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Terran: Salvaging - Page 2

Forum Index > SC2 General
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Kinky
Profile Blog Joined September 2008
United States4126 Posts
March 19 2010 22:07 GMT
#21
I think if any other building should have salvage, it should be the missile turret. On depots, definitely no for the reasons people have already discussed. For a sensor tower? Just maybe...
nodule
Profile Joined February 2008
Canada931 Posts
March 19 2010 22:08 GMT
#22
something isn't "imba" just because one race gets to do cool things and another doesn't in exactly the same way. This thread feels like a bunch of whining by toss+zerg users moreso than rational thought.

Karas
Profile Joined March 2010
United States230 Posts
March 19 2010 22:09 GMT
#23
This was an ability I was very worried about before the beta, because of its late game potential. Some many SC1 games came down to both sides running out of money, giving terran the ability to recoup money has such a tremendous potential.

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.
mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2010-03-19 22:15:53
March 19 2010 22:13 GMT
#24
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 +

[image loading]

[image loading]
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
moopie
Profile Joined July 2009
12605 Posts
March 19 2010 22:15 GMT
#25
Salvage on turrets/sensor towers and supply depos would be nice, but on probably on 50% returns (maybe 75%).
I'm going to sleep, let me get some of that carpet.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
March 19 2010 22:16 GMT
#26
Not much different than the undead unsummon ability in WC3
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
March 19 2010 22:21 GMT
#27
It's quite nice in the situations you use a bunker. In TvT for example, if they do a bio early attack, a bunker (or two) and a tank will hold it easily, and you can salvage the bunker later and make it at another expansion. You can block behind your depots/wall so if they die, you still have the bunker in place to block units from getting in, and later just salvage it. Or the all important bunker rush, salvage and run.

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
@QxGDarkCell ._.
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 19 2010 23:50 GMT
#28
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).
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 19 2010 23:59 GMT
#29
I don't see any problem with salvage working on all buildings. Cut the gain by 50% or so, but just having it for bunkers is just silly. Have it require an scv and like 30 seconds if you wanna make it more complicated but seriously if someone is gonna be building supply depots all the way to your base he is giving you ample time to prepare.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Half
Profile Joined March 2010
United States2554 Posts
March 20 2010 00:28 GMT
#30
On March 20 2010 07:13 mmp wrote:
Show nested quote +
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 +

[image loading]

[image loading]


Thats the point, while your at it, lets give zerg siege tanks and call it a day.
Too Busy to Troll!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 20 2010 00:54 GMT
#31
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.
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
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 20 2010 00:58 GMT
#32
It's good the way it is. You shouldn't be able to tech switch between bunkers, factories, and starports for free, and neither should you be able to get rid of turrets or supply depots since their price incorporates their use throughout the game. Bunkers are for denying early overexpansion and temporary defense and have little to no use later on.
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
March 20 2010 01:00 GMT
#33
Can Sensor towers be salvaged? If there's one building that needs it, it's the sensor tower.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
checo
Profile Joined November 2008
Mexico1364 Posts
Last Edited: 2010-03-20 01:13:16
March 20 2010 01:11 GMT
#34
On March 20 2010 09:28 Half wrote:
Show nested quote +
On March 20 2010 07:13 mmp wrote:
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 +

[image loading]

[image loading]


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
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
sqwert
Profile Blog Joined May 2008
United States781 Posts
March 20 2010 01:36 GMT
#35
it would be better if you could only salvage buildings at >75% of its hp and only getting 50% of your money back and make an scv required to salvage it.
if everythings coming your way, youre in the wrong lane. sAviOr 4evar!
Tomer
Profile Joined June 2009
United States105 Posts
March 20 2010 01:51 GMT
#36
Please correct me if I'm wrong, but the bunker gives +1 range to units inside the bunker (says it on the unit wire frame if you loom the cursor over it), and it seems quite strong to also salvage for all the minerals back.

Salvaging turrets and sensor towers would be neat, but like FA mentioned, not needing an scv would probably make this quite strong.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
March 20 2010 02:03 GMT
#37
Imo they who make add-on to be salvage. i don't know how it would be balance but it's still funny and interresting on paper
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
March 20 2010 02:29 GMT
#38
perhaps have it a researched ability at the Ebay? like, defensive structures have it by default (turret/bunker/tower) and the research allows all structures to be salvaged for (perhaps) their mineral cost only- so for advanced structures you lose the important gas. It would make terran production late game a bit more viable, as in those big endgame battles terrans of the three races are definitely the most immobile about what they can use, one pretty much has to pick a composition and stick with it, unlike zerg whose larva system allows one army to be ground melee and the next to be completely air in the space of a minute or two, while protoss can switch between zealot/sentry, stalker, collossus and immortal, even templar freely, having upgrades carry across all of them, and none of them being overly reliant on specific upgrades (other than storm for HT and legs for zealots, which are default anyway).

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
Poisonous Sheep counter Hydras
semantics
Profile Blog Joined November 2009
10040 Posts
March 20 2010 02:31 GMT
#39
What i would like to see from terrans in tvp becuase not alot of toss go air is to do some sort of take the middle and do a bunker jump salvage push using tanks bunkers and turrets here and there old skool style.
semantics
Profile Blog Joined November 2009
10040 Posts
March 20 2010 02:33 GMT
#40
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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