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BroodWar -> StarCraft2 Damage Types and Inflation - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
hEndO
Profile Joined June 2010
United States124 Posts
October 14 2010 13:21 GMT
#21
very interesting read. Solid points. Thanks for the contribution. I didnt play BW so i cant personally compare but I do agree with your take on the Massive units being armored and dying to the units they are supposed to kill. In general I just think that units Hard counter each other too greatly (this is not an original idea). I think if my army is worth 3 times as much as yorus but your unnits "hard counter" mine it should be a closer fight than it is currently.

idk if that made sense to anyone but me =/
Tyler918273
Profile Joined September 2010
115 Posts
October 14 2010 13:29 GMT
#22
I dont think the + damage system is bad in itself. What makes it kind of boring is the lack of variety in the bonus categories. Pretty much everything is either armored or light, and its the same with the damage bonuses. If there were more units that did +psionic, +biological, or +massive instead of just 2 units, it would offer more variety and make unit compositions more dynamic. I agree too that damage is too high. If battles weren't over so quickly we could see more gosu micro in big armies rather than 1a working because his army dies before micro could have helped. to improve the spectator aspect something has to be done about these big 1 command army balls. In bw battles were more spread out and you could micro a section to gain an advantage but here with a 200 supply army on 1 screen you can't have such dynamic battles. I'm not trying to rip on the game, I enjoy it alot, but 1a'ing 2 armies together is not as entertaining as bw battles were.
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
October 14 2010 13:31 GMT
#23
The damage bonuses to armor types is excessive, lowering the bonuses would give players a wider array of strategies that can be used versus various unit compositions without getting slaughtered. It would also lengthen the battles that occur.
http://campaignforliberty.org/
Tyler918273
Profile Joined September 2010
115 Posts
Last Edited: 2010-10-14 13:43:59
October 14 2010 13:31 GMT
#24
Sry it double posted and I dont know how to completely remove this post.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
October 14 2010 13:36 GMT
#25
I don't agree with the OP. For one, I don't think SC2 is boring to watch. Second, I honestly always found the BW damage system to be cumbersome and confusing. The UI did a poor job of communicating the information, how units were classified was rarely intuitive, and you had to do a lot of memorization to figure out how much damage one unit would do to another unit. In my opinion the SC2 system, is simpler, more streamlined, and more elegant, and it makes it easier for players and spectators to understand how much damage units are going to cause.

I also don't buy the argument that the system makes SC2 more 'hard-countery' and DPS-oriented. If anything, there are fewer one-sided unit interactions in SC2, more units are more viable in more matchups, and units generally take longer to kill one another in SC2 vs BW.
Ichabod
Profile Joined May 2010
United States1659 Posts
October 14 2010 14:13 GMT
#26
In SC2, there's also the Consideration of the removal of really amazingly powerful AOE and spells. Plague, old storm, lockdown/emp, reavers/siegetank massive damage is all a thing of the past.
tetracycloide
Profile Joined July 2010
295 Posts
October 14 2010 14:17 GMT
#27
On October 14 2010 20:29 Nazza wrote:
Show nested quote +
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\


sc1 hydra hp: 80
sc2 hydra hp: 80

Now compare the speeds.

*weeps*.

Now compare the armor types.

*continues to sob*.
My vanity is justified
Comeh
Profile Blog Joined July 2008
United States18919 Posts
October 14 2010 14:18 GMT
#28
Yeah, I was considering making a thread about this myself.
Great points, and the current damage system (and how blizzard has used it) really lends to the overwhelming number of "hard counters" that exist in starcraft 2, IMO. It helps make the battles seem less dynamic and more forced.
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(
Kvz
Profile Joined March 2010
United States463 Posts
October 14 2010 14:25 GMT
#29
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\



NrG.Kvz
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
October 14 2010 14:39 GMT
#30
This was talked a lot about in beta and called the "terrible terrible damage" syndrome... Too late to change it now but I agree it was a better way of having damamge modifiers.
sylverfyre
Profile Joined May 2010
United States8298 Posts
October 14 2010 14:43 GMT
#31
And in SC2, archons suddenly don't suck vs all types of damage and can actaully be used effectively to TANK damage, because they have NO armor type. just Psionic.
And +dmg vs biological?

The new system is more versatile than the BW damage system, BUT it hasn't been fully explored by Blizzard. Only a few units are outside the light/armored/+vs light/+vs armored rigid design. But they show that it exists!
sylverfyre
Profile Joined May 2010
United States8298 Posts
October 14 2010 14:45 GMT
#32
On October 14 2010 23:17 tetracycloide wrote:
Show nested quote +
On October 14 2010 20:29 Nazza wrote:
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\


sc1 hydra hp: 80
sc2 hydra hp: 80

Now compare the speeds.

*weeps*.

Now compare the armor types.

*continues to sob*.


Now compare the supply and cost...
;________;
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-10-14 15:00:17
October 14 2010 14:56 GMT
#33
Armored isn't medium, medium simply doesn't exist anymore.

Hydras were medium, now they are light.
Vultures were medium, Hellions are light.
Corsairs were medium, Phoenixes are light.
Lurkers don't have a closely related unit.

Massive is "extra large" and if corruptors didn't have a bonus against it, it wouldn't matter at all.

Also, the damage inflation is irrelevant to the system used. The SC2 system is more flexible and can be made to act like the BW system(with the exception that it's bugged vs shields and you'll have to code the damage for that yourself).
I'll call Nada.
Protoss_Carrier
Profile Joined September 2010
414 Posts
Last Edited: 2010-10-14 14:59:02
October 14 2010 14:58 GMT
#34
On October 14 2010 23:45 sylverfyre wrote:
Show nested quote +
On October 14 2010 23:17 tetracycloide wrote:
On October 14 2010 20:29 Nazza wrote:
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\


sc1 hydra hp: 80
sc2 hydra hp: 80

Now compare the speeds.

*weeps*.

Now compare the armor types.

*continues to sob*.


Now compare the supply and cost...
;________;


now compare DPS and indivdual unit damage output vs. gateway units

Carrier has arrived.
crw
Profile Joined August 2010
Canada70 Posts
October 14 2010 15:15 GMT
#35
On October 14 2010 23:58 Protoss_Carrier wrote:
Show nested quote +
On October 14 2010 23:45 sylverfyre wrote:
On October 14 2010 23:17 tetracycloide wrote:
On October 14 2010 20:29 Nazza wrote:
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\


sc1 hydra hp: 80
sc2 hydra hp: 80

Now compare the speeds.

*weeps*.

Now compare the armor types.

*continues to sob*.


Now compare the supply and cost...
;________;


now compare DPS and indivdual unit damage output vs. gateway units



Jesus wept when he tried SC2
Zerg need heavy buffs from Tier 1 to tier 3, against Terran and Protoss. blizzard needs to get on the ball or lose SC2 as an eSports venue.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
October 14 2010 15:35 GMT
#36
On October 14 2010 18:21 Archael wrote:

What is an Ultralisk? What's it supposed to counter? Armored units? But the Ultralisk IS itself Armored (Because it's Massive, and in SC2 Massive gets hit by + dmg vs Armored), so it gets annihilated by the units that it's supposed to be good at killing, despite the fact that they needed to give it +100 HP with all the + Armor flying around.



This brings up an issue that was heavily debated in the beta:

Every races primary early-game anti-armor unit is also armored. Marauder, roach, and immortal are all designed to be anti-armored, but they are armored themselves...so they counter each other. This was called the 'unholy trinity'.

And as you point out, the ultra suffers this as well, being an armored unit that has bonus damage vs armored. However the ultra is still good at killing some units that don't have bonus damage vs armored, like the thor & colossus.

I really wish there was at least 1 non-armored unit that did bonus damage vs armored :/
next week on Everybody Loves HypnoToad:
Lina
Profile Joined September 2010
42 Posts
October 14 2010 16:57 GMT
#37
ehm, ultralisks rape bro. there is no argument about this.
Warlock-X
Profile Joined September 2010
Canada37 Posts
October 14 2010 17:34 GMT
#38
On October 14 2010 23:58 Protoss_Carrier wrote:
Show nested quote +
On October 14 2010 23:45 sylverfyre wrote:
On October 14 2010 23:17 tetracycloide wrote:
On October 14 2010 20:29 Nazza wrote:
On October 14 2010 19:46 tacrats wrote:
sc1 ling hp: 35
sc2 ling hp: 35

lol :-\


sc1 hydra hp: 80
sc2 hydra hp: 80

Now compare the speeds.

*weeps*.

Now compare the armor types.

*continues to sob*.


Now compare the supply and cost...
;________;


now compare DPS and indivdual unit damage output vs. gateway units



Now compare the DPS per food(or per gas cost which is the same thing)
Archael
Profile Joined October 2010
United States15 Posts
October 14 2010 18:01 GMT
#39
On October 14 2010 23:56 lololol wrote:
Armored isn't medium, medium simply doesn't exist anymore.

Hydras were medium, now they are light.
Vultures were medium, Hellions are light.
Corsairs were medium, Phoenixes are light.
Lurkers don't have a closely related unit.

Massive is "extra large" and if corruptors didn't have a bonus against it, it wouldn't matter at all.


^ To whoever said I was misunderstanding SC2 unit types, I'm quoting this for truth. Medium doesn't exist anymore.

OP here. I wrote this post before going to bed like at 5 AM my time, so I'm sorry if my thought process jumps around a little bit.

My point was that SC2 feels forced. Build this vs this, or die. Not fun to watch.

And in SC2, archons suddenly don't suck vs all types of damage and can actaully be used effectively to TANK damage, because they have NO armor type. just Psionic.
And +dmg vs biological?

The new system is more versatile than the BW damage system, BUT it hasn't been fully explored by Blizzard.


This is a joke, right?

Just because 1 oddball Protoss unit has + Bio damage doesn't make the system more versatile, just like 1 oddbal Zerg Corruptor having an exclusive +Massive bonus doesn't compensate for the rest of the system causing damage inflation. It's cute and gimmicky, but like you said, it hasn't been fully explored, everything feels and behaves half-way, so we're stuck in this:

Great points, and the current damage system (and how blizzard has used it) really lends to the overwhelming number of "hard counters" that exist in starcraft 2, IMO. It helps make the battles seem less dynamic and more forced.
What can be asserted without evidence can also be dismissed without evidence.
Viikuna
Profile Joined September 2010
4 Posts
Last Edited: 2010-10-14 18:15:07
October 14 2010 18:07 GMT
#40
On October 14 2010 22:21 hEndO wrote:
very interesting read. Solid points. Thanks for the contribution. I didnt play BW so i cant personally compare but I do agree with your take on the Massive units being armored and dying to the units they are supposed to kill. In general I just think that units Hard counter each other too greatly (this is not an original idea). I think if my army is worth 3 times as much as yorus but your unnits "hard counter" mine it should be a closer fight than it is currently.

idk if that made sense to anyone but me =/



I too think that theres too many hard counters. The game could be way more about using terrain for your advantage, trying to punish enemy of his little mistakes and countering his strategies, instead of his unit compositions. ( This would be also much more fun to watch )

For example: using vultures against dragoons. Dragoons got advantage agains vultures, but with some good spider mine usage you can actually prevent enemy from pwning your ass before you get some tanks out. ( You know, some godly micro play, dropping mines around dragoons and running away and stuff like that )

Theres also some very ridicilous things like tanks only doing 35 damage to light. It makes no sense, but was a must-do nerf because of that ridicilous tank targetting AI.
But still, you can no longer use small groups of lings to take out some unprotected tanks. That targetting AI is what made tanks strong, and Blizzards response was to add some more hard countering weapon to the game.

edit. Blizzard is just doing some very bad and very weird design choises for this game.
125 health infantry units? 400 health giant mech robots?
If I knew nothing about new units I would instantly guess that we are talking about new Protoss units, not new Terran units.

Theres just so many little thingies that bother me and that I cant understand why they are in way they are.
I used to have this one cool black guy in my avatar, back in the days of wc3 modding.
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