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[Idea] Siege Tank Overkill - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
July 09 2010 21:51 GMT
#21
How would the close distance improved AI link be explained lorewise? I don't like the idea.

Instead, as other people have said, having the tank's projectile take time to travel would be the right approach. The speed of the projectile is a matter of balance; it correlates to how well tanks distribute their firepower.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 09 2010 21:53 GMT
#22
I don't understand how this helps the situation at all. As it is, the smart AI only affects units that are close together, so this changes absolutely nothing... a tank that is positioned far from another tank won't suffer from overkill... as the unit will be dead before it reaches the range of the further back tank....
Amprophet
Profile Joined June 2010
93 Posts
July 09 2010 21:55 GMT
#23
When playing Zerg I have a lot of difficulty with tank lines, but I don't think that's something that needs to be fixed. I hate to see tanks no longer overkill just because we find it hard to deal with. It's a lot more frustrating to see your tanks overkill than it is to see your units die because your opponent's tanks don't overkill.

Plus - I see a lot of replays where players successfully break down the Terran opponent even through a fortress of tanks.

Terran are characteristically less mobile. I feel that's good and brings variety to the game, but they should be rewarded with a stronger defense to balance it out.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 09 2010 22:09 GMT
#24
On July 10 2010 06:55 Amprophet wrote:
When playing Zerg I have a lot of difficulty with tank lines, but I don't think that's something that needs to be fixed. I hate to see tanks no longer overkill just because we find it hard to deal with. It's a lot more frustrating to see your tanks overkill than it is to see your units die because your opponent's tanks don't overkill.

Plus - I see a lot of replays where players successfully break down the Terran opponent even through a fortress of tanks.

Terran are characteristically less mobile. I feel that's good and brings variety to the game, but they should be rewarded with a stronger defense to balance it out.


I think overkill adds a lot more depth to the tank though... overkill completely kills or dramatically reduces the effectiveness of getting your units within close proximity of tanks, completely ruins zealot bombs, drops, etc. and quite frankly doesn't make much sense.

Tanks have one of the longest ranges, but roaches can still overkill easily. I see almost no reason for tanks not to have overkill, as in a realistic sense I would think the siege tank would overkill before ANY other unit in the game, but maybe I'm just reminiscing about SC1.

Also overkill increases the advantage of spamming pure tanks, taking out strategic depth imo.
psion
Profile Joined May 2010
106 Posts
July 09 2010 22:17 GMT
#25
On July 10 2010 06:39 101TFP wrote:


The reason that tanks are the only unit not overkilling is that their shots hit instantly.


Their shots hit the target at exactly the same point in time they shoot. The other tanks then "recognize" that the target is dead before shooting at it themselves.
They are not in any way smarter than the other units, their projectiles are just instantly hitting the target.

You have proof of this, yes?
NATO
Profile Joined April 2010
United States459 Posts
July 09 2010 22:27 GMT
#26
Interesting idea. Here are my thoughts:

I'm not sure how to interpret the impact this level of complexity would add. I fear (only my initial reaction) this would add much complexity to people's thoughts, where it actually has little affect.

Secondly, as Blizzard also mentioned, I think tanks are only OP in TvT (although probably not after the nerf, although I haven't been able to play enough since then). Both toss and zerg have extremely powerful anti tank strategies. (Just off the top of my head toss have various uses of VR, and immortals and zerg have ultralisk map control (exploiting immobility) with super-expanding, as well as bling and ultra doom drops). So any adjustments should be made with consideration of TvT, rather than the other races, where tanks do not overwhelm every other strategy. (Remember this is not about balance, but gameplay)
DanielD
Profile Joined May 2010
United States192 Posts
July 09 2010 22:28 GMT
#27
On July 10 2010 07:09 FabledIntegral wrote:
Show nested quote +
On July 10 2010 06:55 Amprophet wrote:
When playing Zerg I have a lot of difficulty with tank lines, but I don't think that's something that needs to be fixed. I hate to see tanks no longer overkill just because we find it hard to deal with. It's a lot more frustrating to see your tanks overkill than it is to see your units die because your opponent's tanks don't overkill.

Plus - I see a lot of replays where players successfully break down the Terran opponent even through a fortress of tanks.

Terran are characteristically less mobile. I feel that's good and brings variety to the game, but they should be rewarded with a stronger defense to balance it out.


I think overkill adds a lot more depth to the tank though... overkill completely kills or dramatically reduces the effectiveness of getting your units within close proximity of tanks, completely ruins zealot bombs, drops, etc. and quite frankly doesn't make much sense.

Tanks have one of the longest ranges, but roaches can still overkill easily. I see almost no reason for tanks not to have overkill, as in a realistic sense I would think the siege tank would overkill before ANY other unit in the game, but maybe I'm just reminiscing about SC1.

Also overkill increases the advantage of spamming pure tanks, taking out strategic depth imo.


Balance. If you watch any high level games, "spamming pure tanks" not only doesn't happen, but lots of tanks doesn't mean insta-win.

Plus, like it's been said a million times, YOU DON'T LET TERRAN GET A 200/200 MECH ARMY.

How many fucking times do we have to have this thread?
"Strong people are harder to kill than weak people and more useful in general." - Mark Rippetoe
Sethronu
Profile Blog Joined June 2010
United Kingdom450 Posts
July 09 2010 22:34 GMT
#28
If Terrans were forced to clump tanks together it would make them pretty much terrible in high level play as that would make them far too susceptible to stuff that they're already very weak against, such as Zealots w/charge, burrowing Roaches, Zergling/Baneling drops and so on.

There's nothing wrong with Siege Tanks as they are; and SC2 isn't BW, saying they had overkill in BW so it should be the way in SC2 too makes absolutely no sense.
101TFP
Profile Blog Joined May 2010
420 Posts
July 09 2010 22:45 GMT
#29
On July 10 2010 07:17 psion wrote:
Show nested quote +
On July 10 2010 06:39 101TFP wrote:


The reason that tanks are the only unit not overkilling is that their shots hit instantly.


Their shots hit the target at exactly the same point in time they shoot. The other tanks then "recognize" that the target is dead before shooting at it themselves.
They are not in any way smarter than the other units, their projectiles are just instantly hitting the target.

You have proof of this, yes?



Well, it's right there. Look at a Tank shooting something. There is no delay between the shot and the impact. If you have 3 Tanks sieged up and run a hostile Zergling towards them, they will all turn their turret towards the Zergling, but only the Tank which has its turret pointed at the Zergling first will shoot.

There is probably evidence of this to be found in the editor, but since you have to log in now to use the editor, i cannot look for it, because the beta is still down here in europe.
People get what they get, this has nothing to do with what they deserve.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 09 2010 23:05 GMT
#30
On July 10 2010 07:28 DanielD wrote:
Show nested quote +
On July 10 2010 07:09 FabledIntegral wrote:
On July 10 2010 06:55 Amprophet wrote:
When playing Zerg I have a lot of difficulty with tank lines, but I don't think that's something that needs to be fixed. I hate to see tanks no longer overkill just because we find it hard to deal with. It's a lot more frustrating to see your tanks overkill than it is to see your units die because your opponent's tanks don't overkill.

Plus - I see a lot of replays where players successfully break down the Terran opponent even through a fortress of tanks.

Terran are characteristically less mobile. I feel that's good and brings variety to the game, but they should be rewarded with a stronger defense to balance it out.


I think overkill adds a lot more depth to the tank though... overkill completely kills or dramatically reduces the effectiveness of getting your units within close proximity of tanks, completely ruins zealot bombs, drops, etc. and quite frankly doesn't make much sense.

Tanks have one of the longest ranges, but roaches can still overkill easily. I see almost no reason for tanks not to have overkill, as in a realistic sense I would think the siege tank would overkill before ANY other unit in the game, but maybe I'm just reminiscing about SC1.

Also overkill increases the advantage of spamming pure tanks, taking out strategic depth imo.


Balance. If you watch any high level games, "spamming pure tanks" not only doesn't happen, but lots of tanks doesn't mean insta-win.

Plus, like it's been said a million times, YOU DON'T LET TERRAN GET A 200/200 MECH ARMY.

How many fucking times do we have to have this thread?


I said it increases the advantage of doing so, rather than mixing in more units. It is considered imbalanced by many at the moment, and was most likely the reason for the -10 dmg nerf, whether or not it accomplished anything. Furthermore, spamming a plentiful amount of tanks does happen. And to continue, it is very hard to prevent a Terran from getting a 200/200 army. It is also a terrible way to look at the game.

Your posting quality is absolutely horrendous by the way.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 09 2010 23:09 GMT
#31
This is a poor idea. It doesn't make sense, it's confusing, and it doesn't accomplish anything.
..and then I would, ya know, check em'. (Aka SpoR)
Zack1900
Profile Joined January 2010
United States211 Posts
July 10 2010 18:21 GMT
#32
I don't like the odd conditions to this idea. Weird unintuitive rules won't help make the game more interesting for existing players or easy to pick up for the new players. I think the more important question is "do tanks need any nerfs?" Every time I see people rallying to nerf the tanks the thread is full of Zerg players. Maybe instead of weaker tanks you need to find a new way to fight tanks. Think about it, they aren't anything special when they aren't in siege mode, and don't move when in siege mode. Protoss players still complain about SC1 tanks, but time has shone that they can be beaten. I have a feeling that SC2 Zergs will soon figure out how to deal with them.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
July 10 2010 18:25 GMT
#33
SC2 needs new solutions that don't involve gimping the interface. You can't expect Blizzard to make their interface for a game in 2010 similar to its predecessor in 1997. It'd hurt the game critically and impact upon sales, which they won't do.

And honestly, is the best we can do as a community just rehashing old ideas? Surely there's a crazy solution that no-one's seen before that will work.
my hair is a wookie, your argument is invalid
SiNiquity
Profile Joined April 2010
United States734 Posts
July 10 2010 18:27 GMT
#34
On July 11 2010 03:21 Zack1900 wrote:
I don't like the odd conditions to this idea. Weird unintuitive rules won't help make the game more interesting for existing players or easy to pick up for the new players. I think the more important question is "do tanks need any nerfs?" Every time I see people rallying to nerf the tanks the thread is full of Zerg players. Maybe instead of weaker tanks you need to find a new way to fight tanks. Think about it, they aren't anything special when they aren't in siege mode, and don't move when in siege mode. Protoss players still complain about SC1 tanks, but time has shone that they can be beaten. I have a feeling that SC2 Zergs will soon figure out how to deal with them.


Agreed. While there may be a legitimate complaint, I feel a lot of people are just upset that a mechanic they mastered in BW is no longer applicable in SC2.
'i' before 'e' except after 'c' ~ it's scientifically proven.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
July 10 2010 19:02 GMT
#35
On July 11 2010 03:27 SiNiquity wrote:
Show nested quote +
On July 11 2010 03:21 Zack1900 wrote:
I don't like the odd conditions to this idea. Weird unintuitive rules won't help make the game more interesting for existing players or easy to pick up for the new players. I think the more important question is "do tanks need any nerfs?" Every time I see people rallying to nerf the tanks the thread is full of Zerg players. Maybe instead of weaker tanks you need to find a new way to fight tanks. Think about it, they aren't anything special when they aren't in siege mode, and don't move when in siege mode. Protoss players still complain about SC1 tanks, but time has shone that they can be beaten. I have a feeling that SC2 Zergs will soon figure out how to deal with them.


Agreed. While there may be a legitimate complaint, I feel a lot of people are just upset that a mechanic they mastered in BW is no longer applicable in SC2.


Took the words out of my mouth. Exactly. SC2 is a different game with a different UI and therefore mechanics of controlling units will be different. I know we all love BW and its a very very good game - the top 5 games of all time would easily have SC:BW at #1,2, or 3. We will have to learn to work around the AI of SC2 to get the behavior we want just like we did in BW - just in different areas.

You CAN bug the current tank AI, its just different than before. In BW you basically ran some fodder in and then used the 1-2 second cool down on every tank to take some out. In SC2 - especially as Zerg - the race who has the most problems with tanks, you can 'dodge' the tank fire, that is to say, if you run a very fast unit past the line of fire (i.e. Zerglings) the tanks will pick a spot and fire, and your lings will have moved out of that spot by the time the damage hits.
i-bonjwa
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