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United States12224 Posts
On April 06 2010 23:41 Knee_of_Justice wrote: So archon splash is 40% of a tanks at it's max?
What was it in broodwar? Anyone know?
That doesn't seem all that useful
Archons never had a very large splash radius, and especially not in the full damage zone. I'd actually be pretty surprised if a 0.4 radius for secondary splash even hit a neighboring Zergling in SC2.
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On April 06 2010 11:46 Newguy wrote: one HSM can kill like 8 hydra, 1 storm kills like none if the zerg is good. I think storm needs a buff, maybe so that it does bonus damage to armored and whatever type hydras are. Blizzard could also make starcraft like AOE3 with the whole %bonus damage vs specific unit types sort of thing. Like instead of armor types... certain units could just do more damage against certain other units. It's hard to explain. If you've played AOE3 you'll know what I'm talking about.
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On April 06 2010 23:49 obesechicken13 wrote:Show nested quote +On April 06 2010 11:46 Newguy wrote: one HSM can kill like 8 hydra, 1 storm kills like none if the zerg is good. I think storm needs a buff, maybe so that it does bonus damage to armored and whatever type hydras are. Blizzard could also make starcraft like AOE3 with the whole %bonus damage vs specific unit types sort of thing. Like instead of armor types... certain units could just do more damage against certain other units. It's hard to explain. If you've played AOE3 you'll know what I'm talking about.
i think i know what you mean. something like "marines +10 damage vs all ranged units" and "hydras +10 damage vs all Air units" etc... imo this would suck hard.
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On April 06 2010 23:13 Nal_rAwr wrote: i don't see how you guys can't understand that taking out the closer units is more urgent than taking out the back units, especially with melee rushes, so they hurt the really close ones more?
it also makes sense that a shot would have more power at close range
wtf i don't understand why its so hard for you guys to understand someone explain? It is because you have misunderstood how it works.
The radius mentioned is not the radius from the PF, it is the radius from where its shots lands.
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Wow, so Planetary Fort and Hunter seekers are bugged, nice work.
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Although I think that they need to fix the bug with PF, thus reducing its damage, I think that HSM is just fine the way it is. Its really not much more powerful, if even as powerful, as Reavers in BW. Scarabs moved faster, but Reavers themselves were slow ground units. HSM is slow, but its on a flying unit with plenty of other uses.
Don't get me wrong. I'm a Protoss player, so that's why I'm hoping for a PF nerf. But in my opinion, HSM should remain as strong as it is now.
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The tooltip may be misleading but the splash is working correctly. The dual cannons will hit around the 'target' making the surrounding area take more damage then the centre. At least on one axis...
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from Wikipedia A software bug is the common term used to describe an error, flaw, mistake, failure, or fault in a computer program or system that produces an incorrect or unexpected result, or causes it to behave in unintended ways.
The planetary fortress is obviously a bug, but the hunter seeker missile might not be. We would have to know if they are just overriding the 50% damage area by changing a single number instead of taking the long way around.
I would venture a guess that the PF damage and the HSM are good bugs though. No one is complaining about either being imbalanced, so I hope blizzard updates what they say about the abilities and not the actual damage in game.
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On April 07 2010 01:09 seppolevne wrote: The tooltip may be misleading but the splash is working correctly. The dual cannons will hit around the 'target' making the surrounding area take more damage then the centre. At least on one axis... The center target would still take the most damage because it's getting ripped apart by shockwaves from all sides. The damage from an explosive isn't the fireworks, it's the boom.
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It helps when the entire Planetary Fortress damage effect is posted.
<CEffectDamage id="PlanetaryFortress" parent="DU_WEAP"> <EditorCategories value="Race:Terran"/> <Kind value="Splash"/> <Amount value="40"/> <Death value="Fire"/> <SearchFilters value="Ground;Self,Player,Ally,Missile,Stasis,Dead,Hidden,Invulnerable"/> <AreaArray Radius="0.5" Fraction="1.5"/> <AreaArray Radius="0.8" Fraction="0.75"/> <AreaArray Radius="1.25" Fraction="0.375"/> <ExcludeArray Value="Outer"/> <ExcludeArray Value="Target"/> </CEffectDamage>
Its doing 1.5x damage to all targets within the 0.5 radius when it should just be 1x, splash attacks also don't hit the actual target its attacking and they just get damaged by the splash itself.
The Archon's splash radius is significantly smaller compared to SC1, the max radius was 25% smaller than the siege tank when in SC2 its closer to 35% smaller.
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On April 07 2010 04:24 Hunter_Killers wrote: It helps when the entire Planetary Fortress damage effect is posted.
It has been posted already.
On April 06 2010 23:53 MeProU_Kor wrote:Show nested quote +On April 06 2010 23:49 obesechicken13 wrote:On April 06 2010 11:46 Newguy wrote: one HSM can kill like 8 hydra, 1 storm kills like none if the zerg is good. I think storm needs a buff, maybe so that it does bonus damage to armored and whatever type hydras are. Blizzard could also make starcraft like AOE3 with the whole %bonus damage vs specific unit types sort of thing. Like instead of armor types... certain units could just do more damage against certain other units. It's hard to explain. If you've played AOE3 you'll know what I'm talking about. i think i know what you mean. something like "marines +10 damage vs all ranged units" and "hydras +10 damage vs all Air units" etc... imo this would suck hard. Yeah it would make the game far easier to balance but the problem is that there would be fewer hard counters. Everything would be rather soft. This means that the winning player would be the one who won the first battle.. considering that the high ground miss chance has been removed.
It's better than what it is currently where immortals do lots of damage to small units and buildings though.
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The 1.5 does explain how it melts units so quickly when it suppose to have only 40 dmg.
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I've posted twice on the blizz forums for such quirks(HSM splash, buildings repairing at different rate when on the ground and lifted off, e.t.c.) and that was several patches ago and nothing has changed :/
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On April 07 2010 08:33 lololol wrote: I've posted twice on the blizz forums for such quirks(HSM splash, buildings repairing at different rate when on the ground and lifted off, e.t.c.) and that was several patches ago and nothing has changed :/
Buildings have always repaired at different rates even in SC:BW the repair rate is based on build time iirc
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Who says this is an error?
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It seems that it is in fact an error in light of the archon data. The numbers you pulled from the archon seem to make sense, full damage in the middle, and gradually less as the radius increases.
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I vote for bumping the damage to 60 instead of 40 if they're going to fix the 1.5 to 1.
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It could be some kind of cannon that blows up and that nearest splash damage is the greatest BLIZZARD NEVER MAKES MISTAKES
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On April 07 2010 08:35 iCCup.Raelcun wrote:Show nested quote +On April 07 2010 08:33 lololol wrote: I've posted twice on the blizz forums for such quirks(HSM splash, buildings repairing at different rate when on the ground and lifted off, e.t.c.) and that was several patches ago and nothing has changed :/ Buildings have always repaired at different rates even in SC:BW the repair rate is based on build time iirc
It says "buildings repairing at different rate when on the ground and lifted off", it doesn't say "all buildings are not repairing at the same rate", it specifically mentions being on the ground and lifted off.
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Did this get changed with the patch?
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