Protoss shields affected by armor type - Page 2
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Zekers
United States20 Posts
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Klockan3
Sweden2866 Posts
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. | ||
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Zealotdriver
United States1557 Posts
Despite some awesome new abilities, in terms of raw unit strength Protoss in Starcraft 2 are shadows of their former selves. RIP Aiur. | ||
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killa_robot
Canada1884 Posts
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. | ||
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Toesmasher
Sweden2 Posts
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. | ||
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AmstAff
Germany949 Posts
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 | ||
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HubertFelix
France631 Posts
Who cares if it's balanced? | ||
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Xapti
Canada2473 Posts
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. | ||
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SC2Phoenix
Canada2814 Posts
On August 08 2010 03:36 AnxietE wrote: No they did not. Shields took full damage from everything.They had shields take a different amount of damage in SC BW and Sc1. | ||
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Ndugu
United States1078 Posts
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. | ||
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TheTuna
United States286 Posts
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Kratisto
United States199 Posts
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Wr3k
Canada2533 Posts
On August 08 2010 04:09 RageOverdose wrote: 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. | ||
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lololol
5198 Posts
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Tor
Canada231 Posts
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. | ||
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andrewlt
United States7702 Posts
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NoNoNoNoNyoron
United States78 Posts
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Thunderflesh
United States382 Posts
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 | ||
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Black Gun
Germany4482 Posts
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. | ||
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Ryuu314
United States12679 Posts
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