Terran: Salvaging - Page 2
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Kinky
United States4126 Posts
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nodule
Canada931 Posts
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Karas
United States230 Posts
Putting it in the bunker gives that building a unique flavor and power without giving the terran race a tremendous overall advantage. I think it was a great call by blizzard. | ||
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mmp
United States2130 Posts
On March 20 2010 07:02 CharlieMurphy wrote: Don't you think that's a little imba? It's like ur depots and turrets can move. And how would this be any different than what Zerg enjoys? + Show Spoiler + ![]() ![]() | ||
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moopie
12605 Posts
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Kantutan
Canada1319 Posts
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Dark.Carnival
United States5095 Posts
It's not a game breaking ability and has its uses, and because of that it is fine. That said, I would love to be able to salvage turrets T_T | ||
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Spartan
United States2030 Posts
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. I wouldn't count 5 SCVs out of 40-50 minimal losses. :x Hey, Zerg can move their "depots" and "turrets". The only difference with Terran being able to do it is they actually have a delay because they have to rebuild it everytime, and there would be a less than 100% return rate (if it were to be added to said buildings). | ||
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Osmoses
Sweden5302 Posts
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Half
United States2554 Posts
On March 20 2010 07:13 mmp wrote: And how would this be any different than what Zerg enjoys? + Show Spoiler + ![]() ![]() Thats the point, while your at it, lets give zerg siege tanks and call it a day. | ||
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Liquid`Jinro
Sweden33719 Posts
However, I've always been surprised that you didn't need an SCV to "deconstruct" the building. | ||
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Chairman Ray
United States11903 Posts
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Qikz
United Kingdom12027 Posts
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checo
Mexico1364 Posts
On March 20 2010 09:28 Half wrote: Thats the point, while your at it, lets give zerg siege tanks and call it a day. They have Broodlords.... No need for lame tanks broodlords own more baby.... On the subject, salvage should be also on turrents and sensor towers, suplys would be to much, production buildings would give the terran the chance to go back and fort with tech(kinda zerg and protoss style in SC2), this would only be usefull for defense since protos and zerg can look at terran base for free... so as an ofensive move wouldn't work, but would give terran a better defense and the chance to respond to fast changes in enemy army composition XD | ||
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sqwert
United States781 Posts
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Tomer
United States105 Posts
Salvaging turrets and sensor towers would be neat, but like FA mentioned, not needing an scv would probably make this quite strong. | ||
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Toads
Canada1795 Posts
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Thereisnosaurus
Australia1822 Posts
Thus, I think some implementation of salvage which gave terran the ability to customise their forces more effectively late game would be great. At the moment they're fantastic early with the addon structures allowing tech/mass divergence for minimal cost, but terrans just don't win lategame vs competent zerg or toss by doing anything other than starvation turtles. Ok, so that's a viable strategy, but is it entertaining, competitive or even fun? In SCBW such games were made intense by constant attempts at positional play and harassment, but with the density of SC2 maps- almost every gradation contains an xpo- such no-man's-land play seems lacking. One is either attacking or defending an expansion directly almost all of the time, there's very little positional play. Thus, to maintain tension and pressure, SC2 must constantly be about moving into or out of significant attacks (as opposed to SC1 where a lot of play was about dancing around each other so a significant attack could be achieved). At the moment we see that only in very, very high level play, with back and forth raids from the very first units onwards, but I think it will gradually become more the norm than the current 'macro to huge army, blow the crap out of each other, winner takes the game' mindset of the lower leagues and even low platinums. If Terran wants to compete in that environment, it needs to be able to adapt more effectively in the lategame, there are too many simple counters to focused builds like MMM or tank/viking, leading to terran armies being composed of pretty much every unit available. Man that got off topic. Still, I think salvage would help here depending on implementation. Obviously being able to salvage everything for 100% and quickly would make issues, but restrictions could easily be imposed, the simplest of which is obviously time. Salvaging a bunker might take 5 seconds, salvaging a supply dept might take 20, a production structure might take 30. More than long enough that it couldn't be used in reaction to an attack very successfully at all. I don't mind the idea of terrans making leapfrogging SDepot walls up the map, it's kind of a zany tactic that might be a cool gimmick in really high level play. Plenty of options for blizzard to work with there if they want to, I hope it gets some love | ||
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semantics
10040 Posts
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semantics
10040 Posts
On March 20 2010 09:54 FrozenArbiter wrote: It'd be nice to have turrets be salvagable to compensate for their increased cost. However, I've always been surprised that you didn't need an SCV to "deconstruct" the building. I think it's fine turrets in sc1 were pretty weak, turrets in sc2 are quite strong with range upgrade and scv to heal them they can do quite a bit of work. So i think the uped cost is justifiable | ||
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![[image loading]](http://www.sc2armory.com/img/zerg/units/overlord.jpg)
![[image loading]](http://www.sc2armory.com/img/zerg/buildings/spine_crawler.jpg)