Community Feedback Update - February 18 - Page 9
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A_Scarecrow
Australia721 Posts
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Big J
Austria16289 Posts
I think the best solution with that direction would be to keep the base damage the same and only buff the +vs armored and possibly the attack speed (back to HotS level for example). Thumbs up to the Liberator range nerf. Such an early game air unit should always be able to be fought with autoattacking antiair units in my opinion. | ||
Athenau
569 Posts
I think the best solution with that direction would be to keep the base damage the same and only buff the +vs armored and possibly the attack speed (back to HotS level for example). I thought the attack speed hasn't changed since HoTS? | ||
CheddarToss
534 Posts
On February 19 2016 11:44 A_Scarecrow wrote: if ur going to nerf the damage of ravager can you you make it cheaper? 4 ravagers to kill a lib and tank now T_T thats 400gas Ravagers are like uber stalkers with mini storms raining down from the sky. For the utility they provide they are dirt cheap. If they were a Protoss unit, they'd cost like 250/250 a piece. ![]() | ||
My_Fake_Plastic_Luv
United States257 Posts
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huller20
United States112 Posts
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SnowfaLL
Canada730 Posts
On February 19 2016 13:35 huller20 wrote: How about changing siege tank so that when picked up in siege mode, they revert back to standard mode. All this would do is mitigate losses of siege tanks without negatively impacting any matchups. Really good suggestion, I also like the idea of an end-game upgrade for it, Fusion core.. I hope blizzard hears these ideas! Someone should make a post about it on the blizz forums. | ||
ZeroCartin
Costa Rica2390 Posts
On February 19 2016 13:39 SnowfaLL wrote: Really good suggestion, I also like the idea of an end-game upgrade for it, Fusion core.. I hope blizzard hears these ideas! Someone should make a post about it on the blizz forums. The idea of removing the siege mode pick up is to add immobility to the unit, which is a weakness the tank should have, so that buffing his damage is justifiable. | ||
Keeemy
Finland7855 Posts
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NewSunshine
United States5938 Posts
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FXOTheoRy
United States519 Posts
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Steelo_Rivers
United States1968 Posts
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Cyro
United Kingdom20274 Posts
Also good to see a damage buff of some sort, but it seems very timid, like they're scared to try a substantial buff Since after the tank styles of WOL, their DPS has been improved by 28.6% against armored (in both ROF and alpha damage) and their DPS against light has been improved by ~22.5%. That's a pretty huge buff for a unit that used to be good, but generally fell behind due to changes in meta, maps and balance of other units. It changes main shot hits-to-kill in some pretty big ways, but since tanks deal splash it also means a lot of units in the second and third splash radius will die faster than before. For example, if zerglings were not in the primary splash radius (caught in the second splash) they would take 3 hits to die. Now they'll solidly die in 2 hits even if they regen some HP and it fires a hair over 7% faster - that's notable. | ||
QzYSc2
Netherlands281 Posts
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wishr
Russian Federation262 Posts
Also, im for Tank AA speed buff. | ||
TheWinks
United States572 Posts
On February 19 2016 04:11 SetGuitarsToKill wrote: Roaches won’t be affected as heavily, but the number of shots it takes to kill Ravagers is changed from 4 to 3. This isn't true. Ravagers have 120 hp with base 1 armor. Unupgraded tanks still require 4 shots to kill unupgraded ravagers. I think someone just did 120/40 here. Even if ravagers didn't have any armor, regen would still make it 4 shots. And they just edited it out without addressing it. How can picking a value designed to change the tank/ravager unit relationship that doesn't actually change it at one of the most important points in the game not change their overall evaluation of the siege tank damage buff? | ||
agsub
Singapore368 Posts
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GoSuNamhciR
124 Posts
Now if they just fix god mode (Ultralisks) and warp prisms we may have a very good game on our hands. The siege tank changes will make terran quite UP on a lot of maps (good luck moving out with unsieged tanks vs. zerg on most maps), but Ulrena will be hilariously stupid. | ||
SC2Toastie
Netherlands5725 Posts
On February 19 2016 04:28 ArtyK wrote: Sounds cool but how will the siege tank 3 shot a ravager (120hp and 1 armor) with 40 damage? Sst Blizzard knows their own units!! | ||
BronzeKnee
United States5212 Posts
On February 19 2016 14:23 Keeemy wrote: I actually like picking up sieged tanks. ![]() Me too. I was against it completely until I saw it in action, it really makes the Tank viable in game where so many units counter it. Removing it should be combined at the very least with a removal/change of Abduct and Blinding Cloud. Those two abilities counter Tank more than any other unit due to the immobility of Sieged Tanks. | ||
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