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Planetary Fortress damage bugged? - Page 8

Forum Index > SC2 General
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spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-04-08 20:41:49
April 08 2010 20:41 GMT
#141
On April 09 2010 05:35 Cyclon wrote:
It may not be a bug. Setting higher AoE damage for units near the target but lower damage for the target itself has the effect of encouraging players to spread out more against the PT, while using fewer, stronger units. I don't see any problem with that decision, it should probably just be made a bit more obvious in game.


You can't really spread out enough to reduce the splash significantly and still deal enough dps to the Planetary Fortress to take it out before your opponen't army is there. You can't afford to fight a PF and your opponent's army at the same time. So you either take it down as quickly as possible or you just ignore it.
If you have a good reason to disagree with the above, please tell me. Thank you.
semantics
Profile Blog Joined November 2009
10040 Posts
April 08 2010 20:42 GMT
#142
Either way the damage is a lie and that needs to be fixed, damage should always be posted in a reduction based format not secretly make it more powerful so someone sees 40 and thinks okay 40 dmg not someone sees 40 finds out its more like 60 and goes haxx
shinosai
Profile Blog Joined April 2010
United States1577 Posts
April 08 2010 20:45 GMT
#143
Obviously this bug needs to be fixed, but given that the planetary fortress isn't particularly popular to begin with, I'd really like to see an overhaul of the building. Let it be used defensively to heal units or restore energy or something, rather than just being a fat building to avoid attacking. Otherwise I doubt it will ever see much use over orbital.
Be versatile, know when to retreat, and carry a big gun.
Cyclon
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-04-08 20:52:26
April 08 2010 20:50 GMT
#144
On April 09 2010 05:41 spinesheath wrote:
Show nested quote +
On April 09 2010 05:35 Cyclon wrote:
It may not be a bug. Setting higher AoE damage for units near the target but lower damage for the target itself has the effect of encouraging players to spread out more against the PT, while using fewer, stronger units. I don't see any problem with that decision, it should probably just be made a bit more obvious in game.


You can't really spread out enough to reduce the splash significantly and still deal enough dps to the Planetary Fortress to take it out before your opponen't army is there. You can't afford to fight a PF and your opponent's army at the same time. So you either take it down as quickly as possible or you just ignore it.


You don't necessarily have to spread out so much that the AoE never hits more then 1 of your unit at a time, just make sure you don't blob it up so that the AoE hits 8-10 at a time. Especially true since most player's at the moment probably aren't microing their PF much while they try to pull every unit on the map to trap you. So find what it's targetting, micro it away from the group to avoid splash a bit more.

Also, it makes units like Archons and Ultralisks better, as they are high HP and the splash AoE (probably? haven't tested) isn't big enough to effect units next to them. Not that it will make them great units, but they can use all the help they can get.
cartoon]x
Profile Joined March 2010
United States606 Posts
April 08 2010 20:54 GMT
#145
I don't understand how it would work for a gun to do more damage in splash then on the target, but I don't think it's a typo either.
It is not enough to conquer; one must learn to seduce.
MagusDraco
Profile Joined March 2010
United States12 Posts
April 08 2010 20:57 GMT
#146
Maybe the gun is splashing tons upon tons of metal fragments that hurt more than the actual impact.



I dunno
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 09 2010 00:54 GMT
#147
On April 09 2010 05:35 Cyclon wrote:
If you recall, SC1 had dozens of cases like this where unit damage didn't match the number from the tooltip. Explosive and concussion damage was completely left to be discovered by players, along with things like how much damage the muta's did with their bouncing attacks and how units with two attacks doubled the attack bonus and the armor bonus of the enemy.

Or... players could just read the game manual instead?

http://classic.battle.net/scc/terran/ustats.shtml

All those things you mentioned are actually quite clearly documented in SC1. This is not the case for the abnormal way the PF's splash damage works.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
April 09 2010 00:57 GMT
#148
On April 09 2010 09:54 Zato-1 wrote:
Show nested quote +
On April 09 2010 05:35 Cyclon wrote:
If you recall, SC1 had dozens of cases like this where unit damage didn't match the number from the tooltip. Explosive and concussion damage was completely left to be discovered by players, along with things like how much damage the muta's did with their bouncing attacks and how units with two attacks doubled the attack bonus and the armor bonus of the enemy.

Or... players could just read the game manual instead?

http://classic.battle.net/scc/terran/ustats.shtml

All those things you mentioned are actually quite clearly documented in SC1. This is not the case for the abnormal way the PF's splash damage works.


Actually, I don't recall it being anywhere in the SC1 manual. There was a text file in the SC install directory with that information.
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