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Active: 1352 users

Thor Vs Tank - Page 3

Forum Index > SC2 General
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Prev 1 2 3 All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 06 2010 22:24 GMT
#41
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.
..and then I would, ya know, check em'. (Aka SpoR)
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
March 06 2010 22:25 GMT
#42
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.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2010-03-06 22:27:13
March 06 2010 22:26 GMT
#43
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?
Artillery spawned from the forges of Hell
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
March 06 2010 22:27 GMT
#44
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
Profile Joined January 2010
United States192 Posts
March 06 2010 22:28 GMT
#45
It's important to keep cost in perspective. It 'feels' like you're spending a ton of money on Thors because the unit itself is so physically large, and so you expect it to be one of those Battlecruiser/Carrier style units that can do everything. That's not the case.

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
Profile Joined February 2010
Canada31 Posts
March 06 2010 22:28 GMT
#46
I don't really think that aoe would be a good idea on the thor. It's already so versatile (counters roaches, ultras, base defenses and mutalisks, and not even terrible versus hydralisks due to the one shot kill and superior range, and I suspect, if you have hellion support, is even a viable counter to the brood lords), that you can afford to mass them anyways, just like marines in brood war. The aoe units are really better specialized, like corsairs or valks, so that there is a real cost to massing them. zerg would have a hell of a time if dragoons had an AOE attack in brood war, because you could just mass goons every game on the theory that they were good even if your opponent didn't make any mutalisks.

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
Profile Blog Joined May 2009
Singapore1680 Posts
March 06 2010 22:29 GMT
#47
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
Profile Joined June 2009
United States3789 Posts
March 06 2010 22:54 GMT
#48
Finally, after reading multiple threads in different forums where people lacked the math and observational skills to notice tanks became vastly better than the ones in BW (even after you adjust for their price increase) we have at least three people spreading the truth.

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
Profile Joined February 2010
Canada31 Posts
March 06 2010 23:01 GMT
#49
The one thing I am finding really wierd is how the resource expenditure works out.

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
Profile Joined February 2010
United States299 Posts
March 06 2010 23:40 GMT
#50
At the moment if I am pushing offensively with mech Terran, I prefer The Thor to siege tanks by far. The Thor offers great anti-air, while doing well against everything that Hellions do not and Hellions doing great against the things Thor's do not. The Thor is more mobile than sieging/seiging siege tanks while achieving roughly the same thing with it's high attack. Taking ~6 SCVs with autorepair turned on and tagged to a Thor, the whole mech army's survivability shoots through the roof and I don't have to worry about friendly AoE fire or the siege delay like I do with tanks. Two tanks have higher damage output than one Thor, and when sieged have crazy range, but it's not enough. What's more likely to be sniped, the Thor or siege tanks? Siege tanks. etc.

Siege tanks work better when they're backing up bio.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
March 07 2010 03:43 GMT
#51
Thor's ability seems pretty lackluster and unimaginative. Are there any replays of Terran players using it to great advantage? I'd much rather prefer some AOE delayed artillery barrage, kind of like storm but with more delay and more damage, and also slightly off target.
Single target special ability is already kinda fullfilled by the Yamato.
RPGabe
Profile Joined January 2010
United States192 Posts
March 07 2010 03:51 GMT
#52
Tanks definitely need a lot of fat in front of them or great positioning to be effective. Thor is more of a general purpose unit. I've found he's almost always pretty efficient in terms of what he kills compared to his cost - it's typically just a matter of time and timing. They take a while to get to, a while to build, a while to get anywhere, etc.

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
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2010-03-07 05:14:49
March 07 2010 05:04 GMT
#53
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.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
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