very poor unit to use against smaller swarming ariel "ships" like mutas. Which just leave its ground attack and special ability.
stopped reading here.. It's aerial and thor pretty much is made to counter mutas.
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CharlieMurphy
United States22895 Posts
very poor unit to use against smaller swarming ariel "ships" like mutas. Which just leave its ground attack and special ability. stopped reading here.. It's aerial and thor pretty much is made to counter mutas. | ||
saritenite
Singapore1680 Posts
Mobile Roadblock (placeholder) Transforms the Thor into a Bunker-like structure and renders it immobile. Can contain up to 8 infantry units, but only 6 may fire out of the Thor. Takes up a larger pixel space and gives it an additional 1 armor. In addition, to all the additions, the Thor loses its long range aerial combat capabilities and instead mounts a missile turret equivalent in damage to its stationery counterpart, but without detection. Hell yeah. At least its better than some trumped up base killing skill that's kinda useless elsewhere because of the cast time. At least the Thor will get in the way of any melee units and protect infantry. You can even do a drop with marines and marauders and one thor using 2 medivacs, and harass the crap out of your enemy's mineral line. Or you could swap in SCVs to repair and stuff. | ||
arb
Noobville17921 Posts
On March 07 2010 03:26 Hasire wrote: that and I would much rather have 60 damage instead of 75 *explosive* damage. If anything I see that as a buff. gonna guess by this post that tanks no longer have splash, in which case its a major nerf not a buff. splash is what raped dragoons and zealots in the original, made shitmeat out of zerg armies because they are so weak. if tanks dont have uber splash they just arent that great anymore On March 07 2010 07:25 sArite_nite wrote: Although this goes somewhat off topic, I feel that the skill Thors have ought to be changed to something like: Mobile Roadblock (placeholder) Transforms the Thor into a Bunker-like structure and renders it immobile. Can contain up to 8 infantry units, but only 6 may fire out of the Thor. Takes up a larger pixel space and gives it an additional 1 armor. In addition, to all the additions, the Thor loses its long range aerial combat capabilities and instead mounts a missile turret equivalent in damage to its stationery counterpart, but without detection. Hell yeah. At least its better than some trumped up base killing skill that's kinda useless elsewhere because of the cast time. At least the Thor will get in the way of any melee units and protect infantry. You can even do a drop with marines and marauders and one thor using 2 medivacs, and harass the crap out of your enemy's mineral line. Or you could swap in SCVs to repair and stuff. so why not justmake it so 6 can fit instead of having 2 completely useless units? | ||
saritenite
Singapore1680 Posts
On March 07 2010 07:26 arb wrote: Show nested quote + On March 07 2010 03:26 Hasire wrote: that and I would much rather have 60 damage instead of 75 *explosive* damage. If anything I see that as a buff. gonna guess by this post that tanks no longer have splash, in which case its a major nerf not a buff. splash is what raped dragoons and zealots in the original, made shitmeat out of zerg armies because they are so weak. if tanks dont have uber splash they just arent that great anymore Nope, tanks still have splash. Explosive damage was a damage type which dealth 50% damage to small units and 75% to medium sized ones. Concussive did 25% to large units and 50% to medium ones. Splash isn't about explosive damage. | ||
RPGabe
United States192 Posts
It's very similar to the Colossus in terms of cost, except it works against different types of targets. Keep in mind that it's not unusual to see several colossus mixed in with an army of other units - Thors can function that way too. It's still just a little unclear what gap they best fill. I like using them against other Terran's Banshees for instance, however. And I like having one or two around to keep harassing air away with their 10 range. It forces the other site to commit - if they waffle around, you get plenty of free shots. | ||
timmins
Canada31 Posts
Thors, you could just build half a dozen of them because really, as long as you have some hellions to back them up, they should be able to take on pretty much anything the zerg can throw at them. Plus, the thor already has a lot going on. 3 different attack types? One of which is a micromanaged ability? feels like a complete unit when I am walking them around. | ||
saritenite
Singapore1680 Posts
On March 07 2010 07:26 arb wrote: Show nested quote + On March 07 2010 03:26 Hasire wrote: that and I would much rather have 60 damage instead of 75 *explosive* damage. If anything I see that as a buff. gonna guess by this post that tanks no longer have splash, in which case its a major nerf not a buff. splash is what raped dragoons and zealots in the original, made shitmeat out of zerg armies because they are so weak. if tanks dont have uber splash they just arent that great anymore Show nested quote + On March 07 2010 07:25 sArite_nite wrote: Although this goes somewhat off topic, I feel that the skill Thors have ought to be changed to something like: Mobile Roadblock (placeholder) Transforms the Thor into a Bunker-like structure and renders it immobile. Can contain up to 8 infantry units, but only 6 may fire out of the Thor. Takes up a larger pixel space and gives it an additional 1 armor. In addition, to all the additions, the Thor loses its long range aerial combat capabilities and instead mounts a missile turret equivalent in damage to its stationery counterpart, but without detection. Hell yeah. At least its better than some trumped up base killing skill that's kinda useless elsewhere because of the cast time. At least the Thor will get in the way of any melee units and protect infantry. You can even do a drop with marines and marauders and one thor using 2 medivacs, and harass the crap out of your enemy's mineral line. Or you could swap in SCVs to repair and stuff. so why not justmake it so 6 can fit instead of having 2 completely useless units? Micro options, baby. Put two marauders inside and dropship micro them for cooldown without having them sniped. Pure bullshit coming out of me at the moment, but I'm sure you'll want to protect those scvs that are repairing that thor too. | ||
mutantmagnet
United States3789 Posts
As for this question of tanks vs thors. I pretty much hated Thors even before beta because of the obvious overlap with Battlecruisers as well as some other issues. But after seeing them in several games I think they serve a sufficient role of providing anti-air at a timing BCs lack and their barrage ability allows for an efficient destruction of buildings to make them useful in a direct confrontation reapers can't achieve. Once people start employing SCVs in the front lines we'll have a case of Terran mech being a lot more mobile with Thors healed by SCVs when compared to setting up siege lines. Thors offers something tanks don't but I still think other alternatives would've made Terran factory usage a better experience. | ||
timmins
Canada31 Posts
When you are pumping hellions out of a reactor factory, and then 2 thors at the same time, you have to get used to floating an absolute ton of money. Even with perfect macro, which I don't have at ALL, having to drop 800 minerals all at the same time is wierd, because you have to save up a fair bit in advance, lest your production all of a sudden churn to a halt when your factories need another set of thors starting. Plus, the swings it puts in your supply are also huge. It's like trying to macro battlecruisers in the first 6 minutes of the game. | ||
Mnijykmirl
United States299 Posts
Siege tanks work better when they're backing up bio. | ||
Sadistx
Zimbabwe5568 Posts
Single target special ability is already kinda fullfilled by the Yamato. | ||
RPGabe
United States192 Posts
Also I wrote a big write-up with pictures etc. on tanks if anyone's looking for a list of things that have changed about them since SC1, including game dynamics and map issues. You can find it at http://rallypointgabe.wordpress.com/2010/03/05/tanks. | ||
Zato-1
Chile4253 Posts
On March 07 2010 03:23 Energizer wrote: Compared to say, the original tank thats been nerfed (-10 siege damage, -20 unsiege damage) but with bigger ground splash. Now, I loveee tanks, But their price, nerfed damage, the fact that they just dont damage other units like they used to, and the ridiculously amount of counters against them (protoss... >_< ) This is simply wrong. In BW, sieged tanks do 70 explosive damage. The SC2 equivalent of this would be 35 damage (+35 vs. armored). Instead, SC2 tanks do 60 damage. Sure, it's less damage against armored than 35 damage (+35 vs. armored), but it's a lot more damage vs. light units. Add to that the bigger splash radius and... well. Have you seen tanks rip up lings? It's quite a sight. On March 07 2010 07:26 arb wrote: Show nested quote + On March 07 2010 03:26 Hasire wrote: that and I would much rather have 60 damage instead of 75 *explosive* damage. If anything I see that as a buff. gonna guess by this post that tanks no longer have splash, in which case its a major nerf not a buff. splash is what raped dragoons and zealots in the original, made shitmeat out of zerg armies because they are so weak. if tanks dont have uber splash they just arent that great anymore Nope. Splash damage and explosive damage have nothing to do with one another in BW. Tanks, mines, corsairs and valkyries deal explosive AND splash damage; lurkers and archons do splash damage but with normal damage type; firebats deal concussive splash damage. In other words: tanks still have splash damage when in Siege Mode in SC2- in fact, more splash damage, thanks to the increased splash radius. Also, sieged tanks do 70 damage in BW, not 75. | ||
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