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Protoss shields affected by armor type

Forum Index > SC2 General
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1 2 3 Next All
killa_robot
Profile Joined May 2010
Canada1884 Posts
August 07 2010 18:16 GMT
#1
This is just a little something that annoys due to the entire purpose of a shield.

The shield takes damage before it hits the unit, that's the entire purpose of a shield. Why is it then, that the armor type of the unit being hit, determine the damage being done. (Example is Marauder does 20 damage to Stalker's shields rather than 10)

This isn't a rage posts, it just annoys me that shields are not longer a separate thing to take damage with, its more of just another amount of health with happens to regenerate.

Am I really the only one confused as to why they decided to do this?

Poll: Does armor type affecting damage to shields make sense?

Stop Whining (138)
 
47%

No (137)
 
46%

Yes (20)
 
7%

295 total votes

Your vote: Does armor type affecting damage to shields make sense?

(Vote): No
(Vote): Yes
(Vote): Stop Whining

green.at
Profile Blog Joined January 2010
Austria1459 Posts
August 07 2010 18:20 GMT
#2
Hm... it really shouldn't be that way. gotta test that ^.^ (and then rage like mad lol)
Inputting special characters into chat should no longer cause the game to crash.
Tor
Profile Joined March 2008
Canada231 Posts
Last Edited: 2010-08-07 18:35:23
August 07 2010 18:28 GMT
#3
It's how they decided to balance protoss hitpoints. It makes things uncomplicated and prevents scenarios where zealots beat upgraded hellions without taking any damage meanwhile Marauders become the defacto best unit vs zealots and stalkers absolutely rape Marauders. Even as Hydralisks and Zerglings and Marines remain unaffected. So how do they rebalance hitpoints? They can't. It is actually impossible with the damage system they've set-up. Assuming they want to keep it simple and not add a vs shield modifier to everyone non normal damage unit.
Hyperion2010
Profile Joined April 2010
United States122 Posts
August 07 2010 18:28 GMT
#4
shields are shields, if you want to do extra damage to shields then you should really have a unit that gets bonus damage vs shields, if blizz was stupid enough to code shields as regenerating hitpoints they need to be beaten with a flyswatter.
My waifu for aiur!
Ichabod
Profile Joined May 2010
United States1659 Posts
August 07 2010 18:29 GMT
#5
It logically shouldn't take the attribute, but it doesn't matter since they would tune it down if it didn't, since it wouldn't be fair with current unit hp/shields.
Ploppytheman
Profile Joined April 2010
United States248 Posts
August 07 2010 18:31 GMT
#6
Maybe the shields absorb what would have hit, so if its 20dmg its 20dmg the shield needs to absorb because the attack would be more devasting to the armor underneath so the shield needs to work more. A better question would be why doesn't armor upgrades effect shield damage.
youtube.com/ploppytheman for GAIMEZ!!!
vrok
Profile Joined August 2009
Sweden2541 Posts
August 07 2010 18:32 GMT
#7
I agree that it doesn't make sense, but what would you propose? Remove +dmg against shields and rebalance (nerf) all shield values? Not very much to gain from all that effort.
"Starcraft 2 very easy game" - White-Ra
Shroud
Profile Joined May 2010
Canada26 Posts
Last Edited: 2010-08-07 18:33:45
August 07 2010 18:32 GMT
#8
Though I will agree that shields to have an armor type don't make sense (except hardened shields of course), don't you see that shields are actually stronger in sc2 over sc:bw. In BW shields recharged very slowly, and took full damage vs everything, regardless of damage type (there were actually light, medium and armored in sc1, it just wasn't explicitly stated). Now atleast there is a chance of reduced damage, which doesn't make sense, but makes it stronger. Stop Whining
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 07 2010 18:34 GMT
#9
Stop whining.

No it doesn't make sense but the game is balanced around it and they aren't going to completely redo protoss just so the shields are different.
"You people need to just generally care a lot less about everything." -Zatic
TheYango
Profile Joined September 2008
United States47024 Posts
August 07 2010 18:35 GMT
#10
On August 08 2010 03:32 Shroud wrote:
Though I will agree that shields to have an armor type don't make sense (except hardened shields of course), don't you see that shields are actually stronger in sc2 over sc:bw. In BW shields recharged very slowly, and took full damage vs everything, regardless of damage type (there were actually light, medium and armored in sc1, it just wasn't explicitly stated). Now atleast there is a chance of reduced damage, which doesn't make sense, but makes it stronger. Stop Whining

Basically this.

Having shields work the way they do now is a buff from SC1, and to this point, the game has been balanced around it. I see no reason to have to rebalance everything just because of something small like this.
Moderator
Anxiety
Profile Blog Joined May 2010
United States650 Posts
August 07 2010 18:36 GMT
#11
On August 08 2010 03:28 Tor wrote:
It's how they decided to balance protoss hitpoints. It makes things uncomplicated and prevents scenarios where zealots beat upgraded hellions without taking any damage meanwhile Marauders become the defacto best unit vs zealots and stalkers absolutely rape Marauders. Even as Hydralisks and Zerglings and Marines remain unaffected. So how do they rebalance hitpoints? They can't. It is actually impossible with the damage system they've set-up. Assuming they want to keep it simple and not add a vs shield modifier to everyone non normal damage unit.


They had shields take a different amount of damage in SC BW and Sc1.
soverRR
Profile Joined May 2010
Sweden348 Posts
August 07 2010 18:37 GMT
#12
Well now that you say it, it does makes sense. However, maybe the shields are differently designed. Maybe a stalkers shield requires more energy to block something that would otherwise fataly damage it, like a marauder, while a zealots drains more while blocking a hellion attack.

But you've got a good point. Technically all shields should drain equally fast. Of cource the game would have to be balanced somewhat, but it could add some depth to the game with more hp/less shield but shield that takes same damage from all sources.
kingcoyote
Profile Blog Joined May 2010
United States546 Posts
August 07 2010 18:40 GMT
#13
While I agree that it is kind of odd, from a lore perspective, I'd prefer an easily understood, balanced set of units over units that make perfect sense.

Stop whining.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
August 07 2010 18:43 GMT
#14
Lets not completely change a core mechanic in a pretty balanced game k?
silencesc
Profile Joined July 2010
United States464 Posts
August 07 2010 18:50 GMT
#15
On August 08 2010 03:28 Hyperion2010 wrote:
shields are shields, if you want to do extra damage to shields then you should really have a unit that gets bonus damage vs shields, if blizz was stupid enough to code shields as regenerating hitpoints they need to be beaten with a flyswatter.


I agree, and also, "my waifu for Aiur" means my waffle for Aiur I think. My chinese teacher liked telling us how to say random breakfast items in mandarin...
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
RageOverdose
Profile Blog Joined December 2009
United States690 Posts
Last Edited: 2010-08-07 18:59:48
August 07 2010 18:57 GMT
#16
It doesn't make sense at all, but it also isn't even inconsistent with BW in the sense of damage changes. In BW, it made Protoss units take more damage than they would normally. In SC2, it makes Protoss units take more damage than they would normally. There was never any damage bonus in Broodwar, only damage reduction. So, it's the same thing in a way, although it still doesn't make sense.

Still, the cases where this would matter are pretty small, so it doesn't seem to matter. Immortals couldn't stomp Stalkers as fast, and Zealots could take some more hits from Banelings and Marauders would be a little less powerful against Stalkers, although be just as effective against Immortals as ever.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-08-07 19:01:43
August 07 2010 19:01 GMT
#17
On August 08 2010 03:57 RageOverdose wrote:
It doesn't make sense at all, but it also isn't even inconsistent with BW in the sense of damage changes. In BW, it made Protoss units take more damage than they would normally. In SC2, it makes Protoss units take more damage than they would normally. There was never any damage bonus in Broodwar, only damage reduction. So, it's the same thing in a way, although it still doesn't make sense.

Still, the cases where this would matter are pretty small, so it doesn't seem to matter. Immortals couldn't stomp Stalkers as fast, and Zealots could take some more hits from Banelings and Marauders would be a little less powerful against Stalkers, although be just as effective against Immortals as ever.



I.e. it would be a massive buff to protoss if it were ever changed.
TheDna
Profile Joined March 2010
Germany577 Posts
August 07 2010 19:04 GMT
#18
I dont know how it affects balance. But it sucks it makes no sense whatsoever and should be changed asap no matter how hard it will be to balance. Rather have some month of imbalance than such a major game flaw.
Origine
Profile Joined January 2010
France167 Posts
August 07 2010 19:08 GMT
#19
Stop whining.
https://twitter.com/thomAufresne
RageOverdose
Profile Blog Joined December 2009
United States690 Posts
August 07 2010 19:09 GMT
#20
On August 08 2010 04:01 Wr3k wrote:
Show nested quote +
On August 08 2010 03:57 RageOverdose wrote:
It doesn't make sense at all, but it also isn't even inconsistent with BW in the sense of damage changes. In BW, it made Protoss units take more damage than they would normally. In SC2, it makes Protoss units take more damage than they would normally. There was never any damage bonus in Broodwar, only damage reduction. So, it's the same thing in a way, although it still doesn't make sense.

Still, the cases where this would matter are pretty small, so it doesn't seem to matter. Immortals couldn't stomp Stalkers as fast, and Zealots could take some more hits from Banelings and Marauders would be a little less powerful against Stalkers, although be just as effective against Immortals as ever.



I.e. it would be a massive buff to protoss if it were ever changed.


I doubt it would be a massive buff. But it's just an unnecessary one though.
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