On May 23 2010 23:52 Nadagast wrote:I was just reading a thread about Ultras and thinking about why the Ultralisk sucks. I posted basically this, but I sort of want to hear more thoughts about it and it was kind of off-topic in that thread.
This post will be similar to Lalush's great post at
http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769I think Lalush was correct but he missed some parts of the terrible terrible damage syndrome. In SC2 there are several factors that cause damage dealt to go way up.
I think it was sort of a cascade of things that lead to terrible terrible damage happening:
First, moving shot was removed for many units.
Second, this leads to their damage being increased, otherwise they are not viable anymore. Imagine if Vultures in SC1 controlled like Valkyries and had to stand still for a second or two to fire... They would be much much weaker units.
Third, units clump together very very tightly which causes ranged units to both do more damage overall and to gain an even greater advantage over melee units when in medium-large numbers. This causes melee and short range units to be very weak and either not used much vs primarily ranged armies (think Zergling and Ultralisk) or have such insane stats that they are still good (remember 1 supply 2 armor Roaches?).
Fourth, units are added that are simply put very powerful. Roaches at 1 supply, Marauders, (basically a Dragoon from SC1 with less HP and less cost) Banelings with very high damage, (they need it due to how inflated stats are) Reapers with 18 damage to Light, Thors.
Fifth, some units are buffed defensively for purposes of surviving vs these terrible terrible damage units. Marines gain HP, defensive buildings gain HP, Roaches have insane HP for their cost, Immortals have Hardened Shields.
What we have here is an arms race. Units keep being buffed to compete with the new stronger versions of other units. After several rounds of buffs, (and some nerfs) damage is very high. Too high in my opinion.
This is what I feel is inflated:
Marauders with 20 explosive damage (Marauders are essentially cheaper Dragoons with less HP that don't need a range upgrade and instead have a cheap snare upgrade)
Marines went from 40 hp to 45-55 hp
Reapers at Rax tech being able to hop cliffs and do 18 damage to Light
Roaches doing 16 normal damage
Hydras doing 12 normal damage instead of 10 explosive (yes I know it's 2 supply vs 1)
Banelings doing 35 damage per Baneling to Light units
Air units having inflated damage numbers in general to make up for them all essentially being Valkyries: (not being able to move shoot like SC1)
Banshees with 24(!!) ground damage
Vikings with 28 to armored and 20 to light air damage
BCs and Carriers with absolutely insane damage rates (each interceptor does 5x2 !)
Charged Void Rays doing crazy damage, able to drop anything armored extremely rapidly
Phoenixes doing 20 damage to Light
Brood Lords spawning insane amounts of meat shield for free
Vultures (Hellions) went from 20 concussive to 24 concussive + splash (this is very much related to the moving shot scenario from above, the unit loses its smooth control and to still be a useful unit needs higher damage)
Dark Templars went from 40 normal to 45 normal
Missile Turrets went from 20 explosive to 24 normal and went from 200 HP to 250
Immortals doing 50 damage to armored
Tanks doing 60 normal damage in siege mode, with splash, is insane. The tank's role is 100% flipped from BW. In BW they do explosive damage and so they do great vs large units (dragoons, ultras, lurkers, etc) and poorly vs small units (think zealots) but in SC2 they do less damage but it's normal, so they are great at killing tightly packed clumps of low HP units (zerglings, marines, banelings, zealots) but not as good at killing high HP large units like Ultras, Thors, Colossus, etc
Goliath x3 (Thor) went from 36 normal damage to ground in BW to 60 normal to ground in SC2, and 60 explosive to air in BW to 48 'concussive' (sorta) plus splash in SC2
Bunkers went from 350 HP to 400
Photon Cannons went from 200 HP to 300
I am probably forgetting some other inflated things also. I think people sometimes lose perspective at how much damage has gone up in this game. So many units have received a damage buff, or have been made easier to use, or have been made more effective by tightly packed units, or have been given splash damage.
I think the fact that so many things have been inflated lead to races needing super powerful weapons to compete. I'm talking about things like:
Immortal's Hardened Shield and 50 damage to armored
Crazy Ultralisk HP (it had
600 HP and was still considered weak!)
Brood Lords spawning huge amounts of meat shield
Marauders being basically cheaper Dragoons
Marines getting extra HP
Colossus being essentially a Reaver with the micro done for you. In BW to have a weapon as powerful as a Colossus, you needed a Shuttle to carry the Reaver if you wanted it for anything other than defending one spot. In SC2 you can just make 10 Colossus and a-move them with your army. It makes the game far easier and increases terrible terrible damage syndrome since (correct me if I'm wrong) a big reason why even progamers couldn't have 10+ Reavers with their army was because the micro is too hard.
What I'd do:
Add a little bit of chaos when you move a pack of units. They don't need to spread out and go everywhere but they shouldn't stick together like a super tight ball either. Call it 'Battle Chaos' or something. Units pack together way way too much in this game, it increases the 'terrible terrible damage' syndrome that the game has and it looks stupid and unrealistic.
Slow down damage across the board, try to un-inflate damage that has gone so high.
This would let Zerglings and Ultras be better units, with lower damage they have more time to reach targets.
I'd change Hydras and Roaches to 1food units, lower their costs, and nerf appropriately. Zerg needs to feel like more of a swarm.
Give air units (all units really but air in particular) back the sharpness of control that you had in SC1. Right now when a unit fires it's rooted in place for far longer than it is in SC1. Most units feel like a Valkyrie, so they need to have super high damage to compensate. Lower the damage and give them mobility back. Look at Lalush's post I link at the top if you don't know what I mean.
Make the Thor smaller and reduce the cost by 1/2 to 2/3s. Mech needs a Goliath (even though mech is very powerful now, I think that's at least in part because the counters are so strong: armored air units, the Factory cannot deal with armored air units)
Change Tank siege mode damage to something like 40 + 30 vs armored.
What do you think? Am I crazy?