Patch 15 Notes/Discussion - Page 23
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PrinceXizor
United States17713 Posts
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Sputty
Canada161 Posts
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PrinceXizor
United States17713 Posts
DPS of an unsieged tank: 14.42 to light units and 24.03 to armored DPS of a sieged tank: 16.66 + 8.33*(number of units in splash radius). OLD DPS of a sieged tank: 20+ 10*(number of units in splash radius) Each upgrade provides: unsieged: 1.92 DPS to light units and 2.88 DPS to armored units sieged: 1.66+.833*(number of units in splash radius) DPS | ||
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DooMDash
United States1015 Posts
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PrinceXizor
United States17713 Posts
On June 04 2010 15:01 DooMDash wrote: I think 50 damage + 10 to armored would be nice. except i think part of the main point was to help ultralisks vs tanks. since adding 2 shots unupgraded and 1 shot upgraded definitely helps ultralisks alot. | ||
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DooMDash
United States1015 Posts
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evilshady
Germany16 Posts
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PrinceXizor
United States17713 Posts
On June 04 2010 15:12 DooMDash wrote: I'm I the only one who cares about Ultralisks the same amount I care about Battle Cruisers? I would never build a battle cruiser in SC2 pretty much... I would think most Z's would feel the same way about Ultras. I guess thats not a good attitude, but it seems like a nerf to help a unit that people rarely get anyway is stupid, while still affecting every other thing in the game. most zerg do feel that ultralisk is useless, without even making one in sooo many patches. blizzard, TLO, myself and others are trying to fix that. BCs are just too unimportant to terran atm because every other unit fills it's role better. only thing they are uniquely good for is yamato, and they aren't worth the time and cost for that. | ||
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Severedevil
United States4839 Posts
If they're still too vulnerable, give them an alternate form of Stim (pain suppressors) that when activated reduces the damage the take to 1/2 or 1/3... or perhaps a passive ability such that 1/2 or 2/3 of the damage they take is dealt over time instead of immediately. Bottom line, though, Reapers take a stupidly long amount of time to build, because they're crazy-good at the very start of the game. Tech lab build time should be increased so that Reaper build time can be reduced. (Which would be conducive to add-on swapping, of which I strongly approve, and would make Marauder rushes less annoying.) | ||
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link0
United States1071 Posts
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EvilMaishidon
United States125 Posts
On June 04 2010 14:28 ghettohobbit2 wrote: God, lately all of Blizzard's patches have hit the correct units, but in the complete wrong way... Evidence: Battlecruiser: Get's kited and doesn't do its full DPS because it can't get enough shots off, so Blizzard makes them build faster. Ultralisk: People were complaining that it couldn't get in range because it's too big, so it's damage was increased. Reapers: Had little viability past the early game, so Blizzard made it's speed upgrade faster. Terran Mech: Zerg didn't have a good counter to it, so Blizzard nerfed tanks. Oh my god, this is so much truth. | ||
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xinxy
Canada116 Posts
On June 04 2010 13:55 Bosko wrote: Tanks in siege mode = immortal dmg, anyone else thing thats f'ing retarded? Yea, Zerg needed some help vs. Mech, but now tanks are even more worthless vs toss. Good one. range 13, 50 damage to everything + splash vs range 5, 20 damage to everything but armored - splash Yeah... That's the same thing. You're right. Tanks have never been worthless vs toss. Watch some Strelok games or something honestly... | ||
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PrinceXizor
United States17713 Posts
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Doomgaze
Sweden89 Posts
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HubertFelix
France631 Posts
For people saying the +1 -> 0 uppgrade damage won't change anything, every terran was rush +3 mech dmg so it is a big change.. | ||
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PrinceXizor
United States17713 Posts
VS terran you can use them to quickly bypass any tank group and attack the bases. Vs zerg flanking with reapers is an extremely fast way of taking out hydralisks. not to mention that reapers in bunkers are able to eliminate 4x their food cost in light units. | ||
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sk`
Japan442 Posts
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PrinceXizor
United States17713 Posts
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Ai.Cola
Germany236 Posts
On June 04 2010 14:34 DooMDash wrote: You don't see much changes because you are looking at the entirely wrong match up. Zealots take 1 extra shot, Stalkers take 1 extra shot. I'll say it 100x, the solution should have been a Zerg specific ability to help counter Terran, not a Terran nerf. Well I don't know about you, but I hardly use siege tanks against protoss. If I see it done, unless its not some weird mech style from painuser, it is usually a timing tank push, often not even using siege mode. once you are in front of the enemys base you start to contain him with buildings to block the way. If you blocked nicely he couln't bust it with ground units. if you screwed up you got demolished and your tanks killed all your own units. I think this will still remain the same. If he is trying to bast a wall by the terran he takes insane amounts of damage until he can pierce through. the key was, just like in broodwar, to prevent the terran from getting a decent position. Don't feel like I'm weeker against protoss now. The main influence will happen in TvT. €: cruisers to me seem more like a finisher units, just like carriers. cruisers I have used the most against protoss so far, but they actually are insanely good against zerg. hydras are ridiculously owned by cruisers, the corrupter though, are a good counter. but if you, for example, built some turrets aswell and some vikings cruisers im sure can be rly good against zerg. they also should destroy broodlords easily. The Ultralisk I have seen in use quite a bit since the last patch. Played some games with darkforce yesterday and he used them a lot (TvZ) they seem to do quite well now. | ||
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DooMDash
United States1015 Posts
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