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[D] The Planetary Fortress - Page 11

Forum Index > SC2 General
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Prev 1 9 10 11 All
shynee
Profile Joined April 2010
Canada180 Posts
Last Edited: 2010-10-08 21:08:08
October 08 2010 21:07 GMT
#201
All you need to do is send some ranged units behind the minerals to stop mining. Also when you have a decent army, right click as close to the PF as possible without engaging it. Once you army is close to it, Right click on the PF, and its going down in about 5 seconds. Wah lah.


ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
October 08 2010 21:10 GMT
#202
On October 08 2010 09:49 DaZe wrote:
lol how can ppl complain about scvs repairing when they have 40 hp and everyone agrees on PF being a bitch on the second expansion. By that time both zerg and protoss should have either banelings/muta or colo/storm. If you can agree on that there shouldnt be any problem killing the repairing scvs without losing too much, and if that's too hard I believe SC2 wont make it in the long run...


It's a terrible inconvenience to have to focus down the scvs one by one. Fine, if you have storm or colossi or baneling then you can take it down pretty easily if you have a huge army advantage.

However, if the game is fairly even you simply can't attack. A lot of your units (e.g. units in back) will target the PF while his PF and his army tears apart your army.

It just promotes turtling and it's a bad addition to the game. It's just a horrible idea. Game design wise. And the execution (given the annoyance regarding targetting scvs mentioned above) is perhaps even worse.
Hello=)
shynee
Profile Joined April 2010
Canada180 Posts
October 08 2010 21:26 GMT
#203
On October 09 2010 06:10 ParasitJonte wrote:
Show nested quote +
On October 08 2010 09:49 DaZe wrote:
lol how can ppl complain about scvs repairing when they have 40 hp and everyone agrees on PF being a bitch on the second expansion. By that time both zerg and protoss should have either banelings/muta or colo/storm. If you can agree on that there shouldnt be any problem killing the repairing scvs without losing too much, and if that's too hard I believe SC2 wont make it in the long run...


It's a terrible inconvenience to have to focus down the scvs one by one. Fine, if you have storm or colossi or baneling then you can take it down pretty easily if you have a huge army advantage.

However, if the game is fairly even you simply can't attack. A lot of your units (e.g. units in back) will target the PF while his PF and his army tears apart your army.

It just promotes turtling and it's a bad addition to the game. It's just a horrible idea. Game design wise. And the execution (given the annoyance regarding targetting scvs mentioned above) is perhaps even worse.


Since SC1, turtling has been a Terran strategy. You on the other hand can take advantage of this by picking up additional expansions. You can also attack the bases that have the orbital command. All the PF does is give Terran some mobility because the army so damn immobile (not talking about MMM). Terran doesn't have spine crawlers/canons, and putting up 2/3 bunkers is just using up supply that will be needed in a fight. I would trade the PF for stationary ground defense any day.
gun.slinger
Profile Blog Joined May 2010
Canada258 Posts
October 08 2010 21:27 GMT
#204
lol @ terran have immunity to base trade because their building can float away.

Game breaking ! Blizzard should let player bring a drone/probe with their army
LIQUID HWAITING
Zamiel
Profile Blog Joined August 2008
United States211 Posts
Last Edited: 2010-10-08 22:54:26
October 08 2010 22:52 GMT
#205
On October 06 2010 08:10 travis wrote:
it's the repairing that is the problem this is obvious

u can just repair them too quickly and the scvs are too hard to target sometimes (which is the really stupid part)


THIS

It's been talked about a lot in this thread. There are perhaps many issues with the Planetary Fortress, but I am going to hone in on one of them. The attack priority on SCVs repairing a PF is at the bottom of the list. Complicate this by having:

1) workers hard to target
2) shift-right-clicking 20 workers is very difficult and also makes for inefficient melee attack move patterns (while the PF blasts away at everything)

Judging from this thread, it's one of the biggest issues with the Planetary Fortress, and in my opinion the BIGGEST issue.

A great fix is to just have the attack priority on a SCV repairing a Planetary Fortress automatically go above that of the PF itself. (But not higher than other army units, obviously, since then a Terran could micro SCVs to "kite" the attacking army.)

With this change, an attack-moving army would actually be able to deal with a PF. Now I know how bad that sounds: there's nothing intrinsically good about "removing" micro from the game. But it's definitely better than the ridiculous SCV targeting situations that go on right now.

As far as I'm concerned, this is one of those changes that you are surprised is not already in the game by default, as it feels like that should be the default behavior.

Poll: Do u think SCVs repairing a PF should be targeted first automatically?

Yes (26)
 
90%

No (3)
 
10%

29 total votes

Your vote: Do u think SCVs repairing a PF should be targeted first automatically?

(Vote): Yes
(Vote): No

"Mech is at the store buying groceries and you attack him at home. You burn his house down. And then he comes home and puts out the fire, and then you burn down the grocery store so he can't buy more groceries."
Kaitsuh
Profile Joined August 2010
Finland45 Posts
Last Edited: 2010-10-08 23:02:10
October 08 2010 22:56 GMT
#206
On October 09 2010 07:52 Zamiel wrote:
Show nested quote +
On October 06 2010 08:10 travis wrote:
it's the repairing that is the problem this is obvious

u can just repair them too quickly and the scvs are too hard to target sometimes (which is the really stupid part)


THIS

It's been talked about a lot in this thread. The attack priority on SCVs repairing a PF is at the bottom of the list. Complicate this by having:

1) workers are hard to target
2) shift-right-clicking 20 workers is very difficult and also makes for inefficient melee attack move patterns (while the PF blasts away at everything)

Judging from this thread, it's one of the biggest issues with the Planetary Fortress, and in my opinion the BIGGEST issue.

A great fix is to just have the attack priority on a SCV repairing a Planetary Fortress automatically go above that of the PF itself. (But not higher than other army units, obviously, since then a Terran could micro SCVs to "kite" the attacking army.)

With this change, an attack-moving army would actually be able to deal with a PF. Now I know how bad that sounds: there's nothing intrinsically good about "removing" micro from the game. But it's definitely better than the ridiculous SCV targeting situations that go on right now.

Poll: Do u think SCVs repairing a PF should be targeted first automatically?

Yes (26)
 
90%

No (3)
 
10%

29 total votes

Your vote: Do u think SCVs repairing a PF should be targeted first automatically?

(Vote): Yes
(Vote): No



The problem you described is indeed messed up, but upgrading attack priority for repairing SCVs won't solve the issue, it would just bring a new type of microing option for the terran. "Now I'm repairing, now I'm not repairing, now I'm repairing again, oooh now I'm not repairing anymore" while microing a couple of workers on the other side of the PF. Or doing that to some workers which are enveloped by non-repairing workers, making the melee units go crazy still.

Or actually it would help a little I guess. At least would reduce the repairing speed.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2010-10-08 23:07:30
October 08 2010 23:05 GMT
#207
basicly it comes down to terran having an easier time - I think we all agree here that it's possible to defend vs drops AND that it's possible to kill a PF when you focus on SCVs

nevertheless just look at the two situations:
a) terran goes for drops; all he has to do is to drop 2 medivacs full of marauders, stim and kill a nexus within seconds; if he doesn't drop basicly on top of the protoss the nexus WILL go down within seconds; terran doesn't need to do any specific micro at all
b) protoss goes for PF-kill: protoss is forced to have colossi; no colossi = PF is basicly invincible anyways; no other unit can touch the PF; this being said, the protoss player should send in individual units like zealots to soak up hits while colossi hit the repairing SCVs; this is HIGHLY micro-intensive

it's indeed both problems combined which screws things up - the PF-repair on the one hand would be fine if there were no insta-nexus-snipes; the nexus-snipes would be fine if protoss could at least kill expos with superior forces easily as well; both added together means the protoss has to invest more APM to stay even, which basicly means he has to be higher skilled to come out on top

I think, originally the PF was intended to even out the terran mobility-disadvantage (I think this was mentioned in one post); nevertheless - at least in PvT - terran HAS NO mobility-disadvantage; in fact they are MORE mobile than protoss; if MMM didn't work so well in lategame, this thread possibly wouldn't exist
"You see....YOU SEE..." © 2010 Sen
Zamiel
Profile Blog Joined August 2008
United States211 Posts
October 08 2010 23:05 GMT
#208
The problem you described is indeed messed up, but upgrading attack priority for repairing SCVs won't solve the issue, it would just bring a new type of microing option for the terran. "Now I'm repairing, now I'm not repairing, now I'm repairing again, oooh now I'm not repairing anymore" while microing a couple of workers on the other side of the PF.


In theory yes... But what units would this be effective against?

Any Terran unit - Once in the midst of battle with the PF+repairers, they will be able to target any SCV repairing without moving around the PF too much (if at all).
Hydra - Same goes for Hydra.
Stalker/Sentry - Same goes for Stalker/Sentry.
Zerglings - With zergling speed they will be able to zip around a PF very quickly so I don't think that kiting would be effective.
Roach - Since the roach has a small range, this would be a cool trick to do against a bunch of roaches attacking your PF. But they are upgrading Roach range...
Zealots - Would be effective against Zealots. However, you have to take into account that they will have a bunch of Stalker+Sentry with them 95% of the time
Any large army - Completely uneffective, as there will be too many range units.
"Mech is at the store buying groceries and you attack him at home. You burn his house down. And then he comes home and puts out the fire, and then you burn down the grocery store so he can't buy more groceries."
leecH
Profile Blog Joined September 2010
Germany385 Posts
October 08 2010 23:19 GMT
#209
i dont feel like my colossi are much faster then most terran units in mid game. to kill a PF i have to move everything to stand a chance leaving the rest of my bases completly naked. so yeah terrans lack of mobility but they dont need their hole army to kill a protoss/zerg base.

i just fail to see the point of a PF. thinking about a nexus with a huge fucking cannon is kind of funny.
morimacil
Profile Joined March 2010
France921 Posts
October 08 2010 23:31 GMT
#210
On October 09 2010 06:05 shynee wrote:
Show nested quote +
On October 06 2010 06:55 Keitzer wrote:
On October 06 2010 06:52 toadstool wrote:

Personally, I think the maps are too small now, so Terran immobility doesn't really count for a lot.


Ya. When people say stuff about "Oh, terran is moving with his immobile army.." It just doesn't seem "immobile" when it took 10 seconds to move across map. Ofc they're not speedlings or mutas... but compared to the rest of a terran army (combined with map size) it's not really THAT immobile


Bio is not immobile... Tanks/Thors are. Especially since you can fake the Terran player out every 2 seconds, making him leap frog the entire map.. siege, unsiege, siege, unsiege. And lets not get started with Thors.

Tank-thors isnt really that much more immobile than say broodlord-hydra. Yet somehow, even though zerg also has a super slow siege unit, its still considered more mobile than terran, who also has a super slow siege unit. Why? Mostly because that was the case in brrodwar, where you didnt get free dropships, did a lot of immobile sieged up play on large maps, leapfrogging, and zerg didnt need to have creep to the able to move at the same speed as a bioball.
goodvibes
Profile Joined August 2010
Canada51 Posts
Last Edited: 2010-12-25 13:27:57
December 25 2010 13:24 GMT
#211
Sorry for bringing this back to life, but I searched threads and found this topic. Instead of creating a new post, I am just posting my 2 cents, now (2200 d) I consider it to have a valid logic to it.

I win a lot of games - masterOFbate #155. I average about 70-90 apm, but mostly play on a couch (mattress as my mousepad). 2200 D

Over the months I have QQ about imba all over the place since the start of beta. However, today, I see 4 "problems" (not necessarily op/up) with gameplay and the PF/Thor/Tank/BC makes one of those 4.
other 3:
- upgrades on stalker (should be 11+5a u=1/+1a) - makes a huge difference
- rework FF - it's broken - either or skill
- Cooldown on marauder concussive - self-explanatory: charge lots have it.


The problem I have with terran repair-ables is they can generally require a tech change to take out. This is just ridiculous. I will not reiterate, although I would love to, what others have written. I think it is the most over powered ability in the game.

The solution follows 3 adjustments to repair:
Repair speed SIGNIFICANTLY reduced
Formula: SCV=X
Additional SCV= x/4+x/4 --> 4scvs will result in a 100% increase in base repair speed.
However, there needs to be Diminishing returns taken into account, specific to unit costs.

Tank = $150 minerals .'. repair with max scvs (3) = 75% repair increase
Thor = $300 minerals .'. max repair = 6, with an optimal repair speed increase of 150% (1+2/4)
PF = $550 = max repair = 11, optimal repair speed increase of 375%

Cost to repair
Cost = forumula: base * %down/to repair.

1500 pf = 550/150
every % of health repair cost =0.01*550m + 0.01*150g
This is then ^ damage intake.

I'm not a math major (accountant), but these numbers work and follow current logic. As it stands, terran remain unaffected by repairing it.

Only so many repairs that something can be repaired.
Formula:
Unit a almost died. Unit a was repaired 100%. Unit a nolonger has ANY parts used for its initial construction. unit A is now known as unit a^2, as it has no similar parts that are related (on paper) to its original construct.

Maybe after 1 repair, if someone is then injured, it cannot be repaired?
...maybe not the best idea, but it's something.


My food for thought. The math works and I think this post deserves recognition.





User was warned for this post
terranghost
Profile Joined May 2010
United States980 Posts
December 25 2010 13:38 GMT
#212
Before anything else drastic is done lets see how the new priority for repairing scvs plays out in this next patch.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
ch4ppi
Profile Joined July 2010
Germany802 Posts
December 25 2010 14:10 GMT
#213
Talking about imbalances with repair is really kinda odd until the patch kicks in and everybody can see the differences
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
December 25 2010 14:22 GMT
#214
I don't understand the issues people have with the PF. Just target the SCV's. Terran worker production is fixed and linear/the number of CC's/PF's/OC's where as P and Z both have ways to accelerate their worker production. So really, just kill the workers if it's THAT much of an issue (which I don't particularly think it is.)
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
MetalSlug
Profile Joined February 2010
Germany443 Posts
Last Edited: 2010-12-25 14:27:27
December 25 2010 14:22 GMT
#215
the answer to pfs is to ignore them and kill the worker with banes or phoenix. about 6 banes kill all minig scvs if the pf shoots the banes you just have to be near scvs. phoenix kill scvs even when there are turrets because they are so damn fast.

im a 1900 random diamond player and it usualy works for me. ppl have to understand that loosing your worker is 10x worse for terran than loosing the expo itself.


when im z, i usualy just send 3 lings + 4-6 banes, lings take the first hits and the enemy usualy wont notice until its to late.

for protoss its pretty much selfexplainig how you harras with your phoenix. new patch will make this strat even better and it leaves you prepared for vikings and medivacs .

oh i forgot to add that droping banelings into pf mineralline is even more effective and easy to execute. just queqe up some drop points between the scvs and watch them go boom
MKP | Maru | Nada | Boxer | Supernova | Keen
Mercury-
Profile Joined December 2010
Great Britain804 Posts
December 25 2010 14:28 GMT
#216
On December 25 2010 22:24 goodvibes wrote:
Sorry for bringing this back to life, but I searched threads and found this topic. Instead of creating a new post, I am just posting my 2 cents, now (2200 d) I consider it to have a valid logic to it.

I win a lot of games - masterOFbate #155. I average about 70-90 apm, but mostly play on a couch (mattress as my mousepad). 2200 D

Over the months I have QQ about imba all over the place since the start of beta. However, today, I see 4 "problems" (not necessarily op/up) with gameplay and the PF/Thor/Tank/BC makes one of those 4.
other 3:
- upgrades on stalker (should be 11+5a u=1/+1a) - makes a huge difference
- rework FF - it's broken - either or skill
- Cooldown on marauder concussive - self-explanatory: charge lots have it.


The problem I have with terran repair-ables is they can generally require a tech change to take out. This is just ridiculous. I will not reiterate, although I would love to, what others have written. I think it is the most over powered ability in the game.

The solution follows 3 adjustments to repair:
Repair speed SIGNIFICANTLY reduced
Formula: SCV=X
Additional SCV= x/4+x/4 --> 4scvs will result in a 100% increase in base repair speed.
However, there needs to be Diminishing returns taken into account, specific to unit costs.

Tank = $150 minerals .'. repair with max scvs (3) = 75% repair increase
Thor = $300 minerals .'. max repair = 6, with an optimal repair speed increase of 150% (1+2/4)
PF = $550 = max repair = 11, optimal repair speed increase of 375%

Cost to repair
Cost = forumula: base * %down/to repair.

1500 pf = 550/150
every % of health repair cost =0.01*550m + 0.01*150g
This is then ^ damage intake.

I'm not a math major (accountant), but these numbers work and follow current logic. As it stands, terran remain unaffected by repairing it.

Only so many repairs that something can be repaired.
Formula:
Unit a almost died. Unit a was repaired 100%. Unit a nolonger has ANY parts used for its initial construction. unit A is now known as unit a^2, as it has no similar parts that are related (on paper) to its original construct.

Maybe after 1 repair, if someone is then injured, it cannot be repaired?
...maybe not the best idea, but it's something.


My food for thought. The math works and I think this post deserves recognition.





User was warned for this post

If you lose to BC/PF/Thor/Tank as Toss and try to counter those with stalkers you got more serious problems than balance.
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