Some numbers on Guardian Shield's effect on splash - Page 2
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Yaotzin
South Africa4280 Posts
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Brainling
United States660 Posts
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ComaDose
Canada10357 Posts
I am happy with all the fixes and will use the time I'm not making collosus to make warp prisms ;p Another "bug fix" was that neural parasited units now retain their weapon upgrades. NP is better now too. | ||
Brainling
United States660 Posts
On August 26 2011 01:39 ComaDose wrote: Good news. I like that it is a bug fix and not a balance change. I am happy with all the fixes and will use the time I'm not making collosus to make warp prisms ;p Another "bug fix" was that neural parasited units now retain their weapon upgrades. NP is better now too. As if NP wasn't awesome already. It's my favorite ability in the game, by far. It can so hilariously swing a battle so quickly. It's not useful against every comp (especially low cost, high mass, unit comps), but man when it's useful it's great. | ||
awesomoecalypse
United States2235 Posts
This is really really good for PvP, War of the Worlds is gonna die with this + it already being weak to stargate tech + 4gate being nerfed yet again + immortals being better + warp prisms being better. All that is such a huge nerf to collo in pvp. I wonder if we'll see more Immortal drops to snipe Colossi. Especially now that GS effects them, a single Colossus really isn't that scary even in PvP, it takes at least a couple to start really melting Gateway armies. If one player is teching Colossus and one isn't. Say both players gets a robo, but one gotes for a Colossus and one doesn't. There is a 65 second while the robo bay is built, then another 75 for the first Colossus (more like 45 with CB). After the bay goes up they'll start researching Thermal Lance, which is more like 95 with Chrono. So basically, in addition to trying up a huge amount of resources, there is a 160 second+ window depending on exact CB expenditure from when that player starts teching Colossi, to when they'll have 2 Colossi and Extended Lance will be finishing (the danger zone). Well, an Immortal takes 55 seconds (36 with CB). Warp Prisms take 50 (33 with CB). Two Immortals and a Prism, CBed out, will take 105 seconds. They will appear, therefore, when one Colossus is on the field, but both the 2nd Colossus and the Lance upgrade are nearly a minute away from completion. With the Warp Prisms' buffed health, it might therefore be feasible to load it up with two Immortals and try to snipe the Colossus in your opponent's base. Two Immortals deal 100 damage a shot to Colossi, which can be scary as hell to deal with, especially if the dropping player has good prism micro. I mean, not that this strat hasn't always been available in a way. But Warp Prisms have always been so flimsy that a bare minimum of Stalkers was always sufficient to hold them off, and with Immortals so slow and short-ranged you had to fly in close. I wonder though, now with the longer range and the greater shields of the prism, if it might be more viable. | ||
perestain
Germany308 Posts
On August 26 2011 01:18 Chargelot wrote: In a one on one (save the sentry providing guardian shield, lets say he doesn't get to attack), controlled and calculable environment, please explain how the effects of both 20% longer range and 20% less incoming damage equates to less than a 20% increase in combat efficiency. You can't just add up percentages of completely different values and claim that the result somehow reflects what most people would consider 'combat efficiency'. First you have to make sure you know what you want to calculate. You could start with a practical definition, like, how many tanks you need to kill an immortal and how much hitpoints the survivors have.Then you can look at the shots needed to kill, the firing rate, and start calculating, or rather simulating, since there is other stuff that was not even taken into consideration, i.e. movement speeds vs tank ranges, typical battle situations etc.. Just adding up 20% from this and 20% from that will not tell you anything. In the same vein I could claim that with blink needing about 30% seconds more buildtime plus BFH's doing 50% less bonus damage, the game will be 80% more balanced. | ||
Dfgj
Singapore5922 Posts
On August 26 2011 01:02 Chargelot wrote: Immortals now take 20% less damage from tanks when they're accompanied by an innocent little sentry. You're pretty optimistic that said little sentry won't just get targeted and obliterated by those tanks. | ||
Faraday5001
England51 Posts
just food for thought is all | ||
GypsyBeast
Canada630 Posts
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Doodsmack
United States7224 Posts
On August 26 2011 01:02 Chargelot wrote: It's not at all an over-exaggeration. Immortals murder tanks. Immortals now murder tanks from 20% longer range. Immortals now take 20% less damage from tanks when they're accompanied by an innocent little sentry. That sounds like it should be 40% easier to kill tanks. I'm sure someone who likes math will come in and say it's closer to 32.7838475386%, but I can live with the assumption for now. BUT THIS IS THE WAY IT IS SUPPOSED TO BE. Immortals are quite literally an anti-tank unit. It didn't feel right that they weren't as useful as they are on the PTR. Um, yes it is an exagerration. Your entire argument hinges on the tanks target-firing the immortals. Every time a unit is nerfed, there are 1,000 forum posts claiming the unit will never be used again in X matchup. It never turns out to be true. You would think people would learn... | ||
Like
Germany94 Posts
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R0YAL
United States1768 Posts
On August 26 2011 01:02 Chargelot wrote: It's not at all an over-exaggeration. Immortals murder tanks. Immortals now murder tanks from 20% longer range. Immortals now take 20% less damage from tanks when they're accompanied by an innocent little sentry. That sounds like it should be 40% easier to kill tanks. I'm sure someone who likes math will come in and say it's closer to 32.7838475386%, but I can live with the assumption for now. BUT THIS IS THE WAY IT IS SUPPOSED TO BE. Immortals are quite literally an anti-tank unit. It didn't feel right that they weren't as useful as they are on the PTR. Your assumption is true if Terran has only Tanks and nothing else. How often do we see that? | ||
mordek
United States12704 Posts
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mordek
United States12704 Posts
On August 26 2011 06:17 GypsyBeast wrote: dose this affect banes as well? or where they already effected by GS? even if they are i think it would still be negligible Not a ranged attack. I don't think the explosion would be considered with Guardian Shield. | ||
Dommk
Australia4865 Posts
The Tank vs Immortal thing will be interesting though | ||
Bagi
Germany6799 Posts
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Lorch
Germany3673 Posts
On August 26 2011 00:57 Shadico wrote: Quite the over-exaggeration, but I do hope my favorite protosses are informed of this right away. Someone should mass PM all pro-toss' (/shades) and let them know! The word shall be spread among all brotoss. I played a game against T on Xel'Naga just yesterday and looking back I wanna say that with a more range immortal and a working gs against tanks I should have held the 1/1/1. This patch may just be what toss needed. | ||
CaptainCrush
United States785 Posts
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maskseller
96 Posts
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