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BroodWar -> StarCraft2 Damage Types and Inflation - Page 6

Forum Index > SC2 General
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Archael
Profile Joined October 2010
United States15 Posts
Last Edited: 2010-10-15 08:27:18
October 15 2010 08:26 GMT
#101
This just in!

Blizzard now feels like buildings need more HP to resist the ridiculous amount of damage being thrown out by units.

Let's increase building HP but keep insane DPS vs Armored the same.

Oh well, atleast it's cool seeing a Nexus with 1000 / 1000 under it's wire-frame icon.

EDIT: And Spawning Pools with 1000 Health. This just keeps getting more ridiculous. Blizzard will do whatever it takes to try and balance using this system instead of a DPS backpedal.
What can be asserted without evidence can also be dismissed without evidence.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
October 15 2010 18:30 GMT
#102
On October 15 2010 16:28 nalgene wrote:
Show nested quote +
On October 15 2010 15:47 GagnarTheUnruly wrote:
On October 15 2010 14:58 nalgene wrote:
On October 15 2010 14:09 Slago wrote:
i agree that some units just do a retarted amount of dmg, i just played a BW game today and it was awesome back and forth ZvP where i eventually lost due to good muta control. any way it just seemed so fair in a way, I know SC2 is a new game and all, but cmon 2 dropships of stimmed rauders can kill a hatch, nexus in like 4 seconds its a little ridiculous, aswell as hydras, they rape shit so hard, not too say hydras dont have their counters but just so much dmg

It'd take 10 seconds with Stim ( "Normal" ) and 8 seconds with Stim ( "Faster" )


Coincidentally, 8 marines could kill a hatchery in about 8 seconds in BW, as well...


he's talking about marauders though...

Cooldown on sc1 rines after stim = 7.5frames / 24 or 0.3125 = up to 3.2x hits a sec ( slightly less though supposedly due to random delay intervals ) ( almost as high as marauders in sc2 dps when both stimmed ~19.2 vs 1.5 x 20 / 1.5 )

Cooldown on sc2 rines after stim = 0.86 x ( 1/ 1.5 ) = 0.573 = 1.74x hits a sec


I meant that Slago was complaining that marauder drops are too strong, DPS too much against buildings. I was just pointing out that in BW marines kill buildings insanely fast. One dropship of marines is super cheap and can kill bases in seconds.

If you compare DPS charts the big picture isn't really that much different BW vs SC2. It's just that people use units differently.
Grond
Profile Blog Joined June 2010
599 Posts
October 16 2010 08:01 GMT
#103
Agree somewhat. I see the issue as Blizzard playing Rock, Papaer, Scissors with the bonus damage but not the Armor. If Armor actually meant something it would be different, currently it's just a death sentence. For example imagine if some units got +5 armor per armor upgrade like some of the high DPS units do. I'm not advocating +5, just illustrating the problem. I do think Armor needs to count for more instead of just being a huge liability. To give an example look at Marines vs Ultras. The highest ground armor unit in the game vs one of the lowest ground damage unit in the game (tied with the Zergling), theoretically Ultras should slaughter Marines. However the reality is just the opposite, max upgraded Ultras get slaughtered by max upgraded Marines. The only unit really effected by armor is the BC vs Protoss due to the Phoenix and Carrier having very low damage and very high attack rate and the BC having substantially more base Armor than other units. Now this is becoming an issue as well with Blizzard nerfing the Armor bonus for Void Rays. I have serious doubts that the current system is balancable to any degree without considerably more units added to the game unless they completely redesign many units.
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