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Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
August 28 2010 17:50 GMT
#1501
Overkill on tanks would auctally be really cool as far as micro goes, you could kill DTs without detection by bringing a marine near it and target firing the marine with tanks, with overkill and splash you'd kill the DT easily.

This is still doable but you'd need to sacrifice more marines.
You must gather your party before venturing forth.
Perkins1752
Profile Joined May 2009
Germany214 Posts
August 28 2010 17:51 GMT
#1502
Patch achievements so far:
[x] changed damage on last used Terran unit
[x] nerfed Protoss for the 15th time in a row
[x] nerfed gamebraking Ultralisk damage vs buildings
[x] cosmetically nerfed Tank damage
What I would like to see
[ ] Marauders fixed
[ ] 5 Rax-Reaper balanced
[ ] Zerg diversity and early game enhanced
[ ] Mule overhauled
VanGarde
Profile Joined July 2010
Sweden755 Posts
August 28 2010 17:57 GMT
#1503
On August 29 2010 02:46 Ryuu314 wrote:
Show nested quote +
On August 29 2010 02:03 VanGarde wrote:
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?

Did you play beta? If I remember correctly, people started using tanks regularly [i[before the splash change.

Tanks had no significant buff or nerf whatsoever that edged them into the metagame.
[/i]
No I didn't play beta I just make up stuff arbitrarily hoping it fits. Yes ofcourse I played the beta thats why I brought it up, and no tanks were not widely used at all before the splash change.
War does not determine who is right - only who is left.
Apolo
Profile Joined May 2010
Portugal1259 Posts
August 28 2010 18:00 GMT
#1504
21% increased zealot build time? really? Were zealots that strong? Really never noticed.
WickedBit
Profile Joined August 2010
United States343 Posts
August 28 2010 18:01 GMT
#1505
@TheYango - Thanks for the correct stats. Yeah thats more like what I had in mind.

@VanGarde - With the current approach tanks are still almost the same vs zerg with only hydras benefiting.
The only race this benefits a lot is protoss who didn't have a problem with it anyway.
I think the better approach is to give seige tanks good damage potential so that it evaporates a-move balls but a player with good micro can minimize some of the tank fire damage.
eluv
Profile Joined August 2010
United States1251 Posts
August 28 2010 18:15 GMT
#1506
I'll deal with tank change, but the BC change confuses me. I just can't see building them in any matchups now, since they were never good against large viking/corrupter numbers, and now they'll be pretty ineffective against hydras and stalkers as well. Even the marine numbers in tank/marine (which might become good vT with tank changes) will do much better.
"Yes I fucked my way to the GSL partnership" - Sundance
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2010-08-28 18:21:18
August 28 2010 18:20 GMT
#1507
On August 29 2010 03:01 WickedBit wrote:
With the current approach tanks are still almost the same vs zerg with only hydras benefiting.

I already posted this, but i will keep posting it as long as necessary:

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

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%.

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 35 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot after patch 1.1

And i wonder why blizzard makes the coming patch changes already public, without releasing the patch itself. But maybe they want to include the other new features as well.
workers, supply, money, workers, supply, money, workers, ...
Terrifyer
Profile Blog Joined August 2007
United States338 Posts
August 28 2010 18:21 GMT
#1508
2 gate proxy FE against zerg made zerg HAVE to 14-13 pool/13 gas speedling everygame, so now there is a chance that more builds will be able to work for zerg early game.
eat shit and die
ch4ppi
Profile Joined July 2010
Germany802 Posts
August 28 2010 18:22 GMT
#1509
and now they'll be pretty ineffective against hydras and stalkers as well

Come on... there is sth between "Im gonna WTF pwn Stalker and Hydras" and "Oooh im ineffective"
BC are very powerfull atm, I dont think they are overpowered in any means, because u suffer a lot to get to them. I think they will still be decent. Imo a nerf by 1 would have done enough
lololol
Profile Joined February 2006
5198 Posts
August 28 2010 18:32 GMT
#1510
On August 29 2010 02:35 Newguy wrote:
Show nested quote +
On August 29 2010 01:57 lololol wrote:
On August 29 2010 01:38 Grummler wrote:
On August 29 2010 01:34 sux2bu wrote:
On August 29 2010 01:30 Grummler wrote:
On August 29 2010 01:19 sux2bu wrote:
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
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

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


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.


How is the enginge dealing with rounding dmg values? Cause thats why our numbers are different. I think somewhere it was said that sc2 always rounds down. If that true, my numbers are correct.


Even the engine didnt round down yours would be right because of the regeneration of the HP.
I just figured out mine were wrong and noticed your post.

But still in actual game play all these theorycraft wont work and Tanks will be as effective against lings because the AI wont pick on same targets and only very small percantage of the lings will actually be killed by only 50% and 25% splash dmgs. Most likely lots of splash will overlap.


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.

Does +1 armor change the numbers in the 50% and 25% splash radii?


Only if exactly as much damage to kill the zergling is dealt at the same time, otherwise the armor makes no difference, since the zergling will regenerate a bit of hp, which is enough to make it die in 3 hits to 50% splash and 5 to 25% splash.
I'll call Nada.
YuMSc2
Profile Joined April 2010
Switzerland104 Posts
August 28 2010 18:43 GMT
#1511
Hey sorry for being a noob but I just have a question concerning the seige tank nerf.

According to this: http://sc2armory.com/game/protoss/units

Zealots, Stalkers, and sentries are all armored units. Doesn't that mean seige tanks will perform the same as they used to in TvP?
I think therefore I am
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-08-28 18:46:59
August 28 2010 18:44 GMT
#1512
On August 29 2010 03:43 rexyrex wrote:
Hey sorry for being a noob but I just have a question concerning the seige tank nerf.

According to this: http://sc2armory.com/game/protoss/units

Zealots, Stalkers, and sentries are all armored units. Doesn't that mean seige tanks will perform the same as they used to in TvP?


Only stalkers are armored, sentries and zealots are light.

Having 0 or 1 armor does not mean a unit is/isn't armored. It's a separate attribute, which you can see in game from the help menu or when you select the unit.
I'll call Nada.
Icemind
Profile Joined May 2010
Germany570 Posts
August 28 2010 18:47 GMT
#1513
I think the changes are going in the right direction although i would have preferred to do it in smaller steps but well i guess we will see if it works out like this.
The one change i really dont like is the one to the battlecruisers. They already were a huge investment not only for fusion core but also for several additional starport with techlabs (which you need because otherwise its just gonna take ages to get a significant amount of them out) and that was ok.
They also had a very specific role which was air to ground combat with some limited anti air capability against light air, beeing very slow as well they are escentially a bomber-unit.
Thanks to their much lower damage against air units they dont stand a chance against most air superiority fighters, corrupters decimate them thanks to 2 base armor and high damage against massive and vikings just comfortably stay out of range sniping them down. Phoenixes are truely bad against them but you can just use void rays instead which destroy them as long as they dont get yamatoed and you can easily shut that down with some feedback.
Now with the 20% damage nerf their role becomes kinda washed up.
Yes they are still ok against ground armies with very weak anti air but in my opinion a more or less good unit is just not worth the large investment especially considering i can just get some banshees instead which are also a lot more mobile and suited for harassment if the opponent gets stronger anti air.

I shure hope that change doesnt make it ... but well i will see
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-08-28 18:50:03
August 28 2010 18:49 GMT
#1514
On August 29 2010 02:46 Ryuu314 wrote:
Show nested quote +
On August 29 2010 02:03 VanGarde wrote:
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?

Did you play beta? If I remember correctly, people started using tanks regularly before the splash change.

Tanks had no significant buff or nerf whatsoever that edged them into the metagame.


Tanks weren't used that regularly until the splash change and they weren't a vital part of tvz until 2 supply roach nerf.
Pking
Profile Joined May 2010
Sweden142 Posts
August 28 2010 18:53 GMT
#1515
On August 29 2010 02:36 SmoKim wrote:
Show nested quote +
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


Would you rather have to sacrifice 270-300 minerals for a scan? I'd say the scouting ability of the different races are different but each has their advantages.
JudoChopper
Profile Joined August 2010
England148 Posts
August 28 2010 18:58 GMT
#1516
On August 29 2010 03:53 Pking wrote:
Would you rather have to sacrifice 270-300 minerals for a scan? I'd say the scouting ability of the different races are different but each has their advantages.

Yes yes yes! I would kill for the options of having scan/mule over any other race mechanic.
no
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
August 28 2010 19:07 GMT
#1517
On August 29 2010 03:58 JudoChopper wrote:
Show nested quote +
On August 29 2010 03:53 Pking wrote:
Would you rather have to sacrifice 270-300 minerals for a scan? I'd say the scouting ability of the different races are different but each has their advantages.

Yes yes yes! I would kill for the options of having scan/mule over any other race mechanic.


i doubt you keep saying this once your playing without creep, queens, flying overlords,all production from hatch etc.

cause all of that is related to those race mechanics. grass always so green eh?





life of lively to live to life of full life thx to shield battery
Comeh
Profile Blog Joined July 2008
United States18918 Posts
August 28 2010 19:17 GMT
#1518
Sigh
I'm not feeling to confident about this patch. While some of the changes are welcome, it doesn't address a lot of the problems with terran, IMO.
And seriously, just add overkill to the tanks. Just do it -_-.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Ascendant13
Profile Joined August 2010
66 Posts
August 28 2010 19:23 GMT
#1519
Yeah, while the changes are in the right direction, they still don't address some fundamental problems.

Zealot nerf is going to make 6-pool every harder to stop. And its going to increase the power of the marine-ghost strat. That tactic is already insanely powerful vs toss, and now the key unit we use to fight it, the zealot, has been nerfed?

How about nerfing emp, and stim? Both of these need to cost more and come later in the game given their extreme impact.
oxxo
Profile Joined February 2010
988 Posts
August 28 2010 19:25 GMT
#1520
Sounds good. Taking it slow and easy with objective thought.

Much better than the knee jerk overreaction buff/nerfs they did in WC3.
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