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Suggestion for a Mech tvp Buff - Page 2

Forum Index > SC2 General
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JustPassingBy
Profile Blog Joined January 2011
10776 Posts
Last Edited: 2013-12-03 13:29:10
December 03 2013 13:19 GMT
#21
If I am allowed to drop my opinion, I find it really unintuitive and straight up stupid that being "armored" actually makes units weaker in this game. Take the same unit, change his armor type from "light" to "armored" and it becomes weaker!!! Just look at all the core units with bonus damage vs armored and compare them against the exotic units with bonus damage against light! :o
Drake
Profile Joined October 2010
Germany6146 Posts
December 03 2013 13:19 GMT
#22
On December 03 2013 21:55 Green_25 wrote:
Why not just give tanks some kind of upgrade which boosts damage versus protoss shields?


because they already really strong vs every protoss unit expect the immortel, and then it would be totaly broken
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Aikin
Profile Joined April 2010
Austria532 Posts
December 03 2013 13:20 GMT
#23
Lol i was reading the comments and I thought for quite some time that people where just calling the op goody because he suggested a mech buff.

The change itself seems quite interessting but I really doubt that they will implement something like that. It seems a little to unintuitive and also doesn´t make that much sense optically.

Still sad that tanks perform so bad against toss :/ Really hard to play with them.
[A]dmiral Bulldog | Naniwa | [A]lliance
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
December 03 2013 13:23 GMT
#24
I can't believe what I see. Just out of curiosity - how am I supposed to kill a meching player without immortals? It would be nice to see this answer from goody himself, since he's suggesting this buff
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
GoOdy
Profile Joined October 2003
Germany44 Posts
December 03 2013 13:38 GMT
#25
For the toss player who say mech is already strong: Why is nobody playing mech then? We hat 3 major events this weekend with a lot of tvp but I can't remember any mech tvp game, maybe I missed some? But dh, wcs, iem, redbull had no? HSC had some mech games from dayshi and I belief he lost all of them.
And thorzain won 1 map with mech vs hasuobs, but he even said in an interview that he was just caught off guard.

So I would conclude that bio is much stronger than mech or we would see more player (and more Korean pros) use mech, but we see basically no mech play.
And that the only advantage you have atm, because a lot of Toss players never play against it and have no practice vs mech, then if they do, they don't know how to play and use bad unit compositions, bad engagements etc
Lorch
Profile Joined June 2011
Germany3711 Posts
December 03 2013 13:41 GMT
#26
On December 03 2013 21:55 Green_25 wrote:
Why not just give tanks some kind of upgrade which boosts damage versus protoss shields?


Or even better one that buffs the damage (to make smaller amounts of tanks better at defending in the late game allowing the mech army to be more mobile) while also giving them the ability to ignore harden shields.
llIH
Profile Joined June 2011
Norway2147 Posts
December 03 2013 13:41 GMT
#27
In theory - is it possible to mech vs protoss in a ground battle? (given tanks are included!)
This might sound like a stupid question. But I would love some serious replies.

I love that this thread was made. Thanks to Goody.
Love the discussion as well. There are a lot of stuff that could be changed.
Many players would appreciate mech being used against protoss. I think it would make a bigger pool/plethora of different players.
ffadicted
Profile Joined January 2011
United States3545 Posts
December 03 2013 13:42 GMT
#28
Make ghosts tbh, this is a silly change imo
Also I thought balance suggestion threads had no place in TL, shouldn't this be posted in Bnet forums?
SooYoung-Noona!
Sissors
Profile Joined March 2012
1395 Posts
December 03 2013 13:46 GMT
#29
On December 03 2013 22:23 deacon.frost wrote:
I can't believe what I see. Just out of curiosity - how am I supposed to kill a meching player without immortals? It would be nice to see this answer from goody himself, since he's suggesting this buff

He doesn't want to remove immortals, he want to make them a bit less of an extreme hardcounter.

And then you still got air, archons, superior mobility, etc.
llIH
Profile Joined June 2011
Norway2147 Posts
December 03 2013 13:46 GMT
#30
On December 03 2013 22:42 ffadicted wrote:
Make ghosts tbh, this is a silly change imo
Also I thought balance suggestion threads had no place in TL, shouldn't this be posted in Bnet forums?


I don't see any problems discussing it though.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
December 03 2013 13:46 GMT
#31
On December 03 2013 22:42 ffadicted wrote:
Make ghosts tbh, this is a silly change imo
Also I thought balance suggestion threads had no place in TL, shouldn't this be posted in Bnet forums?


But Ghosts are not really in the Mech tech tree and it's hard to find a place for them no ? (honest question)
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
December 03 2013 13:46 GMT
#32
On December 03 2013 22:23 deacon.frost wrote:
I can't believe what I see. Just out of curiosity - how am I supposed to kill a meching player without immortals? It would be nice to see this answer from goody himself, since he's suggesting this buff

Yeah..tanks destroy every ground unit that protoss have except immortals and archons. Problem with archon is that they never ever kill tank, they dont do damage. Immortal is the only unit. How to counter these both? Do ghosts. How to counter tempest? Do ravens. After this the only way to stop mech is if terran player do mistake like unsiege all or most of tanks. So most important point is to slow terran. Keep him in his base. Harrash. Dont let him take those additional vespenes.


And no, this would be bad change.
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
December 03 2013 13:50 GMT
#33
Ive thought that giving tank mode this type of buff would be really interesting.

Maybe it would allow tanks to "soft counter" immortals but only if they are unsieged, especially if combined with the rotating turret and the 7 range it has, allowing it to kite immortals without taking damage.

So having tanks in tank mode would be better against immortals whereas having them in siege mode would not.

I've also thought that blizzard hasn't made enough use of this split attack mechanic, which has some interesting potential, especially for harass units.

I kind of wish the oracle was more like this instead of pulsar beam being an activated ability, it might have been an instantaneous cluster of 5 attacks, each doing 5 damage. That would be fine against workers still and units with little armor, but your opponent could react by building heavier units or upgrading armor to counter them.

For example, an SCV with +1 would survive being 2-shotted. Maybe a drone would survive with 1 hp if its health regenerated in the attack interval. Probes would have to shell out for +2 armor though, but stalkers at base +1 would be an even stronger counter. Also, +1 base armored buildings would be a bit more resistant, not that that's a big issue.

The only units that currently have this mechanic taken to a more extreme level are the carrier ((5*2)8) and BC (8*8).

Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 03 2013 13:53 GMT
#34
double attack doubles armor of the opponent, not something you might want on your heavy hitter. Also the Upgrade Bonus for the Tank would have to be changed.
It would probably be okay if the Immortal would be the only problem. But I don't even want to calculate the reduce on Zealot and Archons under Guardian shield.

The good stuff against Immortals are either Spells or Fast attacks. Sadly nothing has fast attacks from the Factory. But air units do, the Banshee is perfect for peeling of Immortal shields since the combined upgrades. The Viking would be the perfect Immortal shield killer if the Immortal would still have range 5 and the Ground Mode of the Viking wouldn't be armored.

For the Tanks I just wish they would also do their 50 damage to everything not light. So Queens and Archons could stop laughing. Or a special shot researched at Fusion Core that is so expensive that it costs Minerals.
VieuxSinge
Profile Joined February 2011
France231 Posts
December 03 2013 14:08 GMT
#35
On December 03 2013 22:46 TheBloodyDwarf wrote:
Show nested quote +
On December 03 2013 22:23 deacon.frost wrote:
I can't believe what I see. Just out of curiosity - how am I supposed to kill a meching player without immortals? It would be nice to see this answer from goody himself, since he's suggesting this buff

Yeah..tanks destroy every ground unit that protoss have except immortals and archons. Problem with archon is that they never ever kill tank, they dont do damage. Immortal is the only unit. How to counter these both? Do ghosts. How to counter tempest? Do ravens. After this the only way to stop mech is if terran player do mistake like unsiege all or most of tanks. So most important point is to slow terran. Keep him in his base. Harrash. Dont let him take those additional vespenes.


And no, this would be bad change.


Tank-based mech is supposed to *not* die in a frontal assault.
Right now protoss can still go air to counter mech, but ground works as well, even when siege tanks are sieged (thanks to immortals) so why bother?

I think this change is good idea, the immortal becomes less of a hard-counter to tanks, yet protoss still has some good other options like abusing mobility through warp prisms or air with void/tempest and all of these options really are a pain for a mech player
Another clue to my existence.
ejozl
Profile Joined October 2010
Denmark3552 Posts
December 03 2013 14:09 GMT
#36
I think a less severe change, would be to make hardened shield remove 20 shield vs siege tank shots (Hallucinated 40 shield.)
I'm not sure it's needed though, people will figure out how to abuse the combined upgrades sometime.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 03 2013 14:13 GMT
#37
On December 03 2013 22:42 ffadicted wrote:
Make ghosts tbh, this is a silly change imo
Also I thought balance suggestion threads had no place in TL, shouldn't this be posted in Bnet forums?

Balance suggestions are almost always closed, with exception to notable community members and/or progamers who aren't just whining about things. This falls under the latter category.
Administrator~ Spirit will set you free ~
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
December 03 2013 14:16 GMT
#38
I think a less severe change, would be to make hardened shield remove 20 shield vs siege tank shots (Hallucinated 40 shield.)
I'm not sure it's needed though, people will figure out how to abuse the combined upgrades sometime.


David kim doesn't like Exploitation of his game so as soon as someone finds a way to "abuse" combined ups will be the day its nerfed.....
pmp10
Profile Joined April 2012
3399 Posts
December 03 2013 14:19 GMT
#39
I think suggestions of this type have been thrown at Blizzard for years.
It's just not happening.
10% tank buff is about as much as they are willing to consider.
Squat
Profile Joined September 2013
Sweden7978 Posts
December 03 2013 14:25 GMT
#40
On December 03 2013 22:19 Drake wrote:
Show nested quote +
On December 03 2013 21:55 Green_25 wrote:
Why not just give tanks some kind of upgrade which boosts damage versus protoss shields?


because they already really strong vs every protoss unit expect the immortel, and then it would be totaly broken

Huh? Chargelots demolish tanks if controlled properly, colossus with lance can kite them easily. Void rays take them out in seconds. Tanks are very shaky against protoss overall.
"Digital. They have digital. What is digital?" - Donald J Trump
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