• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:13
CET 16:13
KST 00:13
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
What are former legends up to these days? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason 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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Has Anyone Tried Kamagra Chewable for ED? 12 Days of Starcraft The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1370 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
Wardi Open
12:00
#67
WardiTV1415
IndyStarCraft 204
Rex143
IntoTheiNu 13
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko446
IndyStarCraft 204
Rex 143
RushiSC 20
DivinesiaTV 17
SC2Nice 17
Livibee 16
StarCraft: Brood War
Jaedong 2120
Soma 808
Mini 797
Stork 627
Hyuk 617
Larva 595
ZerO 348
Snow 276
Sharp 183
Rush 183
[ Show more ]
Aegong 171
BeSt 137
Hyun 110
910 76
Barracks 75
sorry 72
EffOrt 69
HiyA 68
Shuttle 58
Yoon 48
JYJ 45
Sea.KH 41
ToSsGirL 40
NotJumperer 39
soO 36
Mind 30
Terrorterran 17
Sexy 16
Shine 12
Movie 9
Bale 6
eros_byul 0
Dota 2
qojqva2550
Dendi904
syndereN364
420jenkins330
League of Legends
C9.Mang0438
Counter-Strike
allub207
Other Games
Grubby4151
singsing1869
B2W.Neo785
hiko706
Fuzer 350
Hui .309
QueenE102
ArmadaUGS84
Mew2King72
ZerO(Twitch)20
Organizations
Other Games
gamesdonequick773
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• naamasc236
• StrangeGG 26
• Adnapsc2 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota260
• Noizen42
Other Games
• WagamamaTV293
Upcoming Events
OSC
20h 47m
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
3 days
Korean StarCraft League
4 days
OSC
4 days
OSC
5 days
OSC
5 days
uThermal 2v2 Circuit
5 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 19: Qualifier 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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.