• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:55
CEST 02:55
KST 09:55
  • 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
Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202577RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder0EWC 2025 - Replay Pack1Google Play ASL (Season 20) Announced26BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
#1: Maru - Greatest Players of All Time EWC 2025 - Replay Pack Tournament Spotlight: FEL Cracow 2025 Power Rank - Esports World Cup 2025 I offer completely free coaching services
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 631 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 10h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 233
Ketroc 57
StarCraft: Brood War
NaDa 59
MaD[AoV]54
Dota 2
monkeys_forever672
League of Legends
JimRising 658
febbydoto20
Counter-Strike
Fnx 2366
fl0m2199
Super Smash Bros
Mew2King1696
hungrybox1249
AZ_Axe436
Heroes of the Storm
Khaldor215
Other Games
tarik_tv20820
summit1g15565
gofns9740
ROOTCatZ226
Maynarde198
Organizations
Other Games
gamesdonequick2258
BasetradeTV6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• davetesta108
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift7840
Other Games
• Scarra2190
Upcoming Events
Wardi Open
10h 5m
Sparkling Tuna Cup
1d 9h
WardiTV European League
1d 15h
Online Event
1d 16h
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
3 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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 © 2025 TLnet. All Rights Reserved.