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Community Feedback Update - February 18 - Page 16

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 14 15 16 17 18 22 Next All
MJesk
Profile Joined February 2011
Netherlands18 Posts
February 20 2016 11:46 GMT
#301
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?
_Croc
Profile Joined August 2013
Norway36 Posts
February 20 2016 11:51 GMT
#302
They should try increase the damage of the Siege Tank to 45 (60 vs armored) instead of 40 (60 vs armored) so the tank gets more effective against non-armored units like Archons, Zealots and Ravagers where it currently struggles.

But it is a good idea and I have waited for this a long time!
~~ I am so excited for the tank buff ~~
Cyro
Profile Blog Joined June 2011
United Kingdom20335 Posts
Last Edited: 2016-02-20 12:08:23
February 20 2016 12:07 GMT
#303
The problem with 45(60) damage is that it would oneshot all marines in the primary splash area and twoshot them in the secondary area at sane upgrade levels

right now it takes 2 hits in the primary area, 3 in the secondary

----

For performance against those units, i'm much more a fan of the maelstrom rounds type of option. That's a big buff against archons, ravagers, ultralisks - that sort of thing - without changing their interactions with many of the low health units like marines very much.

You'll (with maelstrom rounds) now one-shot that one particular marine that you targetted - which isn't a big deal, since most of the damage output was probably via splash both before and after the upgrade.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Sissors
Profile Joined March 2012
1395 Posts
February 20 2016 12:11 GMT
#304
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?

You mean the same boring shit every single game which completely negates the whole point of the siege tank? They made it a tempest where you need to click more.
Big J
Profile Joined March 2011
Austria16289 Posts
February 20 2016 12:13 GMT
#305
On February 20 2016 20:51 _Croc wrote:
They should try increase the damage of the Siege Tank to 45 (60 vs armored) instead of 40 (60 vs armored) so the tank gets more effective against non-armored units like Archons, Zealots and Ravagers where it currently struggles.

But it is a good idea and I have waited for this a long time!

Then it one-shots stimmed marine/pre-combat marines. Bio would be pretty dead I guess.

The mealstrom rounds with +25 as you say (or main target +50% damage as I have suggested in the past) are by far the most workable idea in my opinion. It would also one-shot a single marine on every shot but bio vs tanks still felt OK in my tests. More importantly, it grants the tank decent dps when attacking bigger/higher health targets. 17.5 dps against beefy units like zealots, adepts or archons is always going to be unimpressive, even the 25 dps vs armored aren't all that scary against big armored targets like Immortals, Colossi or Ultralisks and Thors and that's not really going to change too much by adding 15% overall damage, while the effect against tightly packed units like marines, marauders, stalkers, hellions/hellbats, hydralisks or roaches - the units against which tanks are useful anyways because you splash multiple ones of them, often multiple ones in the 100% damage area - might already be too much.
Garmer
Profile Joined October 2010
1286 Posts
February 20 2016 12:31 GMT
#306
On February 20 2016 21:07 Cyro wrote:
The problem with 45(60) damage is that it would oneshot all marines in the primary splash area and twoshot them in the secondary area at sane upgrade levels

right now it takes 2 hits in the primary area, 3 in the secondary

----

For performance against those units, i'm much more a fan of the maelstrom rounds type of option. That's a big buff against archons, ravagers, ultralisks - that sort of thing - without changing their interactions with many of the low health units like marines very much.

You'll (with maelstrom rounds) now one-shot that one particular marine that you targetted - which isn't a big deal, since most of the damage output was probably via splash both before and after the upgrade.


is it a problem if it one shot marine? why marine should be strong against tanks? that's is the job of marauders not marine

and especially why bio should be available in every match up when mach is not? is really so bad if tvt becomes only mech vs mech

i think not
Psychobabas
Profile Blog Joined March 2006
2531 Posts
February 20 2016 12:47 GMT
#307
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?


yes
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
February 20 2016 13:22 GMT
#308
Another popular suggestion for the tank used to be bonus dmg to shields for the main target, something like "piercing rounds".
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MJesk
Profile Joined February 2011
Netherlands18 Posts
February 20 2016 13:38 GMT
#309
On February 20 2016 21:11 Sissors wrote:
Show nested quote +
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?

You mean the same boring shit every single game which completely negates the whole point of the siege tank? They made it a tempest where you need to click more.


Yeah let's get rid of that awful micro... It's boring.
Cyro
Profile Blog Joined June 2011
United Kingdom20335 Posts
February 20 2016 13:52 GMT
#310
siege tanks are one of the -least- attractive units for that type of micro. Their strengths from unit design should focus on space control, immobility, timing pushes etc.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
klup
Profile Joined May 2013
France612 Posts
February 20 2016 13:58 GMT
#311
seriously i can't see how you can win TvT in bio vs mech with this patch . People overestimate how strong bio is vs mech currently its obviously better but put those change and TvT will be Avilo paradise
JackONeill
Profile Joined September 2013
861 Posts
February 20 2016 14:21 GMT
#312
Depends on the map... On dusk towers, yeah. On orbital shipyard, good luck making mech work.

Overall, maps are awefull right now. Blizzderp would rather add stupid rocks and stuff instead of changing the mappool, but when we get decent maps all the balacing done meanwhile may be pointless.

But I'm all for more open maps in exchange for strong positionnal units ! And this patch would go in the right direction.
CheddarToss
Profile Joined September 2015
534 Posts
February 20 2016 14:34 GMT
#313
On February 20 2016 13:13 Lexender wrote:
Show nested quote +
On February 20 2016 11:33 CheddarToss wrote:
On February 20 2016 08:52 Loccstana wrote:
On February 20 2016 08:00 deacon.frost wrote:
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

You cannot buff the tanks with this and don't give them overkill. Can you imagine the mayhem this would create with smart fire? Probably not.


With this, siege tanks will have another type of overkill. If you hit a 35hp ling with a 90 damage attack, you just wasted 60% of the dps of the tank. Now good Terran players will need to target fire their tanks against high hp targets.

No, they won't, because tanks would be crazy OP with that kind of damage. There is hardly any need to target fire now, why would there be such a need if tanks did even more damage? That simply makes zero sense.

I wonder, do some people want to win w/o breaking a sweat or why do such nonsensical suggestions keep being made?


Because it only buffs the primary target? You know the ONE unit the tank is targeting, repeating ONE, no extra damage the splash.

You lack some reading comprehension.

My reading comprehension is fine, thank you very much. You wanting terran to be easy mode is not fine, however.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 20 2016 15:36 GMT
#314
Tanks will probably still not work against protoss even with this damage buff. They'll probably be used only for timing attacks. Do you know why? Because Brood War had spider mines to slow protoss down and to prevent 1a. You have widow mines in sc2, but it's not the same. They cost supply and you have to build them from factory which means less tanks/hellions. So, I don't expect this patch to make mech PvT possible. It'll be bio/tanks at most.
CheddarToss
Profile Joined September 2015
534 Posts
February 20 2016 15:40 GMT
#315
On February 21 2016 00:36 Shield wrote:
Tanks will probably still not work against protoss even with this damage buff. They'll probably be used only for timing attacks. Do you know why? Because Brood War had spider mines to slow protoss down and to prevent 1a. You have widow mines in sc2, but it's not the same. They cost supply and you have to build them from factory which means less tanks/hellions. So, I don't expect this patch to make mech PvT possible. It'll be bio/tanks at most.

The thing is, bio was not nearly as viable in TvP in BW. It was only used as part of cheesy builds and all-ins. If the tank was as strong in LotV as it was in BW, bio+tank would be unstoppable.
DomeGetta
Profile Joined February 2012
480 Posts
February 20 2016 15:55 GMT
#316
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?


Can't emphasize this enough.

Take tankevac away and you are talking borderline game killer imo.

Does no one remember the end of HOTS?? I wouldn't be surprised if no one did - because no one was watching.

50 min long tvt where turtle mass raven/viking and see who can hold out and not attack longer ftw...

Also tvz was almost as bad - every game was mech (which it will become again) and u got to see the terran turtle for 45 min while the zerg took the whole map - hour long game end in one big engage that only happened when one of the players lost their mind with boredom..

Even at mid masters level - this made me stop playing and watching hots.


Isn't the whole point of starting with more workers and less minerals trying to increase view-ability and game speed / action?


This is going to reverse 100% of that in all terran matchups (except maybe tvp) - please guys - think about it.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-02-20 16:03:28
February 20 2016 16:02 GMT
#317
On February 21 2016 00:55 DomeGetta wrote:
Show nested quote +
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?


Can't emphasize this enough.

Take tankevac away and you are talking borderline game killer imo.

Does no one remember the end of HOTS?? I wouldn't be surprised if no one did - because no one was watching.

50 min long tvt where turtle mass raven/viking and see who can hold out and not attack longer ftw...

Also tvz was almost as bad - every game was mech (which it will become again) and u got to see the terran turtle for 45 min while the zerg took the whole map - hour long game end in one big engage that only happened when one of the players lost their mind with boredom..

Even at mid masters level - this made me stop playing and watching hots.


Isn't the whole point of starting with more workers and less minerals trying to increase view-ability and game speed / action?


This is going to reverse 100% of that in all terran matchups (except maybe tvp) - please guys - think about it.



How it looks like: medivac cannot pick up sieged tanks.
How it feels like: siege mode damage is reduced to 10.

Come on, terran's medivac drops were already very effective. This will mainly affect TvT.
CheddarToss
Profile Joined September 2015
534 Posts
February 20 2016 16:02 GMT
#318
On February 21 2016 00:55 DomeGetta wrote:
Show nested quote +
On February 20 2016 20:46 MJesk wrote:
Remove siege tank pickup? Have they lost their mind? It can hardly be overstated how exciting the siege tank pickup made every terran matchup. Let them move their stuff around! Did we really like a mech terran sitting on 3 bases for 30 minutes in HotS that much?


Can't emphasize this enough.

Take tankevac away and you are talking borderline game killer imo.

Does no one remember the end of HOTS?? I wouldn't be surprised if no one did - because no one was watching.

50 min long tvt where turtle mass raven/viking and see who can hold out and not attack longer ftw...

Also tvz was almost as bad - every game was mech (which it will become again) and u got to see the terran turtle for 45 min while the zerg took the whole map - hour long game end in one big engage that only happened when one of the players lost their mind with boredom..

Even at mid masters level - this made me stop playing and watching hots.


Isn't the whole point of starting with more workers and less minerals trying to increase view-ability and game speed / action?


This is going to reverse 100% of that in all terran matchups (except maybe tvp) - please guys - think about it.

I think you guys are right regarding long, boring turtlefest games. But on the other hand, I find being able to DROP sieged tanks extremely dumb. In fact I find that to be the dumbest idea ever implemented in an RTS game. It contradicts every aspect of a siege unit.

If these changes turn out to make terrans unable to hold certain timings/all-ins, I would be ok with introducing siege tank pickup, but without the ability to drop them in siege mode.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2016-02-20 16:07:30
February 20 2016 16:03 GMT
#319
On February 20 2016 06:29 CyanApple wrote:
Great changes imo.

It shouldn't be possible for terrans to go mech only, just like it isn't possible for protoss to go robo only. Terrans should have their basic/core units (marines+medivacs) which they supplement with favoured (or situationally necessary) units.


It's alot easier to go robo + gates than factory + barracks. It's rather dishonest to try and argue that, considering that robo + gate has a single upgrade path, whereas factory + barracks has two. You can't just sprinkle 0-0 units into your army, not if you want to do something with them. Especially not marines.

So i assume now that you're advocating either: putting mech attack/armor and bio attack/armor into one upgrade, so you only have the two paths of air attack/armor and ground attack/armor (just like protoss), or that protoss should also have to upgrade robo decoupled from warpgate.

Did i read that right?
On track to MA1950A.
DomeGetta
Profile Joined February 2012
480 Posts
February 20 2016 16:05 GMT
#320
On February 20 2016 15:53 vRadiatioNv wrote:
(Zerg player perspective here)
First, I don't think tank pick up should be removed entirely, it should be made an upgrade imo. The only real problem with it right now is that it comes out faster than any reasonable anti-air option. Making it an upgrade makes sense because it will slow it down and also, since tank gets siege mode for free, it gives tanks an essential upgrade again.

Second, I'm a little concerned about the Ravager nerf if only because it makes the Ravager significantly weaker in what I thought was it's original role (siege breaker). I mean, Ravager already lost its range upgrade simply because it was too strong at siege breaking but now I'm predicting it will suck completely vs siege units.



uhh what?

pretty sure I had ravagers at my base at 3:30 into the game yesterday..

you got any bright ideas about how that's going to be hold-able without being able to move the tank?

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