've put some emphasis on in SC2 so far, with the added importance of add-ons and switching between them (tech lab vs reactor). The basic Terran buildings all being able to fly, and the newly introduced Salvage system are further examples of this.

V-Gundam's old TvP strategy was nicknamed the Bamboo Push. The reason, I was told, was that because it might bend but it never breaks. I think this is a pretty fitting description of the Terran race as a whole - no matter what you throw at them, they will overcome it (maybe).

Applying the Identity
This section will have some ideas for how to make the Thor feel more like a Terran unit and less like an all-purpose giant mecha. I don't necessarily think that ALL of these options would have to be included, it is merely brainstorming.

To begin with, I'll be leaving all the pricings intact, and keep all its attacks and abilites the same in terms of stats.

To start off, I want to examine the two abilities it once had but that were taken away. Let's start with its production method - the SCV:

Pros:
- Very unique, adds to the feeling that you are constructing a giant behemoth and not just an ordinary unit.
- Doesn't take up factory space.

Cons:
- Vulnerable during construction.
- Possibly tedious to produce Thors as you cannot easily queue them remotely (ie you can't just hotkey your production facilities and press T for Thor).

As far as the first weakness is concerned, I think that you can easily just tweak how much armor it has during construction, or allow non-building SCVs to repair it while it's being built. It's not necessarily a bad thing to have this as a weakness either.

The second problem is, in my view, fairly minor. If the Thor works as intended, I think it shouldn't be a unit you mass in Ultralisk like numbers.

Mechanical Rebirth
The thor lost this ability as of May 2009. Blizzard's internal playtesting showed the ability to be impractical.

Source

I would like to know more about why this was found to be impractical, and if they experimented with a version where you'd have to use SCVs to re-activate the wreck. Personally I think it would fit the Terran theme very well.

Now for some ideas of my own:

Modules
It is possible that this has been suggested previously (a MaybeNextTime post perhaps?), but I'll bring it up anyway.

How about instead of having every Thor start with GtA, GtG and a special heavy artillery attack, you keep all three, but allow only one of them to be active at once?

The way I'd have it work is much like the add-on system for terran buildings, except you'd be able to refit the Thor. So let's say you need some close range GtG - you give him the Thor's Hammer module. You scan the zerg switching to mass mutas? No problem, you quickly refit (for a cost, and some upgrade downtime) your Thors with missile launchers.

Need to break some tough defenses? Switch to the 250mm cannon.
Another thing worth considering would be some kind of d-matrix type ability, allowing it to act as a true "tank" (its stated purpose is, afterall to act as the "tip of the spear" when assaulting heavily fortified locations).

A further module idea which is a little bit less fleshed out, would be some kind of support module. Perhaps allowing it to repair at a really quick rate, or adding a comsat station, or returning the ghosts "psi-sense" ability. Things like that.

Each module would cost a certain amount of minerals/gas, and would have a short re-fit time during which the Thor would be unable to attack (or perhaps even unable to move?).

Mobile Bunker
In the recent Battle Report 4 thread, a poster brought up the possibility of having the Thor act as a mobile bunker. If anyone remembers Caller's posts suggesting the same thing for the Terran Dropship (a Gunship upgrade, to be exact), you'll recall I was a vocal supporter of this idea then, and I still am.

An upgrade could allow the Thor to carry X number of infantry units, which could all attack from out of it, like a bunker. In addition, you could do things like let SCVs repair from inside the Thor if loaded up, or let Ghosts cast EMP - things like that.

Basically it would become a walking fortress. This idea could be used alone, or in conjuction with the Module idea above (in which case the Thor should perhaps have some form of basic weaponry while upgraded with the bunker module).

Rear Armor
As talked about earlier, the Thor used to have a weakness in its slow turning speed, something which has since been changed. I think the glacial turning speed of the original Thor might have been slightly annoying for players, but I think the idea was good, so here is what I propose:

If you are familiar with Warhammer 40k, you'll know that the facing of a vehicle is critical in determining its Armor Value. Attacking a Leman Russ from the front is a nigh futile task, whereas if you can get in from the back it's easy pickings.

For most SC2 units, I think this would be impractical. The units are small, it would be hard to keep track of where they are facing and I think it could potentially be rather annoying. Not so with the Thor - it has a very clear, wide front and an equally wide back.

You could easily have it so that its front is armor 8 and its back is armor 4, or even change armor types.
[image loading]

Easily distinguishable front/rear

Source


Lift-off
This last idea is just something that idly crossed my mind... Since the Thor shares so many characteristics with Terran buildings, why not let it lift-off like one?

It would, perhaps, require a short transformation, and I certainly don't think it should be able to fly very fast or be able to attack while in the air. It would, nonetheless, be an interesting alternative to transporting it with a dropship (considering it's about 3 times as big as one).

Jack of all trades, master of none
What I've tried to get through in my suggestions above is the feeling of being able to customize your Thor. One of the complaints I had was that it's too all-purpose, and it might seem that these ideas would only serve to make it more so, but I believe that all-purpose is fine... Just not all at once and with no price to pay.

Ideally I would see the Thor as a low-count, highly customizable support unit, very potent/versatile but not something you would (under normal circumstances) mass produce. I'm fine with if, say, TvT becomes mass Thor wars - not unlike BC battles in TvT today, but what I don't want to see is it becoming something akin to ultra/ling, where it's used all the time.

So, let me know what you think.

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
October 21 2009 16:51 GMT
#2
nice read~
Ninja4ever.
Profile Joined March 2008
France231 Posts
October 21 2009 16:57 GMT
#3
The modules and lift off ideas are really good, adding a bit more of thinking and a lot more of fun in this unit.
"Live as if you were to die tomorrow, learn as if you were to live for ever."
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
Last Edited: 2009-10-21 16:59:49
October 21 2009 16:59 GMT
#4
Wow, some *really* nice ideas there. Obviously they cannot all be implemented at once, but a few of them in conjunction would be cool.

I like the idea of a Thor with different weapon types that you can switch between. If the Thor were a unit that could switch between being a giant firebat and a giant goliath, could cast its own defensive matrix, could lift off (I imagine it "packing itself up" and basically turning into a big lozenge), and was built by SCV's, you'd have a really versatile and interesting unit.

The "mobile fortress" idea takes it in a completely different direction, but is also very cool.
May the BeSt man win.
Pufftrees
Profile Joined March 2009
2449 Posts
October 21 2009 16:59 GMT
#5
Great write-up, I agree with just about everything you are saying.
Chance favors the prepared mind.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
October 21 2009 17:01 GMT
#6
really great article thanks for the writeup! I hope that blizzard does something with the thor because currently it's my least favorite unit. Well that and the collossi
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
SiZ.FaNtAsY
Profile Blog Joined January 2007
Korea (South)1497 Posts
October 21 2009 17:03 GMT
#7
I just feel that you can only have 1 true powerhouse unit per race.
Zerg has big brothers
Toss has instawin carriers (reason why I don't like the mothership)
Therefore Terran should either have BCS or the thor. Not both.

Just my 2 cent
Karma is a bitch
danieldrsa
Profile Joined June 2008
Brazil523 Posts
Last Edited: 2009-10-21 17:06:47
October 21 2009 17:05 GMT
#8
Awsome article
I liked most of your ideas/suggestions and now i think they can make the thor better (more iconic).
I hope they try some of these ideas.

Only disagree with this:

Terran Racial Identity
In order to deeper examine what's wrong with the Thor, I want to briefly discuss what two traits I think distinguishes the Terran race in Starcraft (and Starcraft 2).

- Synergy
- Adaptability/versatility


Synergy is simple: Terran armies combine to become more than the sum of their parts.


While not wrong, i think this is a characteristic of all 3 races. Zergling+Ultras+defiler, Zealot+Dragoon+HT, Reaver+Corsair. All three races are better with armies of combined units.
I know you know this, but my point is that is not only an identity of terran, but of SC overall.
-*-
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 21 2009 17:06 GMT
#9
wow this is strange.

i scroll past everything to read the comments to see IF i should read the article

and the comments are...good? FUCK now i have to read this
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
October 21 2009 17:06 GMT
#10
That walking bunker idea is really cool both from a flavor standpoint and a game mechanics one
@RealHeyoka | ESL / DreamHack StarCraft Lead
Qatol
Profile Blog Joined November 2006
United States3165 Posts
October 21 2009 17:11 GMT
#11
Didn't the Thor originally have a really long range gun barrage which required energy to use (I don't believe it is the same as the 250mm cannon ability you have described)? I was under the impression that (at least one of) the Thor's purpose(s) was to break tank standoffs in TvT. I always thought that was a really cool feature and added a lot to the matchup. However, I haven't heard much about that ability in a while. I'm guessing it is gone now?
Uff Da
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
October 21 2009 17:13 GMT
#12
wow, that picture make it seem so fucking big WTF. Never noticed it.
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
October 21 2009 17:13 GMT
#13
On October 22 2009 02:03 SiZ.FaNtAsY wrote:
I just feel that you can only have 1 true powerhouse unit per race.
Zerg has big brothers
Toss has instawin carriers (reason why I don't like the mothership)
Therefore Terran should either have BCS or the thor. Not both.

Just my 2 cent


While you've got a point, I'd like to point something out:

Zerg has ultras - but also has guardians. They're just too weak to be real ultimates.
Protoss has carriers - but also has arbiters which are equally game-breaking, but distinctly casters rather than attackers and so fit in just nicely.

Now, Terran has BCs - but also has nukes. Nukes are just too expensive to be a real ultimate weapon. And hey, you don't even see BCs in TvP. Really Terran doesn't have a powerhouse unit at all except in TvT.

I'm not sure what that says about the Thor's viability as a concept - clearly there's a niche the Terrans just don't have filled at the moment in SC:BW, but do they really need it? - but I think it's worth noting.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
October 21 2009 17:14 GMT
#14
On October 22 2009 02:03 SiZ.FaNtAsY wrote:
I just feel that you can only have 1 true powerhouse unit per race.
Zerg has big brothers
Toss has instawin carriers (reason why I don't like the mothership)
Therefore Terran should either have BCS or the thor. Not both.

Just my 2 cent

Devourers, Guardians and Archons?
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
October 21 2009 17:16 GMT
#15
i am very reserved about these ideas, but i do admit the lift-off one is catchy, hah.

the main reason for my reservations is i believe most of these are contrary to blizz's unit pattern, which is partly "shed anything that makes the unit clunky." and by clunky i don't mean speed, but depth. making the thor upgrade different modules and then being able to house different units which then can cast nukes, etc. from within the unit seems more aoe'ish to me and less starcrafty.

so, like i said, i have my reservations, but am not entirely opposed.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Chodorkovskiy
Profile Blog Joined August 2007
Israel459 Posts
October 21 2009 17:16 GMT
#16
Toss have Carriers and Archons. Zerg aren't very powerhousy by nature, ultras being a notable exception.
"Retards like you need to be eliminated from the gene pool." --mensrea about you.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
October 21 2009 17:16 GMT
#17
I like the ideas. Hope someone from Blizzard reads this
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
October 21 2009 17:18 GMT
#18
On October 22 2009 02:14 Alur wrote:
Show nested quote +
On October 22 2009 02:03 SiZ.FaNtAsY wrote:
I just feel that you can only have 1 true powerhouse unit per race.
Zerg has big brothers
Toss has instawin carriers (reason why I don't like the mothership)
Therefore Terran should either have BCS or the thor. Not both.

Just my 2 cent

Devourers, Guardians and Archons?


devourer is a powerhouse? o.O
u don't play zerg do u :p
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
October 21 2009 17:21 GMT
#19
I like the way you want this unit to act, sort of terrans answer to the Queen and Mothership. No of course it won't be exactly like them (or even close to some degree) but it will be a nice counterpart to the other races, it's purpose as a low-count very-micromanageable unit will blend in nicely. Thinking about the unit as of this does not make it fit for starcraft 1, but for starcraft 2 it could be great with more time given towards micro. The idea of an scv building the unit is smart, not only does it fit the terran theme of constructing buildings at sight but it will totally mark the unit as something extraordinary comparing to the regular troops.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 21 2009 17:22 GMT
#20
holy shit. i agree 100% with everything you said. someone should DEFINITELY bring this to blizzard's attn.
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