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Protoss shields affected by armor type - Page 2

Forum Index > SC2 General
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Zekers
Profile Joined March 2010
United States20 Posts
August 07 2010 19:21 GMT
#21
Gameplay > Realism
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
August 07 2010 19:22 GMT
#22
On August 08 2010 03:16 killa_robot wrote:
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.

Let me guess, you play protoss? Also then shields should take full damage from everything just like they did in starcraft 1, not reduced from everything. The problem with shields taking reduced damagew from everything is that then all units with +damage are heavily disadvantaged against protoss since half the time they lose a lot of their damage no matter what units the enemy uses.

If you want it from a lore perspective just say something like this: Light units shields focus more on deflecting allowing them to avoid the heavy hitting weapons easier while the armored units pure stopping power allowing it to stop most light weapons.
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
August 07 2010 19:26 GMT
#23
This mechanic could be accidental, which would be consistent with the modus operandi of blizzard quality control.

Despite some awesome new abilities, in terms of raw unit strength Protoss in Starcraft 2 are shadows of their former selves. RIP Aiur.
Turn off the radio
killa_robot
Profile Joined May 2010
Canada1884 Posts
August 07 2010 19:37 GMT
#24
On August 08 2010 04:22 Klockan3 wrote:

Let me guess, you play protoss? Also then shields should take full damage from everything just like they did in starcraft 1, not reduced from everything. The problem with shields taking reduced damagew from everything is that then all units with +damage are heavily disadvantaged against protoss since half the time they lose a lot of their damage no matter what units the enemy uses.

If you want it from a lore perspective just say something like this: Light units shields focus more on deflecting allowing them to avoid the heavy hitting weapons easier while the armored units pure stopping power allowing it to stop most light weapons.


No I play random, I noticed this when I would use early marauders vs toss and we see that it did 10 damage vs zlot shields and 20 damage vs stalker shields. It had me going with a "wtf" moment.

I never said to rebalanced it, I said it makes no sense.

Also your argument about lore is well....poor. A shield is hit before the unit, hence whatever type of unit is hit does not matter, as the shield is taking the damage. The only way your idea would make sense is if you go based on unit size, and the larger unit would have a different shield from the smaller units.


Many people here also seem to think every observation with the game thats not necessarily positive is just people bitching, I had a good laugh at the amount of people who voted stop whining.
Toesmasher
Profile Joined July 2010
Sweden2 Posts
August 07 2010 19:46 GMT
#25
You're right, from a physics standpoint that makes no sense.

Here are a few other things that make no sense:
- Units that fire in straight lines (Stalkers and marines for example) can attack things on cliffs above them, even though their shots have to be lobbed or curved in order to actually hit. How does it help a marine if a raven spots a unit on high ground for him? He still needs to see the target in order to hit.

- Units are actually trained/morphed on-site. It takes just a few seconds to train a marine and training is apparently done one (or two) at a time. No, that makes no sense. The zerg morphing process makes no sense for the same reason. Protoss are an exception as they warp in complete units over space rather than train or create them on the spot due to demand.

- Firing bullets at a heap of rocks will eventually cause them to explode and disappear.

- Psionics/Telekinetics/Telepathy is not an act perpetrated by con artists to make a quick buck or abuse people, it's real. Somehow.

- FTL travel is very real, as is protoss warp-in.

- SCVs carry an impressive amount of building materials in their pockets. Have they secretly mastered protoss warp-in tech? In the same vein, the study of morphing drones would yield some fun data as the energy required to transform at their current rate is quite spectacular.

--

Conclusion? The physics of SC2 is shaky at best. It makes no sense that shields are affected by the armor type of the underlying unit, but then again neither does a lot of other stuff. Just takestarcraft for what it is: A very fancy graphics wrapper around a rule set for a strategy game. It could just as well be implemented and played as plain red cubes fighting plain blue cubes, firing plain green spheres.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
Last Edited: 2010-08-07 20:13:43
August 07 2010 20:13 GMT
#26
On August 08 2010 04:46 Toesmasher wrote:
You're right, from a physics standpoint that makes no sense.

Here are a few other things that make no sense:
- Units that fire in straight lines (Stalkers and marines for example) can attack things on cliffs above them, even though their shots have to be lobbed or curved in order to actually hit. How does it help a marine if a raven spots a unit on high ground for him? He still needs to see the target in order to hit.

- Units are actually trained/morphed on-site. It takes just a few seconds to train a marine and training is apparently done one (or two) at a time. No, that makes no sense. The zerg morphing process makes no sense for the same reason. Protoss are an exception as they warp in complete units over space rather than train or create them on the spot due to demand.

- Firing bullets at a heap of rocks will eventually cause them to explode and disappear.

- Psionics/Telekinetics/Telepathy is not an act perpetrated by con artists to make a quick buck or abuse people, it's real. Somehow.

- FTL travel is very real, as is protoss warp-in.

- SCVs carry an impressive amount of building materials in their pockets. Have they secretly mastered protoss warp-in tech? In the same vein, the study of morphing drones would yield some fun data as the energy required to transform at their current rate is quite spectacular.

--

Conclusion? this is a bad game, you wasted your money /irony off.


fixed
after 2 years i reached it = marine icon
HubertFelix
Profile Joined April 2010
France631 Posts
August 07 2010 20:17 GMT
#27
Blizzard's developpers balanced their game around this. So it would be dumb to change now because of some kind logic.
Who cares if it's balanced?
Xapti
Profile Joined April 2010
Canada2473 Posts
August 07 2010 20:18 GMT
#28
You're basing your argument off realism? the fact that since it's a shield not part of the unit, that it shouldn't take any bonus damage?
Realism is the stupidest reason to make any changes in this game. 99.9% of the things in this game are complete fiction.

How about it takes ALL bonus damage. You know that's how shields worked in SC1. Maybe you are complaining about something you don't know enough about. I'm sure you'll be happy if they made the change where shields take all bonus damages.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 07 2010 20:22 GMT
#29
On August 08 2010 03:36 AnxietE wrote:
Show nested quote +
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.
No they did not. Shields took full damage from everything.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-08-07 20:31:58
August 07 2010 20:28 GMT
#30
As of right now, its how the game is balanced and therefore makes sense.

They could have done
a) Shields take no bonus damage
b) Shields take full bonus damage regardless of unit type

And then they would have balanced accordingly. But that's not the decision they made. Protoss units would be balanced totally differently at any rate.

Although the idea of marauders only doing 10 damage to my stalkers shields makes me want to hug someone, its totally unrealistic.
TheTuna
Profile Joined August 2009
United States286 Posts
August 07 2010 20:31 GMT
#31
You already have rapid regeneration for roughly 50% of your total HP on your units. You can't have your cake and eat it, too.
Kratisto
Profile Joined June 2008
United States199 Posts
August 07 2010 20:35 GMT
#32
Why isn't there are "No. And stop whining." combined option? I play Protoss. The game has already been balanced for this somewhat nonsensical mechanic. There's no point in changing it.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
August 07 2010 20:47 GMT
#33
On August 08 2010 04:09 RageOverdose wrote:
Show nested quote +
On August 08 2010 04:01 Wr3k wrote:
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.


It would pretty much make any unit that deals significant bonus damage useless compared to its no-bonus counterparts. Banelings would be complete garbage, immortals and marauders would be worthless compared to marines and stalkers, ultralisks wouldn't be worth buying etc.
lololol
Profile Joined February 2006
5198 Posts
August 07 2010 21:03 GMT
#34
...and I thought Starcraft was a perfect simulation of reality. I'm so disapointed right now!
I'll call Nada.
Tor
Profile Joined March 2008
Canada231 Posts
Last Edited: 2010-08-07 21:06:56
August 07 2010 21:05 GMT
#35
They had shields take a different amount of damage in SC BW and Sc1.


And it's likely they started balancing the game with shields taking damage like in BW. But after some time they decided the system they have now was the most ideal. Remember blizzard started development on SC2 by using the the original BW and adding and removing things as they felt, just massive experimentation.
andrewlt
Profile Joined August 2009
United States7702 Posts
August 07 2010 21:10 GMT
#36
It has to do with damage types in SC2. In SC/BW, there were no damage bonuses, just damage reduction and shields took full damage from everything. In SC2, there are no damage reduction, just bonuses, and having shields not take bonus damage would overpower them.
NoNoNoNoNyoron
Profile Joined April 2010
United States78 Posts
August 07 2010 21:10 GMT
#37
Because it makes no sense why shields would take different +damage modifiers we could just modify the shield mechanic to work like BroodWar where shields would always take maximum damage from every attack.
Neomu banjjak banjjak nooni booshuh
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
August 07 2010 21:10 GMT
#38
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.


this
You'll worry less about what people think about you when you realize how seldom they do.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-08-07 21:24:28
August 07 2010 21:24 GMT
#39
it doesnt make sense from a logical point of view, but it makes perfect sense in terms of balancing. with the dam system the way it is, this was the only simple way of keeping protoss units inside of the damage type system that was set up for sc2.

for example with shields not taking the extra damage, the extra dam of marauders to stalkers would be cut in half because half of a stalker´s hps consist of shield. so for half his health, he wouldnt be taking the dam he is supposed to. would be one huge mess and very complicated.

"What am I supposed to do against this?" - "Lose!" :-]
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 07 2010 21:24 GMT
#40
Protoss shields have already been buffed like hell from BW. Maybe it's just 'cause I'm a BW player where shields regen extremely slowly and take full damage from everything, but personally I think shields are awesome enough as is.
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