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[D] The Planetary Fortress - Page 2

Forum Index > SC2 General
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Fizbin
Profile Joined May 2010
Canada202 Posts
October 05 2010 22:01 GMT
#21
ultras, brood lords, banelings, immortals colossi! or hit natural or main with a drop. "a" move is fail fail fail

hey toadstool if u lost 26 roachs to a PF without tanks or marauders backing it up thats pretty fail... lol target fire the scv's

26 roachs in itself is huge fail anyways. get some unit composition
just the tip
wooozy
Profile Blog Joined February 2009
3813 Posts
Last Edited: 2010-10-05 22:04:38
October 05 2010 22:03 GMT
#22
On October 06 2010 07:00 noD wrote:
You know that PF doesn´t attack air, right ?


You know that Missile Turrets attack air, right ?
yoplate
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-10-06 18:48:20
October 05 2010 22:04 GMT
#23
Its not the planetary fortress really. A sizeable force can snipe it, and Pforts mean less mules. Its the fact that zerglings prefer to run around the scvs repairing it instead of attacking the SCVs. Shift killing all the SCVs can be a pain if your going for a quick snipe, as you dont have time for that stuff. If they fixed the repair priorities (also a problem with thors too), and maybe slowed the repair rate a bit, Pforts would be fine.


As a terran player, heres how I use Pforts. I put it on exposed expansions (such as a vulnerable gold). I then put my army near my natural/main. This means that my army is defending my main, and if they attack my expo, i have time to get into position and kill his army. Its just such a pain, because you have to all these neat micro tricks to kill the Pfort and all i have to do is select my scvs and right click on the Pfort.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
October 05 2010 22:07 GMT
#24
On October 06 2010 07:00 noD wrote:
You know that PF doesn´t attack air, right ?


ofc they can't ... we're not saying they can. We are saying in combination with turrets, scvs, and possibly a thor/marines nearby... the only "effective" way to kill a PF is either by fungaling the SCVs.. a ton of Broods or Banelings

Not really a good idea to do anything else anymore (Ultras are 'ineffective' now since the scvs don't die to cleave)
I'm like badass squared | KeitZer.489
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
October 05 2010 22:09 GMT
#25
I forgot to mention this in the OP but I have seem a couple of 'high level' games where an island expo is taken with a PF and several turrets, rendering it virtually unbreakable unless an considerably large fleet of void rays/carriers/mutas are used. Broodlords would own such a position however (although not if T is aware that Z is making Broodlords and makes some vikings, says "lol" and takes out the broodlords.
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
October 05 2010 22:10 GMT
#26
If you want a quick snipe, hit it with 20+ banelings. 19 banelings are required to take it down, but some will always be killed as they move in. 24+ banelings and you can take out most, if not all, of the SCVs as well.
228zip
Profile Joined April 2010
France36 Posts
October 05 2010 22:11 GMT
#27
PF are too cost effective when compared to the other races defenses. They are 150/150, which would arguably be equivalent to 5 spine crawlers / 4 cannons. That doesn't sound like something 8 marauders couldn't take out, unless they're all bunched up in which case there are holes in the expo's defense.
McFoo
Profile Joined April 2010
United Kingdom180 Posts
Last Edited: 2010-10-05 23:07:59
October 05 2010 22:14 GMT
#28
On October 06 2010 07:01 Fizbin wrote:
ultras, brood lords, banelings, immortals colossi! or hit natural or main with a drop.


Yes and people can just whip these units out of the void when ever they need them.
It's not like the terran will take his gold base, upgrade the CC into a PF and then kindly type in chat: "Ok, i'll give you 10 minutes to build the proper units to counter this."


hey toadstool if u lost 26 roachs to a PF without tanks or marauders backing it up thats pretty fail... lol target fire the scv's


Yeah, maybe if you split the roaches into ~4+ hotkeys and 1-right-click,2-right-click,3-right-click,4-right-click, repeat on each of the scvs while praying that the pathfinding doesn't implode, otherwise your roaches will die to the PF. Having all 26 roaches fire at 1 SCV at a time takes too long if the base is at decent saturation (i.e. there are a lot of SCVs there repairing). By the time you take down the SCVs you have to have enough roaches left to take down a full health PF.
"lol target fire the scv's" doesn't seem very useful.

26 roachs in itself is huge fail anyways. get some unit composition


Like before, you can't just magic unit composition.
Terran goes hellions, zerg responds with roaches. Zerg ends up with almost a pure roach composition.
Watch the first match of TLO vs LosirA from GSL.

----

PF makes terran easier to play. You don't have to manage your army to be able to defend your expansions and harrass/push at the same time. You just make a PF and a few turrets around it-- the SCVs do the rest. It's quite dull.

edit: it can also severely limit zerg's counter attack options, which apparently is supposed to be one of zerg's strengths.
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
October 05 2010 22:14 GMT
#29
On October 06 2010 06:58 eloist wrote:
Terran macro is easier than Protoss macro?


of course its easier! 3 > DDDDDDAA vs 22 > W > Shift > ZZZZ > SSS> EE > 3 > C that wud be just warp gates and 1 robo
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
October 05 2010 22:17 GMT
#30
On October 06 2010 06:40 kxr1der wrote:
I think that once the maps start to become much more large and terran's lack of mobility becomes more apparent, the PF will become more of a necessity than it is right now.

Yeah, I definitely agree. The maps are really bad right now, and so close, that terrans aren't really bothered with immobility as a few tanks can cover like 3-4 expansions like on Steppes of War, LT, Scrap Station, and more. But yeah, it is pretty annoying when I have 20 roaches and I attack PF, and the scvs repair and I can't take it down before the terran army comes
Alou
Profile Blog Joined March 2010
United States3748 Posts
October 05 2010 22:18 GMT
#31
after getting my nexus nearly sniped earlier on Xel naga when our two armies went around each other, I have to agree. PF's are far to hard to take out compared to hatcheries and nexi. Would love if it was something that couldn't be repaired or something.
Life is Good.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
Last Edited: 2010-10-05 22:23:00
October 05 2010 22:19 GMT
#32
On October 06 2010 07:10 chadissilent wrote:
If you want a quick snipe, hit it with 20+ banelings. 19 banelings are required to take it down, but some will always be killed as they move in. 24+ banelings and you can take out most, if not all, of the SCVs as well.


Umm banelings cost 50/25 (25 per ling, 25/25 to morph). For 24 banelings that means you gotta sacrifice 1200/600 and 12 supply to take it out.

Also PFs one-shot banelings (and have splash damage) so you *will* lose several during the roll-in.

In some scenarios this is may be a worthwhile tradeoff but that is a very steep price. Keep in mind this is assuming T has literally no units protecting the expo. I usually see a tank or two sieged up nearby as well.. this would further increase the number of banelings you'd need to get.

Also keep in mind if you fall just one baneling short of taking it out, it will be back to full health within a matter of seconds and you would have just wasted so many resources out the window trying to take it out that you have pretty much just auto-lost the game (unless you are at a huge advantage)
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
October 05 2010 22:21 GMT
#33
I'm T and I think they're a pretty great tool for the Terran, perhaps slightly too strong. I abuse them whenever I can.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
October 05 2010 22:27 GMT
#34
On October 06 2010 06:27 Reason.SC2 wrote:
Of course it is reasonable that each race has specific strengths and weaknesses. Zerg has mobility and flexibility for tech switches with larva.


This part made me lol.

OP is funny!
As it turns out, marines don't actually cost any money -Jinro
zyzski
Profile Joined May 2010
United States698 Posts
October 05 2010 22:30 GMT
#35
the fact that terran can lift off and save their expo while any other race loses the investment should be good enough. PF really isnt needed.
TYBG
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
October 05 2010 22:31 GMT
#36
On October 06 2010 07:19 Reason.SC2 wrote:
Show nested quote +
On October 06 2010 07:10 chadissilent wrote:
If you want a quick snipe, hit it with 20+ banelings. 19 banelings are required to take it down, but some will always be killed as they move in. 24+ banelings and you can take out most, if not all, of the SCVs as well.


Umm banelings cost 50/25 (25 per ling, 25/25 to morph). For 24 banelings that means you gotta sacrifice 1200/600 and 12 supply to take it out.

Also PFs one-shot banelings (and have splash damage) so you *will* lose several during the roll-in.

In some scenarios this is may be a worthwhile tradeoff but that is a very steep price. Keep in mind this is assuming T has literally no units protecting the expo. I usually see a tank or two sieged up nearby as well.. this would further increase the number of banelings you'd need to get.

Also keep in mind if you fall just one baneling short of taking it out, it will be back to full health within a matter of seconds and you would have just wasted so many resources out the window trying to take it out that you have pretty much just auto-lost the game (unless you are at a huge advantage)

It costs 550/100 to replace the PFort + all the mining time and the SCVs killed during the bust. This is obviously a mid-late game strategy as that amount of banelings isn't really economically feasible at the early stages.

It is also beneficial to scout the PF before you roll in. You don't just blindly commit 24 banelings to a PF without knowing exactly what you're dealing with. If you're 1-base up on the T (as you should be) and you take out the PF you're now 2 bases up on him and should be able to replace those lost units fairly quickly.

I have done this in the past and 24 banelings will take out a PF and many SCVs. The PF shoots extremely slow so it only has a chance to get off 1, MAYBE 2, shots before the banelings take it out.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-10-05 22:43:26
October 05 2010 22:38 GMT
#37
If you asked a month ago I would've agreed, but now when I see a PF I just think "what a noob" OC's are sooo much better and most people just make PF's out of laziness I think. I play toss and when I see a pf i just make some voids,dt's, immortals, or collosus. Or I just storm drop all the workers and head for his natural or main. So make all the PF's you want, it makes me smile.

Against zerg however it is pretty nuts, because mutas are the only way they can really deal with it and the hi sec range upgrade applies to both PF's and turrets, the +2 building armor combined with this can make a few turrets and pf with repairing scvs seem pretty invincible in that matchup.


I wonder if zerg could take about 3 lings and just shift move them in circles around the pf to get it to chase them with its slow turning turret while the rest of zerg's army moves in for the kill.
:)
bobartig
Profile Joined August 2010
40 Posts
October 05 2010 22:38 GMT
#38
I don't think PF is crazily out of balance. The damage+splash is scary, but that basically means bringing tougher units or air. What's broken is repair. Not only with 30 SCVs bring the PF from the brink of death to full HP in just a few seconds, but it costs something like 1/4 the cost of a PF to get 100% additional mileage out of a PF. No other "thing" in the entire game can tank 3000-4000 damage while killing 50 psi of upgraded tier 2-2.5 units for a measly ~350/100. As a defensive structure, that is out of line with other defensive options by a factor of 5-8x.
Mania[K]al
Profile Joined May 2009
United States359 Posts
October 05 2010 23:04 GMT
#39
Planetary Fort should be removed. Along with Broodlords shooting broodlings and zerg bases exploding into them.
Glioburd
Profile Joined April 2008
France1911 Posts
Last Edited: 2010-10-05 23:10:19
October 05 2010 23:08 GMT
#40
I'm terran user and if there is really ONE thing OP... It's the PF. I liked on BW the gling harass in TvZ. Now your expo are totally safe and if the zerg want to destroy the expand he must send his whole army.

PF in TvP are ok imo.
"You should hate loosing, but you should never fear defeat." NaDa.
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