On May 13 2010 03:04 oxxo wrote: They always had splash. As said, they are basically the same pre/post patch.
Are you sure? Because a lot of people noticed huge difference about tank splash done recently.
Here: "Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage."
This changes everything.
What this means, to me, is that splash damage will now move with the unit as it moves, instead of being centered around the location of impact, which makes it easier to evade if your units are moving.
I realize I made a typo in the above comment. What I meant was that the splash being centered around the location of impact makes it easier to evade, not that the splash being centered around the unit makes it easier to evade. The latter is the change: it is now harder to evade siege tank splash.
On May 13 2010 03:04 oxxo wrote: They always had splash. As said, they are basically the same pre/post patch.
Are you sure? Because a lot of people noticed huge difference about tank splash done recently.
Here: "Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage."
This changes everything.
Yes, they have always had splash. Yes, mass siege tanks have always murdered infantry/zealots/zerg ground.
Trust me, or just go look at any old game with tanks in it and you'll notice the huge splash.
On May 13 2010 03:04 oxxo wrote: They always had splash. As said, they are basically the same pre/post patch.
Are you sure? Because a lot of people noticed huge difference about tank splash done recently.
Here: "Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage."
This changes everything.
Yes, they have always had splash. Yes, mass siege tanks have always murdered infantry/zealots/zerg ground.
Trust me, or just go look at any old game with tanks in it and you'll notice the huge splash.
Okay, maybe someone else clarifies! I think it changed because I used to be able to shove 200 roach army into tanks and at least rid of some. Maybe it's just my imagination, I just felt that something about the splash distribution was completely different.
I think the splash used to target the nearest edge of a unit so most of the damage would end up wasted in front of the army that was running in to kill your tanks. With it now properly centred on the target unit, the damage is spread a lot more usefully.
On May 13 2010 04:01 Bane_ wrote: I think the splash used to target the nearest edge of a unit so most of the damage would end up wasted in front of the army that was running in to kill your tanks. With it now properly centred on the target unit, the damage is spread a lot more usefully.
Yeah, it resembles the splash that we had in bw now but it wasn't like that before the patch.
On May 13 2010 02:50 JreL209 wrote: His comment makes no sense.....
He basically said EVERY SINGLE TERRAN IN THE WORLD SUCKS ATM....and in some way they are extremely overpowered but has no statistics, or explanation....
He's naive for that imo, I could care less if he's 100x better then me. lol, especially when statistics state zerg is the #1 race by far, and if they were half way decent like he says, why wouldn't a mediocre terran beat the same level protoss in the tournies we're seeing?
I think people are making assumptions about Terran, because in SC1 days Terran was also statistically worse than the other two races, then Boxer and patch 1.08 came around and Terran had a dramatic turnaround in results.
People are thinking, "Well, Terran was underpowered until Boxer showed us how it's done, so something like that is BOUND to happen in SC2, right?"
Truth is it's too hard to tell right now. Need to wait until we start seeing bigger macro maps and time for a proscene to develop. When it comes down to it, the proscene usually dictates the balance and statistical trends for most of the player base, but right now there really isn't an SC2 proscene yet so players have more room for creativity and, dare I say, "error" in their builds.
When it comes down to it, people who are saying Terran is the best are really just postulating that some day THAT SC2 BOXER WILL APPEAR and "show us all how it's done."
Bigger macro maps would help maneuverable units like blink stalkers and marauders more than they would help tanks, imo. People need to realize that the reason Terran went tanks in BW is because you had no other options against Protoss. Bio got absolutely slaughtered by storms and reavers, such that if you failed to EMP or scarab dodge even once, you could lose entire armies. With marauders, this vulnerability is less apparent in SC 2.
Tanks were good in BW because they were needed to maintain any form of map control. Tanks play the same role in sc2 and are still a very good unit. They just don't stand as well by themselves.
On May 13 2010 04:36 KwanUSA wrote: Tanks were good in BW because they were needed to maintain any form of map control. Tanks play the same role in sc2 and are still a very good unit. They just don't stand as well by themselves.
Yes, but that's partly because there weren't any alternatives.
Marauders provide an alternative for maintaining map control in SC 2. They are highly maneuverable, esp. with a lot of medivacs, and can stand up against any Protoss army so long as you supplement them with vikings and ghosts (also highly maneuverable).
On May 13 2010 03:04 condoriano wrote: Not true, splash damage makes z<<t currently in every mid/late game situation, unless someone comes up with a weird drop play or w/e else. There's no way to break the distance between z ground army and 20 sieged tanks, things like burrowed roached only work once (and honestly they shouldn't work at all) Try attacking that with anything you want, make a custom map or w/e. Sieged tanks, hellions, few thors and ravens, go (you can deal with broodlords usign either raven missile+thors or vikings+thors)
Blizz will have to deal with this issue, morrow suggested buffing adrenaline or ultra speed, I'm not even sure if that will cut it.
x2 I think that's why Blizzard intends to buff Ultralisks even more next patch. Lack of a lategame tanking unit prevents whatever army Zerg has from overcoming well-placed siege tanks.
I like his mentality. Players like him are never looking as the game as it is, they are looking at how the game could be. He see the potential of Ter even though there aren't many top terran players. I think everyone should focus less on whining about build A beating build Y (of which I am more guilty of then anyone) and focus more on, "what strategies that when mastered are the absolute best, and how can I master them even if it takes a year to master it"?
What do you think of the balance in the game at the moment?
Maka: "In my opinion, banelings and voidray are the things that broke the balance in SC2. I used to play Warcraft 3, so I like to count units durning battles, and often a Zerg can crush it's opponent with 20 food less! Banelings are very cheap as well! Speaking of the void ray.. it's damage is scary. With decent micro, even one void ray can deal a lot of damage to the opponent's base. I hope the void ray gets a nerf, everything else seems fine to me."
On May 14 2010 08:45 Disastorm wrote: If tester was right about Terran being the strongest, then after this patch they are probably the mega-ultra-uber-race now.
On May 14 2010 08:45 Disastorm wrote: If tester was right about Terran being the strongest, then after this patch they are probably the mega-ultra-uber-race now.
So for a bunch of supposedly chobo US terrans, from what I read in the gosucoaching weekly 4 tournament thread, tester got eliminated in the first round (LOL). Then artosis and idra both got eliminated by chobo US terrans later on.