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[D] Planetary Fortress, badly designed? - Page 8

Forum Index > SC2 General
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Simplification
Profile Joined May 2010
United States33 Posts
June 23 2010 00:41 GMT
#141
PF are the most expensive structure in the game, sorry a control group of hydras/lings cant kill it... a PF+CC=3hatch +gas... get over it, Terran is very weak versus Zerg in the early and midgame... this is like me saying hydras are hard as .. to kill, nerf them, it is part of the game... get some mutas, do some drops, do something other than a-move. The Terran just sacrificed a 3rd in order to control their second... that is a lot of money to secure an expo (that is screwed by mutas), which makes the game a bit more interesting, hence it is a good thing...
ckw
Profile Blog Joined February 2010
United States1018 Posts
June 23 2010 00:43 GMT
#142
Is anyone thinking about the cost of not being able to call down mules?!? Lol PF costs so much damn money.
Being weak is a choice.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 23 2010 00:59 GMT
#143
On June 23 2010 09:41 Simplification wrote:
PF are the most expensive structure in the game, sorry a control group of hydras/lings cant kill it... a PF+CC=3hatch +gas... get over it, Terran is very weak versus Zerg in the early and midgame... this is like me saying hydras are hard as .. to kill, nerf them, it is part of the game... get some mutas, do some drops, do something other than a-move. The Terran just sacrificed a 3rd in order to control their second... that is a lot of money to secure an expo (that is screwed by mutas), which makes the game a bit more interesting, hence it is a good thing...

It's not about a control group of hydras or lings killing it, itst he fact that it + the scvs that repair it can hold off entire armies because of its splash.

Dont even try to say that it being that expensive justifies it being able to kill a maxed army (with a little help for the terrans army) because scvs repair it and its splash is fucking giant
Artillery spawned from the forges of Hell
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
June 23 2010 01:04 GMT
#144
in TvZ ive always put down an extra PF if I felt I was slightly behind, however I usually do so on my 3rd or 4th expo. if you can get a gold expo up and mule its really very much worth the cost.
sikyon
Profile Joined June 2010
Canada1045 Posts
June 23 2010 02:42 GMT
#145
Have you thought about possibly using a few banelings to do terrible terrible damage to both the PF and the SCV's repairing it?
DeckOneBell
Profile Blog Joined May 2010
United States526 Posts
June 23 2010 02:48 GMT
#146
I don't feel like it's badly designed. Balanced as is, that could be debatable. However, when a large army runs up to what is supposed to be a fortress, and an epic defense ensues with repairing scv's and desperate terran units against a larger zerg push, the planetary fortress feels like a, well, fortress.

Attack priority I understand is a concern, individually targeting scv's while they repair the fortress might be a bit rough.
xnub
Profile Joined August 2009
Canada610 Posts
June 23 2010 02:53 GMT
#147
On June 23 2010 09:59 arb wrote:
Show nested quote +
On June 23 2010 09:41 Simplification wrote:
PF are the most expensive structure in the game, sorry a control group of hydras/lings cant kill it... a PF+CC=3hatch +gas... get over it, Terran is very weak versus Zerg in the early and midgame... this is like me saying hydras are hard as .. to kill, nerf them, it is part of the game... get some mutas, do some drops, do something other than a-move. The Terran just sacrificed a 3rd in order to control their second... that is a lot of money to secure an expo (that is screwed by mutas), which makes the game a bit more interesting, hence it is a good thing...

It's not about a control group of hydras or lings killing it, itst he fact that it + the scvs that repair it can hold off entire armies because of its splash.

Dont even try to say that it being that expensive justifies it being able to kill a maxed army (with a little help for the terrans army) because scvs repair it and its splash is fucking giant


Lol if you mean the terran army with a little help from the PF can hold of a max zerg lol not other way around. They are good they are not THAT good lol.
Loving the beta !! Weeeeeeee
cbkenned2009
Profile Joined May 2010
United States55 Posts
Last Edited: 2010-06-23 03:02:08
June 23 2010 03:00 GMT
#148
I like this Planetary fortress strategy. The more options there are that are viable, the more flexible and interesting games are. TLO games are much more fun to watch and he really keeps players wondering. From a strategy standpoint, more options is a good thing (Baneling vs baneling zerg anyone)?

In response to mutalisks, they aren't ideal building destroyers, and tbh vs 5 armor when PF is upgraded reduces their damage significantly further.
Petshop
Profile Joined May 2010
Canada73 Posts
Last Edited: 2010-06-23 03:01:44
June 23 2010 03:00 GMT
#149
If you're a zerg that is worried about PFs, you can always use Overseers to corrupt the PF and it won't be able to attack for the duration of the fight. No research is required either and it doesn't cost too much energy. Overseers are also usually something that is commonly built vs ghosts and banshees.

I honestly think it's the easiest way to deal with PFs.

Edit: Changed the word gas to Energy.
Ocedic
Profile Joined April 2010
United States1808 Posts
June 23 2010 03:04 GMT
#150
On June 23 2010 12:00 Petshop wrote:
If you're a zerg that is worried about PFs, you can always use Overseers to corrupt the PF and it won't be able to attack for the duration of the fight. No research is required either and it doesn't cost too much energy. Overseers are also usually something that is commonly built vs ghosts and banshees.

I honestly think it's the easiest way to deal with PFs.

Edit: Changed the word gas to Energy.


Incorrect. Contaminate only affects production; it does not shut down a building fully like corruption did.
xnub
Profile Joined August 2009
Canada610 Posts
June 23 2010 03:06 GMT
#151
On June 23 2010 12:00 Petshop wrote:
If you're a zerg that is worried about PFs, you can always use Overseers to corrupt the PF and it won't be able to attack for the duration of the fight. No research is required either and it doesn't cost too much energy. Overseers are also usually something that is commonly built vs ghosts and banshees.

I honestly think it's the easiest way to deal with PFs.

Edit: Changed the word gas to Energy.



After they move the ability from corruptors to overseers it no longer works on def buildings like PF. It will stop the workers but not the guns.
Loving the beta !! Weeeeeeee
PainUser
Profile Joined May 2009
United States206 Posts
June 23 2010 03:08 GMT
#152
Pretty sure I used defensive PF's like two weeks into the Beta and was considered the first to do so. Correct me if I'm wrong....

Before you criticize someone, walk a mile in their shoes. That way, when you criticize them you're a mile away and you have their shoes. Playing Protoss is like driving automatic, playing Terran is like driving stick.
Petshop
Profile Joined May 2010
Canada73 Posts
June 23 2010 03:09 GMT
#153
Ohhhh. Guess it wasn't the magic bullet I was hoping for.
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 23 2010 04:57 GMT
#154
To all those who whine about the PF being too strong:
  • Every race has its unit which outranges the PF ... and guess what? All these units have splash damage (even the Broodlings deal splash damage when the PF hits them and thus they kill SCVs).
  • The rate of fire is pretty slow and it needs just how many shots to kill a Hydralisk? Two to three (the splash damage is higher than the main target damage). There are no damage upgrades for building attacks, so this wont change and it will get worse over time.
  • If there are no SCVs repairing a PF it can be killed in three seconds and that means just one shot, because the turret turns soooo slow and is usually pointing in the wrong way. A PF at a strategic location usually does NOT have 20 SCVs standing by to repair it in a crisis and even calling down MULEs takes a few seconds before they start repairing. It is not hard to kill in most situations.

If you expect to be able to kill a unit / defensive structure with small or soft units it is your own fault when it goes badly. It is the same for siege tanks, but sadly the whining already has made Blizzard follow the logic and change the damage.

Dont bring a sword to a gunfight and expect to have a chance of winning!
If you cant say what you're meaning, you can never mean what you're saying.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
June 23 2010 06:02 GMT
#155
Man, I moved an army into my opponents nat on sCRAP station... boy, that was the biggest mistake Ive ever made... I had several immortals stalkers, zealots and sentries, but combined with his marauders stimming down the ramp behind me and the tanks on the cliff, my army lasted just a tiny fraction of a second. Forcefield didnt do anything. Guardian shield didnt do anything. My zealots melted, my immortals apparently had a massive achilles heal and my stalkers blinked out of existence.

I dont know if id call it overpowered, but it is incredibly intimidating. Maybe if there were a way to disable the gun separately from the CC itself...
Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 23 2010 06:05 GMT
#156
On June 23 2010 13:57 Rabiator wrote:
To all those who whine about the PF being too strong:
  • Every race has its unit which outranges the PF ... and guess what? All these units have splash damage (even the Broodlings deal splash damage when the PF hits them and thus they kill SCVs).
  • The rate of fire is pretty slow and it needs just how many shots to kill a Hydralisk? Two to three (the splash damage is higher than the main target damage). There are no damage upgrades for building attacks, so this wont change and it will get worse over time.
  • If there are no SCVs repairing a PF it can be killed in three seconds and that means just one shot, because the turret turns soooo slow and is usually pointing in the wrong way. A PF at a strategic location usually does NOT have 20 SCVs standing by to repair it in a crisis and even calling down MULEs takes a few seconds before they start repairing. It is not hard to kill in most situations.

If you expect to be able to kill a unit / defensive structure with small or soft units it is your own fault when it goes badly. It is the same for siege tanks, but sadly the whining already has made Blizzard follow the logic and change the damage.

Dont bring a sword to a gunfight and expect to have a chance of winning!

1. they shouldnt be forced to get broodlords just to deal with 1 planetary fortress, colossus and tanks yeah i can see you having.

2. i believe someone discovered it has what 60 splash damage? 60 damage goes to 57 because of armor wooooow thats gonna help, not only will the one hydralisk get killed in 2 shots so will the 4-5 around it.

3. if its in your base then sure i can see this happening, but since the OP described it defending mining bases why wouldnt there be scvs to repair it?
Artillery spawned from the forges of Hell
Orangu
Profile Joined March 2010
Canada198 Posts
June 23 2010 06:15 GMT
#157
Other than the whole priority problem, which is debatable i think but agree that it prob should be equal with workers at least, i don't think there is really a problem with the PF right now. I mean yah you potentially could build them around the place but then thats a lot of money and time being sunk into static defense which lets your opponent take the rest of the map easier or attacks on undefended positions more threatening so balance wise i think its more or less fine. As to aesthetics, meh, thats going to be largely a personal thing which i don't think at all warrants a change. If Blizz did remove the PF and make a new defense building that requires no psi then your removing the decision one has to make to decide if you want an OC or the PF, eco later or safety now, and really it would be the same thing as a super beefy cannon ppl can build anywhere which to me makes even less sense from a design perspective than the current aesthetic problem of PFs around the map. Really once the game gets going more and you know actually releases i think the PF in the middle of the map will become more of a BM type of thing than a legit strat.
THESE PRETZELS ARE MAKING ME THIRSTY!
DooMDash
Profile Joined May 2010
United States1015 Posts
June 23 2010 09:39 GMT
#158
I guess we should change it to "Planetary Slight Defense". It's more than fine as it is... its frickin 550,150 and cannot be lifted off. Ultralisks > PF. Immortals > PF. Marauders > PF. Air > PF.
S1 3500+ Master T. S2 1600+ Master T.
raph
Profile Joined May 2010
United States204 Posts
June 23 2010 09:51 GMT
#159
i think people complain imba too often, focus more on changing your style to the occasion.
DooMDash
Profile Joined May 2010
United States1015 Posts
June 23 2010 09:57 GMT
#160
It takes 2 Ultras, that end up both living, to take out a PF. Both un-upgraded.

It takes 2 Immortals, that end up both living, to take out a PF. Both un-upgraded.

For toss they have colossus and forcefields ( FF to deal with repair ). With Z they have fungal growth ( to prevent repair ) and roachs or ultras. Excluding air of course.

I mean, this argument to me is like "Oh your ultralisk took out my 200 Zerglings", IMBA! Just don't make units that get owned by specific units next time. ( BTW Ultralisks with maxed upgrades can kill almost 400 lings unupgraded, via unit tester, not that this has to do with anything ).
S1 3500+ Master T. S2 1600+ Master T.
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