Situation report 1 posted! - Page 75
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Phant
United States737 Posts
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VanGarde
Sweden755 Posts
On August 29 2010 01:19 sux2bu wrote: This is the correct one for lings. pre 1.1: splash shots needed to kill lings 100% 1 50% 2 25% 3 post 1.1: splash shots needed to kill lings 100% 1 50% 2 25% 4 This is the correct one for banelings. pre 1.1: splash shots needed to kill blings 100% 1 50% 2 25% 3 post 1.1: splash shots needed to kill blings 100% 1 50% 2 25% 4 Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges. And in SC2 AI never chooses the same target if it would kill with a single shot with multi tanks opposed to BW. Which even makes it easier for tanks to rain destruction. Hmm... thats interesting, I might be tempted to withdraw my concerns about ling/bling/muta being harder to deal with if those numbers are correct. | ||
oxxo
988 Posts
On August 29 2010 01:20 WickedBit wrote: It looks like they are moving the seige tank damage closer to what was in SC1. If I am not mistaken they did 70 damage in sc1 with damage halved against smaller units. Now all the need to do is make it something like 30+30 (35+35 ? ) and add the overkill. Will start making for some fun pro games with chargelots and lings suddenly being really good against them. SC2 tanks SHOULDN'T be like SC1 tanks. There are units like roach/immortal now. SC1 is not SC2. | ||
lololol
5198 Posts
On August 29 2010 01:38 Grummler wrote: The engine always rounds down, just checked it. So these are the correct values: pre 1.1: splash shots needed to kill lings 100% 1 50% 2 25% 3 post 1.1: splash shots needed to kill lings 100% 1 50% 3 25% 5 And yes, most splash will overlap. Therefore most lings will get killed due to splash, not because of direct fire. Thats why the tank nerv is huge. I mean, the splash area increases with its radius. So most unit will get hit by 25% splash, less with 50%, and only very few will suffer the full 100%. I dont see why you still think that tank nerf has no effekt on zerglings and banelings. Sure there will be situations where a ling gets hit by 50% and then gets shot into its face, so it doesnt matter if the tank deals 25 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot. Only the displayed value is rounded. The actual values are as exact as it gets. Zerg regeneration will also play a role if the unit does not die immediately. | ||
bobcat
United States488 Posts
On August 29 2010 01:55 oxxo wrote: SC2 tanks SHOULDN'T be like SC1 tanks. There are units like roach/immortal now. SC1 is not SC2. Both of those units are uneffected by this change. | ||
Gecko
United States519 Posts
On August 29 2010 01:54 phant wrote: Zerg needs to be harassed in order for Protoss to stay in the game. With the zealot nerf making 2 gate ineffective, I think The Stargate->phoenix opening is going to become much more common. I like VR and Phoenix opening vs zerg, so maybe people will explore this more. That would be pretty cool. | ||
VanGarde
Sweden755 Posts
On August 29 2010 01:20 WickedBit wrote: It looks like they are moving the seige tank damage closer to what was in SC1. If I am not mistaken they did 70 damage in sc1 with damage halved against smaller units. Now all the need to do is make it something like 30+30 (35+35 ? ) and add the overkill. Will start making for some fun pro games with chargelots and lings suddenly being really good against them. 30+30 AND overkill? No, you won't be seeing any fun pro games with chargelots and lings being good against tanks because no one will use tanks at all. I don't understand what everyone smoked to make this overkill thing seem like a good idea. Is it just because Artosis said it in a sotb and everyone just accepts it as sensible even though it is really really stupid. To try and balance the game by intentionally making a unit stupid is well, stupid. There was a time in the beta when the splash spread was not as effective and tanks were not overkilling and NOONE used tanks, because they were not worth it, they were ineffective and there are other units that can do their damage at a lesser cost and shorter production time. If you give them overkill they will be more useless than they were at that point. Why in the world would anyone use the tank at all then. Especially if it is designed to work best against armored units, explain to me why I would build tanks rather than marauders then? | ||
BeMannerDuPenner
Germany5638 Posts
On August 29 2010 02:02 Gecko wrote: I like VR and Phoenix opening vs zerg, so maybe people will explore this more. That would be pretty cool. meh. hope thats not the case. just hate the voidray as a unit.dont like the "durr got the surprise voidray charged. i win! " concept which is imho plain bad design. | ||
DTown
United States428 Posts
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mols0n
Canada388 Posts
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TheYango
United States47024 Posts
On August 29 2010 01:20 WickedBit wrote: It looks like they are moving the seige tank damage closer to what was in SC1. If I am not mistaken they did 70 damage in sc1 with damage halved against smaller units. Now all the need to do is make it something like 30+30 (35+35 ? ) and add the overkill. Will start making for some fun pro games with chargelots and lings suddenly being really good against them. 35+35 isn't exactly equivalent to Siege Tank damage in SC1, because explosive damage did 75% damage to medium units and also did full damage to shields--so the only unit it really did 50% damage to were small non-Protoss ground units--basically only Zerglings and Terran bio. 45+15 vs. armored would be much closer to SC1-like tank damage if you want to bring back overkill. | ||
Carthage
105 Posts
On August 29 2010 01:58 bobcat wrote: Both of those units are uneffected by this change. Maybe not directly, but people always mix units. But then again, there are immortals now, but storm is more irritating to get, reavers aren't in the game, etc. It may just turn out that having tanks at their exact brood war strength is correct after all | ||
neobowman
Canada3324 Posts
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Carthage
105 Posts
On August 29 2010 02:28 neobowman wrote: I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech. Overseer at hatch tech is very dangerous, because I'm pretty sure stopping buildings in the early game creates some pretty ridiculous timing windows. | ||
Madkipz
Norway1643 Posts
On August 29 2010 02:31 Carthage wrote: Overseer at hatch tech is very dangerous, because I'm pretty sure stopping buildings in the early game creates some pretty ridiculous timing windows. for zerg? id say any window is better than no windows at all. | ||
goswser
United States3519 Posts
On August 29 2010 01:57 lololol wrote: Only the displayed value is rounded. The actual values are as exact as it gets. Zerg regeneration will also play a role if the unit does not die immediately. Does +1 armor change the numbers in the 50% and 25% splash radii? | ||
SmoKim
Denmark10301 Posts
On August 29 2010 02:28 neobowman wrote: I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech. i would love these changes, don't think anyone would like to sacrifice a pylon/depot everytime they needed to scout | ||
Camlito
Australia4040 Posts
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Carthage
105 Posts
On August 29 2010 02:36 SmoKim wrote: i would love these changes, don't think anyone would like to sacrifice a pylon/depot everytime they needed to scout Terran have to sacrifice a mule every time they scan, and that's over 200 minerals. | ||
Ryuu314
United States12679 Posts
On August 29 2010 02:03 VanGarde wrote: 30+30 AND overkill? No, you won't be seeing any fun pro games with chargelots and lings being good against tanks because no one will use tanks at all. I don't understand what everyone smoked to make this overkill thing seem like a good idea. Is it just because Artosis said it in a sotb and everyone just accepts it as sensible even though it is really really stupid. To try and balance the game by intentionally making a unit stupid is well, stupid. There was a time in the beta when the splash spread was not as effective and tanks were not overkilling and NOONE used tanks, because they were not worth it, they were ineffective and there are other units that can do their damage at a lesser cost and shorter production time. If you give them overkill they will be more useless than they were at that point. Why in the world would anyone use the tank at all then. Especially if it is designed to work best against armored units, explain to me why I would build tanks rather than marauders then? Did you play beta? If I remember correctly, people started using tanks regularly [i[before[/i] the splash change. Tanks had no significant buff or nerf whatsoever that edged them into the metagame. | ||
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