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Terran: Salvaging

Forum Index > SC2 General
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1 2 3 Next All
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 19 2010 16:32 GMT
#1
Is it just me or is this ability pretty much non-existent? I mean the only Terran building that has it is the bunker. I can understand not wanting to give the ability to every building, but at least give it to the more common ones - such as the supply depot, missile turret, sensor tower, and refinery (basically no unit-producing or research-providing buildings).

I think I've had a total of 1 match out of my 500+ so far where I actually used the salvage ability. And that was only because the match turned into a Mexican stand off where I had 2 ravens (no seeker missile researched), my opponent had 1 carrier, and were left to kill what was left of each other's buildings one-by-one. Lo and behold I had a bunker left and for some reason it had a SCV inside it. I salvaged it and went from 350ish minerals to 400. Just enough to make a Command Center and rebuild.

I really don't see why they shouldn't allow salvaging for the previously mentioned common buildings.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Kare
Profile Joined March 2009
Norway786 Posts
March 19 2010 16:35 GMT
#2
I think its nice the way it is
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
March 19 2010 16:38 GMT
#3
I wouldn't mind depots being added to salvage list
Olorin.SVK
Profile Joined December 2008
Slovakia136 Posts
March 19 2010 16:41 GMT
#4
On March 20 2010 01:38 Irrelevant wrote:
I wouldn't mind depots being added to salvage list


I would mind that very much. Think about very late game situation where noone has any income, terran salvages half the (useless) depots and he has enough money to build one more army, or at least few more SCVs.
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 19 2010 16:45 GMT
#5
Well, if the common buildings were to be added then the 100% return would have to be reduced to say 75%.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
ThisIsJimmy
Profile Joined July 2004
United States546 Posts
March 19 2010 16:47 GMT
#6
I wish you could salvage turrets at least. It would make sense and I think it would be balanced.
Twitter @_ThisIsJimmy_
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 19 2010 16:47 GMT
#7
On March 20 2010 01:32 Spartan wrote:
Is it just me or is this ability pretty much non-existent? I mean the only Terran building that has it is the bunker. I can understand not wanting to give the ability to every building, but at least give it to the more common ones - such as the supply depot, missile turret, sensor tower, and refinery (basically no unit-producing or research-providing buildings).

I think I've had a total of 1 match out of my 500+ so far where I actually used the salvage ability. And that was only because the match turned into a Mexican stand off where I had 2 ravens (no seeker missile researched), my opponent had 1 carrier, and were left to kill what was left of each other's buildings one-by-one. Lo and behold I had a bunker left and for some reason it had a SCV inside it. I salvaged it and went from 350ish minerals to 400. Just enough to make a Command Center and rebuild.

I really don't see why they shouldn't allow salvaging for the previously mentioned common buildings.

I think you just explained why giving salvage to more buildings is bad. It allows the terran to get back in the game, but zerg and protoss cant just get money for free so they can rebuild.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 19 2010 16:51 GMT
#8
I always FE with a bunker or sometimes even 2 and then destroy it when my eco kicks in and i have enough units.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 19 2010 16:57 GMT
#9
i think they should add salvage to turrets and sensor towers, thats a v nice idea u have OP

one thing i find lol is when my oppo attacks my bunker and i exit it on 20% then they stop attack it so i sell it the second i move out and get 100% refund, imba? maybe lol
Progamerpls no copy pasterino
Skaff
Profile Joined February 2010
United States240 Posts
March 19 2010 17:12 GMT
#10
I have used salvage a few times with the bunker. Use a standard 2x depo + rax to wall off. Then I might float my rax back a bit to build a proper add-on and fill in the gap for a short period of time with the bunker. Obviously the bunker has the option to get scrapped later.

I personally have just disliked the use of bunkers. Bunkers (and most static def in SC2) appears to be fairly less impressive than they did in SC1. I am not nearly as hesitant to throw my forces to bust down someones front door as i was before.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 19 2010 17:22 GMT
#11
afaik salvaging is popular among the korean terrans

and how is it that you almost never using it in all your games is some kind of evidence supporting that Salvaging is "non-existant"? that's pretty poor logic

100% return on a defensive structure, how can you not see the uses for this?

oh and you're the one who just made that thread about infestors being overpowered vs terran. once again you're being narrow minded. the unit or 1 spell isnt what's overpowered, the issues surrounding balance in tvz are not because of fungal growth.
ModeratorBlame yourself or God
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
Last Edited: 2010-03-19 17:32:00
March 19 2010 17:26 GMT
#12
What are you talking about? Salvage is awesome, and has tremendous potential. It allows you to FE, do some hardcore defensive turtling with multiple bunkers, then salvage for a 100% refund as soon as you're on your feet again with army size. There are so many great BO options opened up by this. Terrans just haven't gotten used to it yet.

I also really like the idea of salvaging missile turrets and sensor towers. That further opens up possibilities for temporary turtling assistance that gets refunded later in the game, and also opens up more possibilities for hard pushing with refunds if the push doesn't go completely as hoped.
. . . nevermore
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
March 19 2010 17:27 GMT
#13
Salvaging feels more protossy. I mean, comon... even the pieces of their buildings warp out when they are destroyed. Terran have never really been particularly worried about the environment and their solution to getting more resources is to drill for them, not to recycle unused buildings.

That said, it needs to be for a certain pool of buildings and not a 100% return (if it still is). Maybe 50%.
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
March 19 2010 17:30 GMT
#14
On March 20 2010 01:57 MorroW wrote:
i think they should add salvage to turrets and sensor towers, thats a v nice idea u have OP

one thing i find lol is when my oppo attacks my bunker and i exit it on 20% then they stop attack it so i sell it the second i move out and get 100% refund, imba? maybe lol


i think you only get a proportional refund, so not full 100 minerals for a red healthed bunker
And all is illuminated.
JohannesH
Profile Joined September 2009
Finland1364 Posts
March 19 2010 17:39 GMT
#15
On March 20 2010 02:30 freelander wrote:
Show nested quote +
On March 20 2010 01:57 MorroW wrote:
i think they should add salvage to turrets and sensor towers, thats a v nice idea u have OP

one thing i find lol is when my oppo attacks my bunker and i exit it on 20% then they stop attack it so i sell it the second i move out and get 100% refund, imba? maybe lol


i think you only get a proportional refund, so not full 100 minerals for a red healthed bunker

Nicer solution, if thats seens as a problem, would be to just make the reclaim time longer.
If you have to ask, you don't know.
0neder
Profile Joined July 2009
United States3733 Posts
March 19 2010 17:49 GMT
#16
I think salvage could be even more powerful with the bunker capacity upgrade and slow pushes.
KhaosKreator
Profile Joined April 2009
Canada145 Posts
March 19 2010 21:51 GMT
#17
On March 20 2010 02:27 Knee_of_Justice wrote:
Salvaging feels more protossy. I mean, comon... even the pieces of their buildings warp out when they are destroyed. Terran have never really been particularly worried about the environment and their solution to getting more resources is to drill for them, not to recycle unused buildings.

That said, it needs to be for a certain pool of buildings and not a 100% return (if it still is). Maybe 50%.

Funny, I always felt it was distinctly Terran. Specifically because when they want to relocate, they just lift off everything and fly it somewhere else. Now Bunkers can be moved too!

I think Salvage should also be on Missile Turrets.
Kyrie, Ignis Divine, Eleison
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 19 2010 21:56 GMT
#18
On March 20 2010 02:30 freelander wrote:
Show nested quote +
On March 20 2010 01:57 MorroW wrote:
i think they should add salvage to turrets and sensor towers, thats a v nice idea u have OP

one thing i find lol is when my oppo attacks my bunker and i exit it on 20% then they stop attack it so i sell it the second i move out and get 100% refund, imba? maybe lol


i think you only get a proportional refund, so not full 100 minerals for a red healthed bunker

ive read the label

u get 100% :p
Progamerpls no copy pasterino
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-19 22:04:54
March 19 2010 22:02 GMT
#19
ok terran was already efficient as fuck with structures in scbw, and now bunkers are salvageable. and addons are more easily swappable, can be built for other structures before they are done, etc.

I mean it's bad enough that when a shit load of lings/roaches go to raid a base and terran just lifts away CC and tells all the scv to go to a safe place, with minimal losses. Now they can salvage bunkers too. We do not need to see depot walls being thrown down for a push then salvaged every minute and rebuilt further up. Same thing with turrets, At first they make one near the main wall for DT protection, then they need another one later on at the expo, so on, etc. Don't you think that's a little imba? It's like ur depots and turrets can move.
..and then I would, ya know, check em'. (Aka SpoR)
bendez
Profile Joined February 2010
Canada283 Posts
March 19 2010 22:07 GMT
#20
On March 20 2010 07:02 CharlieMurphy wrote:
ok terran was already efficient as fuck with structures in scbw, and now bunkers are salvageable. and addons are more easily swappable, can be built for other structures before they are done, etc.

I mean it's bad enough that when a shit load of lings/roaches go to raid a base and terran just lifts away CC and tells all the scv to go to a safe place, with minimal losses. Now they can salvage bunkers too. We do not need to see depot walls being thrown down for a push then salvaged every minute and rebuilt further up. Same thing with turrets, At first they make one near the main wall for DT protection, then they need another one later on at the expo, so on, etc. Don't you think that's a little imba? It's like ur depots and turrets can move.


^ This.
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