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On October 06 2010 08:04 Mania[K]al wrote: Planetary Fort should be removed. Along with Broodlords shooting broodlings and zerg bases exploding into them.
+ Sentries making forcefields and marines having guns.
^^
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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)
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Yes we all know it's very powerful, but posting every single way you've managed or failed to kill one doesn't mean it's imbalanced. This thread isn't, and won't be, going anywhere.
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The PF definitely is a little lopsided in how it's effective. Zerg's primary harassers, zerglings, are completely buttraped by the PF. Protoss has no real way to kill one without dragging an entire army over to it. Yes, immortals can kill it easily but with repair it'll take forever or more likely you'll just fail. T has to use tanks or a monster marauder ball, which isn't really an issue since those are the 2 things you have in TvT.
I think perhaps adjusting simple things like the repair coefficient and reducing or removing splash damage would make a massive difference. I like the PF. I think it's a good dynamic to decide between OCs and PFs. I do, however, think it makes T too mindless on expo defense, and too strong vs harass.
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you have to understand when t gets a pf, it is a pretty big economic drawback. Since zerg usually has +20-30 drones, a pf is safe but at the same time already behind (unless its on a gold).
Same vs P, since p has such a ridiculous production output and has more workers, going a pf is still economically disadvantageous, but it is safe.
And dealing with repaired pf is all about targeting the scvs, (speed banelings, storm, siege tanks, ultralisks, infestors, cloaked harassment, or just drops in general which ignore the pf). By doing this you have punished the terran for making a pf, because it has given him no benefit whatsoever.
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Why don't they just make it so that the more SCVs repairing the PF, the slower it shoots. That way it is still defended from light harass without army support, but if the opponent is really determined the T has to make an effort to get his army over to help.
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On October 06 2010 06:51 ShadowReaver wrote:Show nested quote +On October 06 2010 06:47 danson wrote:On October 06 2010 06:44 ShadowReaver wrote: I think your right, PFs was an idea from single player campaign that was carried over into multiplayer. arent ALL untis ideas from the single player campaign, and are then carried over into multiplayer? Uggh, have you even played the single player campaign? Shrike Turret, Perdition Turret, Automated Refinery, Hive mind emulator, list goes on and on...
to clarify. Obviously not all units from the single player >>> muytli player, but ALL MUTLIPLAYER UNITS are from the single player campaign, so making a post that disses the PF just because it showed up in single is completely retarded.
thors were in SP, mauraders were in SP, there were also marines and roaches and banelings.
...
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I'm 1.3 ks zerg so my opinion may not be very valid, but for every1 saying "go for the natural" there's no way to take out the natural because is there where T has his main army so there's no case in which you can go and kill the natural unless you are like 4 bases and T is 2, because 7-8 tanks can pretty much destroy our zerggy ground army so it's not viable at all. Zerg needs eco advantage so thats why I need to denie the 3rd-4th expo. If you make a PF that do splash damage outrange everything but hydras and can be repaired with a retarded ammount of scvs, theres no way to kill it with ground forces, so you need mutas, but T is high on minerals pretty much always, so he makes like 6 to any-number-he-wants turrets and just left us with BL and ultras. ultras are great but for me it doesnt make sense that i need a T3 unit to be able to kill a PF, and i don't want to talk about the size of ultras and how they stuck in the turrets and other buildings, and BL, its just so expensive that you wont have it when T goes for the 3rd, plus its very easy to kill with vikings. Sorry for a bit of QQ, but in my opinion, PF is very very strong, and T don't need yet another way to defend from everything >_< P.S: I've played against a guy that just made PF in all his expos so I'm a bit mad about them
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On October 06 2010 06:36 danson wrote: QQing noob, if I have to choose one.
this has been discussed to death, and you answered your own question. ITs there to compensate for lack of T mobility in late game. If you go all bio, you die.
ultras still > pfs, even after nerf.
collosi and broods outrage.
they arent invincible. also. just go kill his natrual if he makes a PF and 6 turrets at his third.
The amount of ultras needed to take a massively repaired PF is not really worth it unless you are already in a winning position, considering they more than likely have a Oribital CC sitting around doing nothing they can replace it with
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planetary fortresses are a joke. just a crutch for bad players and just another thing terran has that nobody else has.
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The only real issue with the planetary fortress is the repairing worker target priority is very low, meaning you have to micro against every single individual scv.
Terran and Toss have plenty of ways to deal with it, but early game zerg can't do anything about it because of their very short range until T2.
Their best early counter is banelings, but they are expensive and are useless against the mech units that the scvs are repairing.
Same goes for repairing mech units actually. The scvs get in the way of the zerg units, who won't attack them unless manually told to attack each one. It makes for a very obnoxious all in push against zerg...
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A PF takes a bit of finesse to take out. It's generally a pretty bad idea to just 1a into it and hope for the best. It reminds me of the Tank Line debate from not-so-very-long-ago. People think it's impregnable, but really it just takes some poking and prodding till you find an opening.
I always like trying to look at things from a different angle, and the angle that sticks out in this case is: It's not the PF that you want to take out, it's the opponent's income that the PF is helping to protect. Sure, taking out the base entirely is preferable, but if it's gonna cost you half of your army, then it's obviously not worth it.
When I think of nullifying a PF as a Zerg, the idea that comes to mind is a few Roaches and ~4 Banelings. Roaches tank the PF for a few hits while the Banes go in and take out the workers. It's not a huge commitment, and it may very well even pay for itself even in the event that you lose all of it. If you can force the T to start mass repairing (bring more than a few Roaches), then that just clumps the SCVs up for the Banelings to be super effective. Once the damage is done, you pull back. If you managed to hit it while the opponent's army is out position (good scouting), then you should come out ahead in the exchange.
Infesters can be utilized for similar/superior results.
As a Protoss, I'm thinking Sentries. Force Field around the back half of the PF so the SCVs can't reach it (similar to what we saw a couple players do to Bunkers in GSL), and use a decent number of Stalkers to take it down. I don't think anyone is complaining about the PF without the mass repair, so if you disable that part of the combo, it should be ok right?
Alternately, of course, is the High Templar, which should go without saying.
These are just my opinions, of course. I realize that the situation doesn't always allow for these sorts of tactics, but I'm just trying to point out the fundamental goal of assaulting a base, PF or not. Consider also that the T isn't likely to stop sending SCVs to a PF base, so it could serve as a continuous harass target, almost like bait.
PFs as static defense might be a different issue altogether, but then, if they aren't at a mineral line already, then that means the T is either not intending to repair it, should it come under attack, or is going to have to commit SCVs away from mining, which IMO nullifies the advantages.
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On October 06 2010 08:24 danson wrote:Show nested quote +On October 06 2010 06:51 ShadowReaver wrote:On October 06 2010 06:47 danson wrote:On October 06 2010 06:44 ShadowReaver wrote: I think your right, PFs was an idea from single player campaign that was carried over into multiplayer. arent ALL untis ideas from the single player campaign, and are then carried over into multiplayer? Uggh, have you even played the single player campaign? Shrike Turret, Perdition Turret, Automated Refinery, Hive mind emulator, list goes on and on... to clarify. Obviously not all units from the single player >>> muytli player, but ALL MUTLIPLAYER UNITS are from the single player campaign, so making a post that disses the PF just because it showed up in single is completely retarded. thors were in SP, mauraders were in SP, there were also marines and roaches and banelings. ...
You're either retarted or just not trying very hard to comprehend the message.
The post is not "PF is in campaign therefore PF shouldn't be in multiplayer"
The post is opening a debate about the role of the PF by explaining an opinion: that a racial advantage given to Terran by the PF, in light of other existing racial advantages they enjoy, is unwarranted.
That it seems like a unit or idea that slipped into the multiplayer from the single player "lets think up of cool shit to put in the game session" with 'coolness factor' taking priority over balance is a complete conjecture and tangential to the main point of this thread.
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I think the only problem is with Planetary Fortresses AND repairing SCVs.
If repairing workers had the highest priority, there wouldn't be any problem.
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correct me if i'm wrong but i kinda see it as a balance.
protoss is able to warp in units if there are couple of pylons to defend it. zerg has its mobility and well, terran has nothing. stim mm i guess?
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On October 06 2010 08:58 jinorazi wrote: correct me if i'm wrong but i kinda see it as a balance.
protoss is able to warp in units if there are couple of pylons to defend it. zerg has its mobility and well, terran has nothing. stim mm i guess?
Mobility doesnt matter when 4 stimmed marauders takes down a hatch in 10 sec.
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The PF is a good tool needed by terran. I have a bigger issue when playing as protoss with 8 stimmed rauders and how fast they can snipe.
One thing to keep in mind is that you do not have to kill the PF, but you can kill the workers, which is quite doable as protoss with storm.
As zerg, the best thing to do is just baneling bust the PF. You can kill a lot of scvs and the PF itself quite easily with a group of banelings.
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The only thing that makes PF's acceptable IMO is the fact that an even more overpowered mechanic (MULEs) is preempted by them.
EDIT: to be more clear...the PF takes zero supply, mules take zero supply, but for a zerg/protoss opponent to be on the same foot economically their armies have to be 20+ supply smaller due to worker count. And...without a doubt, Terran units are the most supply-effective (repair)
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I agree, I don't think it's really fair for the Terrans to get a choice between a huge econ boost (mules) or extra defense, whereas Z and P don't get any choice at all.
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As many people have already said, I don't think the PF is the issue, it's the attacking unit priority. If units were killing SCV's instead of targeting the PF, things would be a lot different. The difference in "skill" it takes to auto repair or select all SCV's to repair a PF compared to targeting each SCV individually is pretty huge, especially if attacking the PF isn't your only priority.
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