• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:54
CEST 23:54
KST 06:54
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64PIG STY FESTIVAL 8.0! (13 - 23 August)14
StarCraft 2
General
SC4ALL: II Talent Announcement! Protoss AoE skill expression August World Ranking: Clem climbs to #2 Balance hotfix patch 5.0.16b (July 16) Serral wins HomeStory Cup 29
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL22 General Discussion How FlaSh Nearly Forfeited MSL Finals being late Are you ready for ASL 22? NEW HYPE VIDEO BW General Discussion
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament KCM Race Survival 2026 Season 3 Escore Tournament - Season 3
Strategy
Fighting Spirit mining rates Odyssey Mineral Stack Saturation Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Diablo 2 thread ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Iain M Banks Says He Has Cancer And Months To Live European Politico-economics QA Mega-thread The Games Industry And ATVI
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3719 users

A serious Armor-Types Discussion Redux - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 07 2010 11:04 GMT
#21
So perhaps buildings should get 'fortified armor' and all units should do 2/3 of their attack or something. Or armored bonuses just ignored and only things doing bonus/alternate damage to structures are units that say so (like blings or ultras).

This. All units should deal base damage only when attacking buildings unless they have a special attack that targets buildings (pretty much what Charlie said).
milly9
Profile Joined May 2007
Canada325 Posts
April 07 2010 11:13 GMT
#22
On April 07 2010 20:04 lolaloc wrote:
Show nested quote +
So perhaps buildings should get 'fortified armor' and all units should do 2/3 of their attack or something. Or armored bonuses just ignored and only things doing bonus/alternate damage to structures are units that say so (like blings or ultras).

This. All units should deal base damage only when attacking buildings unless they have a special attack that targets buildings (pretty much what Charlie said).


I kind of agree but the game would have to be completely re-balanced. Having immortals do almost nothing to buildings wouldn't really make sense. They have less DPS than stalkers without their bonus.
then i stick my treasures in a treehole
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 07 2010 11:21 GMT
#23
I think some people here are confusing ARMOR type with UNIT type.

Armor types are light, armored and massive; Units have other types (biological, mechanical, psionic, ...) too to describe their vulnerabilities to certain attacks, repairability and so on.

I can understand the OP, because for me one of the things which make certain units (Marauders for example) seem a bit overpowered is their ability to demolish buildings too fast. Tier 1 units should require a lot of units to accomplish that. While I can agree with a "structural" armor type I am not so sure about giving Tanks and Thors anything of the kind. These two units fall relatively fast, but that is due to a purely game-mechanical reason: Attacking units cluster up a lot more than in Brood War, thus the "damage per attack space" is much higher and this results in faster damage to these units. It has nothing to do with certain units having a bonus vs. armored.

If more people see the "damage per attack space" as a problem too, I can only come up with one solution: Lower the dps on ALL units by the same amount. Adding yet more stats (armor types) would complicate things too much IMO.
If you cant say what you're meaning, you can never mean what you're saying.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2010-04-07 11:23:11
April 07 2010 11:22 GMT
#24
You kinda have to rethink the whole thing, because SC2 doesn't have armor types.

Instead, it has unit property flags. While you cannot be BOTH Light and Heavy in SC1, in SC2 technically, nothing prevents you from being, say, both Light and Biological, and take increased damage from units who have bonuses vs either.

Armor/weapon types mean there's a matrix somewhere that regulates how much damage a weapon deals vs said armor type. That's final. SC2, instead, has a flat structure of flags that is unique for each unit. Once again, there are no armor types because flags are not exclusive (I suppose you can make a unit that is both Light and Armored, if you wish), and there are no weapon types because each unit has it's own fixed damage bonus (not percentile-based).

If anything, that's a lot more data to memorize than a Weapon/Armor matrix in WC3, and is in fact harder to get a grasp on. I'm still not sure if I like it. For what I'm certain, it's nowhere near the elegancy of SC, where global principles rule local unit relation. However, if local rules global, there's more flexibility. You can make unit A do more damage to a unit flagged with B without touching any other unit.
You want 20 good men, but you need a bad pussy.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
Last Edited: 2010-04-07 11:50:37
April 07 2010 11:48 GMT
#25
This. All units should deal base damage only when attacking buildings unless they have a special attack that targets buildings (pretty much what Charlie said).

Removing armoured from buildings would make all non-special attacksdo base damage. Problem solved. Shjould at least be done on static D.

imo:
Zerg : Biological + Structure
Terran : Mechanical + Structure
Protoss : Psionic + Structure (at least on pylons / nexus)

Just seems like having the armoured tag is more a liability than implying any increased toughness...Each race does have ways of increasing building toughness but they're all quite expensive (Transfusion / Armour Research + SCV coming off gathering to repair / P Shield upgrades)
Maybe these methods should be reduced in cost somewhat to make a softer way of fixing the problem of fast base death.

Just an aside, I think infesters and ghosts should get their default attack giving a bonus against psionic (or energydrain), makes sense really (and slightly offsetting the awesomeness of feedback)
Probes need love too.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 07 2010 12:19 GMT
#26
I fail to see what is wrong with the status quo. Why bother changing anything is there is not a problem?
Administrator~ Spirit will set you free ~
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 07 2010 14:26 GMT
#27
There is absolutely nothing wrong with the armor system in SC2.
next week on Everybody Loves HypnoToad:
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
April 07 2010 14:33 GMT
#28
On April 07 2010 21:19 Plexa wrote:
I fail to see what is wrong with the status quo. Why bother changing anything is there is not a problem?

Agreed. What people should be paying attention is yomi's post (Sorry if anyone else has touched base on this topic in thread.)

On April 07 2010 05:39 yomi wrote:
A third armor type might be a good idea. I think the real problem with the implementation of bonus damage is that many of the units are taking it too far and it begins to feel artificial and force extreme hard counters. In BW the maximum bonus or penalty was 50% damage. Now we are seeing units do more than double their normal damage to certain armor types. Helion, Baneling, Immortal, are some of the units that come to mind right away.
All the pros got dat Ichie.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 07 2010 14:41 GMT
#29
In response to above post:

On April 07 2010 05:39 yomi wrote:
A third armor type might be a good idea. I think the real problem with the implementation of bonus damage is that many of the units are taking it too far and it begins to feel artificial and force extreme hard counters. In BW the maximum bonus or penalty was 50% damage. Now we are seeing units do more than double their normal damage to certain armor types. Helion, Baneling, Immortal, are some of the units that come to mind right away.


Concussive damage only deals 25% damage to large units in BW. That's obviously a 75% penalty. The only unit where it really mattered was the Vulture though, and it had spider mines with explosive damage to deal with large units.
Banelings are 20+15 now, not 15+20 as they were before. So they deal less than double damage.
It's not as big of a change towards hard counters as you make it seem.
If you have a good reason to disagree with the above, please tell me. Thank you.
HydroZ
Profile Joined March 2010
United States34 Posts
Last Edited: 2010-04-07 17:09:55
April 07 2010 16:59 GMT
#30
On April 07 2010 21:19 Plexa wrote:
I fail to see what is wrong with the status quo. Why bother changing anything is there is not a problem?


x2. I would like to see more explication from the OP than the "armor system is blatantly poorly thought out" assertion.

Edit: Although this wasn't mentioned in OP, I do agree with many of the replies above that the damage against buildings makes for game-changing play that seems too easy to pull off. E.g., four Void Rays focused on a main takes the main down in ~8 seconds.
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 07 2010 17:01 GMT
#31
I agree that structures should have a different armor type because those anti-armor'd units (immortals/marauders) are just way too good against them.

However, as for a "siege" armor they already have Bonus damage vs. Massive, and I don't think anything else needs changed in that regard.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 07 2010 17:18 GMT
#32
On April 07 2010 20:21 Rabiator wrote:
I think some people here are confusing ARMOR type with UNIT type.

Armor types are light, armored and massive; Units have other types (biological, mechanical, psionic, ...) too to describe their vulnerabilities to certain attacks, repairability and so on.


So both armor types and unit types describe the vulnerabilites of a unit right? Then how are they different?

If you want a subset of unit types that is called armor types then that would be none, light and armored because Blizzard seems to give each unit exactly one of those three. But you'll run into exceptions everywhere and there is no reason anyways to make a difference between, for example, armored and biological. I guess the SC2 engine would even allow a "light - armored" unit.
If you have a good reason to disagree with the above, please tell me. Thank you.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech92
SteadfastSC 77
Dota 2
NeuroSwarm121
Counter-Strike
summit1g1489
Fnx 1317
Super Smash Bros
C9.Mang0232
Mew2King106
Heroes of the Storm
Liquid`Hasu515
Other Games
Grubby2761
shahzam740
FrodaN378
ToD253
elazer129
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 94
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 13
• Eskiya23 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2996
League of Legends
• imaqtpie3304
• Shiphtur541
Other Games
• Scarra900
Upcoming Events
Sparkling Tuna Cup
12h 6m
PiG Sty Festival
14h 6m
PiGosaur Cup
1d 2h
Replay Cast
1d 11h
Kung Fu Cup
1d 13h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
CranKy Ducklings
4 days
Sparkling Tuna Cup
5 days
[ Show More ]
Afreeca Starleague
6 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
6 days
The Patches Monday
6 days
Liquipedia Results

Completed

Proleague 2026-08-09
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Proleague 2026-08-10
RSL Revival: Season 6
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.