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Terran: Salvaging - Page 3

Forum Index > SC2 General
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Gedrah
Profile Joined February 2010
465 Posts
Last Edited: 2010-03-20 02:40:24
March 20 2010 02:39 GMT
#41
On March 20 2010 02:22 Zelniq wrote:
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.


A little too aggressive, aren't you? It seemed to me like he's arguing that not enough buildings have it, not that it's useless. Of course it has its defensive applications.

Personally I wouldn't want to see Depots salvageable because it turns them into money storage, since you could gradually upgrade half of them with Supply Drop once the map is mined out, and sell the excess. But I don't think it would kill the game if you could sell your Refinery, Bunker, and add-ons: these things are extremely cheap and you normally won't have an excessive number of any of them, therefore the main benefit in being able to sell them is that you can get rid of them without having to attack them, rather than the main benefit being economic.

Sometimes in the hurry of battle I place an addon badly and a tank can't get out, or whatever the hell. I don't mind if you punish me even as much as 50% on the recycle return (because salvage isn't about the money, it's about the convenience and the money is nice), but what sucks is when a very important SCV gets trapped by a structure or when I need to place a building, don't have room for it because of an addon, and haven't got units nearby to destroy it. Terran sim-city nightmares! Some of us will always be clumsy with building placement from time to time.

TLDR: Salvage is good for its convenience, feel free to nerf the money return as much as you want, just let me salvage addons and bunkers and maybe refineries.
What is a dickfour?
Flames
Profile Blog Joined March 2010
United States105 Posts
March 20 2010 03:30 GMT
#42
I don't think that salvage should be used for Refineries and other buildings other than the bunker. Bunkers are not NEEDED buildings. You can survive without bunkers. Refineries and Supply depots (etc.) are turned basically into a bank. You can mine out the geyser and get your refund. Extremely imbalanced, especially in the late game when the resources may ALL be gone.

I still think its stupid how a bunker in the red can be refunded for its full cost. It should be based on a percentage imo.
Do unto others as you would have others do unto you. I reject your reality and substitute my own!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 20 2010 05:34 GMT
#43
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.

are you fucking kidding?

First of all Zerg needs creep to move and support structures, without it structures bleed to death. How bout we make all terran structures outside the radius of the rest of your base just spontaneously combust. Even that wouldn't even be that bad, because at least you can repair.

Also, overlords don't fucking detect. your require a lair, then an overlord needs to be morphed for 50/100 and pretty long morph time, so that it gets a speed boost, detection, scout unit ability. BUT it loses all chance of of being a drop ship and it's pretty easy to kill for it's cost. 25/75 for obs who are invisible at least.
..and then I would, ya know, check em'. (Aka SpoR)
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 21 2010 00:00 GMT
#44
So far it seems like the general consensus is that the only buildings that should be salvageable are: bunker, missile turret, sensor tower, tech lab, and reactor.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 21 2010 00:08 GMT
#45
You know why not everything is salvageable?

"ow hey my base is going to get owned soon, well I can move my facs, rax, cc and go somewhere else. Meanwhile I simply salvage everything that cant be moved and get my minz and gaz back so I can go spam units somewhere else instead".

Terran would be the new pest, you need to deal with it at every part at the same time, otherwise it will just grow back.
Wut
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 21 2010 00:08 GMT
#46
Ugh, just be happy with having salvaging bunkers - you can play more safe and set up a better economy and then get a friggin refound. That's pretty damn kickass.

Salvaging anything else for that matter doesnt fill it's purpose and would be stupid design.
Mada Mada Dane
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