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Community Feedback Update - February 26 - Page 9

Forum Index > SC2 General
303 CommentsPost a Reply
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QzYSc2
Profile Joined June 2012
Netherlands281 Posts
Last Edited: 2016-02-27 21:34:13
February 27 2016 21:32 GMT
#161
On February 28 2016 06:25 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
On February 27 2016 22:44 PressureSC2 wrote:
On February 27 2016 14:32 QzYSc2 wrote:
On February 27 2016 14:15 billynasty wrote:
Flying tanks. Flying tanks.
Flying tanks?
do you see whats wrong there?
tanks... that fly?
cmon man
No need to get into stats & numbers & all that jazz, its the design i take issue with.
tanks that fly?
cmon man


flying queens? flying thors? flying collosus? why dont you have a problem with these?


Because they are not units that have been strategically converted to a static defense structure. You see the problem with spore and spine crawler design if suddenly you could overlord drop them pre-burrowed? It would become the only strategy we would spectate because nothing would hold a candle to it.

Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
February 27 2016 21:43 GMT
#162
On February 28 2016 06:32 QzYSc2 wrote:
Show nested quote +
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
On February 27 2016 22:44 PressureSC2 wrote:
On February 27 2016 14:32 QzYSc2 wrote:
On February 27 2016 14:15 billynasty wrote:
Flying tanks. Flying tanks.
Flying tanks?
do you see whats wrong there?
tanks... that fly?
cmon man
No need to get into stats & numbers & all that jazz, its the design i take issue with.
tanks that fly?
cmon man


flying queens? flying thors? flying collosus? why dont you have a problem with these?


Because they are not units that have been strategically converted to a static defense structure. You see the problem with spore and spine crawler design if suddenly you could overlord drop them pre-burrowed? It would become the only strategy we would spectate because nothing would hold a candle to it.

Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.
Death comes in many forms
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 27 2016 21:49 GMT
#163
The passion is lost again.
Head Coach Park: "They should buff tanks!"
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
Last Edited: 2016-02-27 22:06:53
February 27 2016 22:03 GMT
#164
On February 28 2016 06:43 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
On February 27 2016 22:44 PressureSC2 wrote:
On February 27 2016 14:32 QzYSc2 wrote:
On February 27 2016 14:15 billynasty wrote:
Flying tanks. Flying tanks.
Flying tanks?
do you see whats wrong there?
tanks... that fly?
cmon man
No need to get into stats & numbers & all that jazz, its the design i take issue with.
tanks that fly?
cmon man


flying queens? flying thors? flying collosus? why dont you have a problem with these?


Because they are not units that have been strategically converted to a static defense structure. You see the problem with spore and spine crawler design if suddenly you could overlord drop them pre-burrowed? It would become the only strategy we would spectate because nothing would hold a candle to it.

Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
February 27 2016 22:15 GMT
#165
On February 28 2016 07:03 QzYSc2 wrote:
Show nested quote +
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
On February 27 2016 22:44 PressureSC2 wrote:
On February 27 2016 14:32 QzYSc2 wrote:
[quote]

flying queens? flying thors? flying collosus? why dont you have a problem with these?


Because they are not units that have been strategically converted to a static defense structure. You see the problem with spore and spine crawler design if suddenly you could overlord drop them pre-burrowed? It would become the only strategy we would spectate because nothing would hold a candle to it.

Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.
Death comes in many forms
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
February 27 2016 22:21 GMT
#166
On February 28 2016 07:15 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
On February 27 2016 22:44 PressureSC2 wrote:
[quote]

Because they are not units that have been strategically converted to a static defense structure. You see the problem with spore and spine crawler design if suddenly you could overlord drop them pre-burrowed? It would become the only strategy we would spectate because nothing would hold a candle to it.

Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
Last Edited: 2016-02-27 22:29:19
February 27 2016 22:28 GMT
#167
On February 28 2016 07:21 QzYSc2 wrote:
Show nested quote +
On February 28 2016 07:15 Shin_Gouki wrote:
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
On February 27 2016 22:50 CheddarToss wrote:
[quote]
Imagine Warp Prisms being able to drop Cannons.


its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?


I understand you /really/ like how convenient the siege tank pick up is, but you're playing a strategy game. The tank has always been about zone control and slowly pushing towards your opponent. Having that altered by making them a harassment unit on top of its initial role makes the game feel like a beta. Why do Terran players want a bunch of overlapping units that are all equally useful?

Arguing symmetry is a form of bait I won't bite. You don't even have the rod to throw that bait with.
Death comes in many forms
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
Last Edited: 2016-02-27 22:42:49
February 27 2016 22:39 GMT
#168
On February 28 2016 07:28 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 07:21 QzYSc2 wrote:
On February 28 2016 07:15 Shin_Gouki wrote:
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
On February 28 2016 00:01 QzYSc2 wrote:
[quote]

its not like queens move fast off creep they are supposed to be a defensive unit yet you can drop queens. same principle with disruptors, they are supposed to be an immobile unit yet you can pick them up in a warp prism, and i see nobody crying about those designs.


Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?


I understand you /really/ like how convenient the siege tank pick up is, but you're playing a strategy game. The tank has always been about zone control and slowly pushing towards your opponent. Having that altered by making them a harassment unit on top of its initial role makes the game feel like a beta. Why do Terran players want a bunch of overlapping units that are all equally useful?

Arguing symmetry is a form of bait I won't bite. You don't even have the rod to throw that bait with.


i actually hate playing with tankivacs, believe it or not. i just think they should stay, because its good for viewership, and its a good way to differentiate bad players from good players. you emphasize its a strategy game, but every decision you make, is a strategy. even tankivacs. Even scv rushing. I still don't understand why people are so obsessed with the so called unit identity. i couldn't care less if its a flying tank or flying cow, as long the core gameplay is appealing.

i argued symmetry because thats the only context i got from your arguments. why otherwise would you compare lurker shots being dodgeable, to tanks or collosus. or medivac boost, to overlords and warp prisms.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2016-02-27 22:51:45
February 27 2016 22:48 GMT
#169
On February 27 2016 03:49 BronzeKnee wrote:
The problem with Siege Tanks without Medivac pickup is a lack of mobility that allows them to be countered so easily by certain spells. In BW, Tanks worked because the Viper didn't exist.

Changing/removing those spells (Abduct/Blinding Cloud), would go a long way in making Tanks viable again versus Zerg. They need a significant buff to shield damage versus Protoss.


no, but zerg did have defilers, which btw it was easier to absorb mana back then because you could sacrifice zerglings during an attack, so zerg had a more mobile and cheap way of giving defilers mana, rather than having to camp at your base and sacrifice HP on some of your important structures.
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
Last Edited: 2016-02-27 22:57:44
February 27 2016 22:56 GMT
#170
On February 28 2016 07:39 QzYSc2 wrote:
Show nested quote +
On February 28 2016 07:28 Shin_Gouki wrote:
On February 28 2016 07:21 QzYSc2 wrote:
On February 28 2016 07:15 Shin_Gouki wrote:
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
On February 28 2016 05:44 Shin_Gouki wrote:
[quote]

Yes, the queens are supposed to be defensive, which is the role they fill. They are not a /siege/ unit. They have 5 range to utilize. The disruptor has a cast ability with a 21 second cool down. It is also not a /siege/ unit. The principles of the queen and disruptor are completely different to that of a siege tank. An offensive or defensive unit, depending on how it is used. With a 13 range attack under its siege mode.

Your argument would have been better if you stated: The colossus can be picked up by the warp prism, to which no one is complaining about that.


well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?


I understand you /really/ like how convenient the siege tank pick up is, but you're playing a strategy game. The tank has always been about zone control and slowly pushing towards your opponent. Having that altered by making them a harassment unit on top of its initial role makes the game feel like a beta. Why do Terran players want a bunch of overlapping units that are all equally useful?

Arguing symmetry is a form of bait I won't bite. You don't even have the rod to throw that bait with.


i actually hate playing with tankivacs, believe it or not. i just think they should stay, because its good for viewership, and its a good way to differentiate bad players from good players. you emphasize its a strategy game, but every decision you make, is a strategy. even tankivacs. Even scv rushing. I still don't understand why people are so obsessed with the so called unit identity. i couldn't care less if its a flying tank or flying cow, as long the core gameplay is appealing.

i argued symmetry because thats the only context i got from your arguments. why otherwise would you compare lurker shots being dodgeable, to tanks or collosus. or medivac boost, to overlords and warp prisms.


Because Starcraft as a franchise is claimed to be like chess in terms of strategy. If white opens queen's gambit, I'm not forced to open sicilian defense. If I understand the pieces and the board, I can form a strategy to defend or become aggressive myself.

Symmetry aside, BW did a very good job with asymmetry units but still balanced in its own way. All three races had harassment, defensive and offensive opportunities not created equal.

Starcraft 2, especially with this expansion, feels like a puzzle game. If my opponent does x, I will have to respond with y. That is because we've created linear openings and linear timings. Very rarely do strange openers award players who understand the game vs those who don't. Especially with the defensive capabilities and slight micro-ing abilities from one race without the other two having the same opportunities.

A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.
Death comes in many forms
TheWinks
Profile Joined July 2011
United States572 Posts
February 27 2016 23:02 GMT
#171
On February 28 2016 07:56 Shin_Gouki wrote:
A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.

You think the issue with tank drops is early game harassment?
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
February 27 2016 23:06 GMT
#172
On February 28 2016 08:02 TheWinks wrote:
Show nested quote +
On February 28 2016 07:56 Shin_Gouki wrote:
A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.

You think the issue with tank drops is early game harassment?


Precisely. There is no incentive NOT to go tanks. If you start it as a defensive opening, but your opponent doesn't plan on all-ining; you can now also go behind their mineral line, deny scouting/creep or simply force units out. That in turn, forces the other races to open one way restrictively for consistent wins.
Death comes in many forms
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 27 2016 23:21 GMT
#173
What if you split up Siege mode into 2 different ones.

"quick siege" would be a lower damage - with pickup, faster siege time, maybe lower range.

"strong siege" could use an upgrade (like WOL tanks) that would anchor the tanks into place, giving them a defensive/ offensive bonus, but severely increasing Siege / unsiege times 5-10 seconds. They couldnt be lifted by medivacs

maybe its too complicated, but the idea would fit the tank

QzYSc2
Profile Joined June 2012
Netherlands281 Posts
Last Edited: 2016-02-27 23:32:27
February 27 2016 23:23 GMT
#174
On February 28 2016 07:56 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 07:39 QzYSc2 wrote:
On February 28 2016 07:28 Shin_Gouki wrote:
On February 28 2016 07:21 QzYSc2 wrote:
On February 28 2016 07:15 Shin_Gouki wrote:
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
On February 28 2016 06:20 QzYSc2 wrote:
[quote]

well everyone here has different arguments and i wasnt responding to you, but since in your case you have a problem it being a SIEGE unit, explain to me why collosus drop okay for you but siege tank not?


I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?


I understand you /really/ like how convenient the siege tank pick up is, but you're playing a strategy game. The tank has always been about zone control and slowly pushing towards your opponent. Having that altered by making them a harassment unit on top of its initial role makes the game feel like a beta. Why do Terran players want a bunch of overlapping units that are all equally useful?

Arguing symmetry is a form of bait I won't bite. You don't even have the rod to throw that bait with.


i actually hate playing with tankivacs, believe it or not. i just think they should stay, because its good for viewership, and its a good way to differentiate bad players from good players. you emphasize its a strategy game, but every decision you make, is a strategy. even tankivacs. Even scv rushing. I still don't understand why people are so obsessed with the so called unit identity. i couldn't care less if its a flying tank or flying cow, as long the core gameplay is appealing.

i argued symmetry because thats the only context i got from your arguments. why otherwise would you compare lurker shots being dodgeable, to tanks or collosus. or medivac boost, to overlords and warp prisms.


Because Starcraft as a franchise is claimed to be like chess in terms of strategy. If white opens queen's gambit, I'm not forced to open sicilian defense. If I understand the pieces and the board, I can form a strategy to defend or become aggressive myself.

Symmetry aside, BW did a very good job with asymmetry units but still balanced in its own way. All three races had harassment, defensive and offensive opportunities not created equal.

Starcraft 2, especially with this expansion, feels like a puzzle game. If my opponent does x, I will have to respond with y. That is because we've created linear openings and linear timings. Very rarely do strange openers award players who understand the game vs those who don't. Especially with the defensive capabilities and slight micro-ing abilities from one race without the other two having the same opportunities.

A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.


i dont play chess nor did i play bw multiplayer so i have no idea what you just tried to explain.

tankivac does a better job seperating good players from bads here is why i think so:
1) siege tanks can reposition fairly quick, so it forces you to have constant map awareness and control, intel where their tanks are, compared to immobile tanks where this is way less frequent. without tankivac: oh his tanks are there, i dont have to look at them again for another 30 secs.
2) more opportunities to outmicro
3) thanks to tankivac, TvT's are super chaotic (even called cancer by some). Full on aggression. ALOT more different scenarios. you lost 15 scv early, and half of your production. do you choose to rebuild production so you can keep up with his, or rebuild your economy for the long run? Thats why decision making here is much more important, because you need to decide much faster and they are worth alot more weight. if games becomes passive economic, its just like yeah first 10 min just build 5 rax, 3 fact, starport, get double engi bay. oh this is the time i drop third. you need to improvise instead of playing textbook.

i left hots, but wol was super boring just sitting on 3 base all day chrono'ing +3/3 collosus and then do 1a army push and go kill your opponent.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-02-27 23:25:12
February 27 2016 23:24 GMT
#175
On February 28 2016 08:06 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 08:02 TheWinks wrote:
On February 28 2016 07:56 Shin_Gouki wrote:
A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.

You think the issue with tank drops is early game harassment?


Precisely. There is no incentive NOT to go tanks. If you start it as a defensive opening, but your opponent doesn't plan on all-ining; you can now also go behind their mineral line, deny scouting/creep or simply force units out. That in turn, forces the other races to open one way restrictively for consistent wins.

I don't know from where you're drawing this conclusion and this isn't a reason for the proposed changes. Fast tankivac harass more or less died with the introduction of the attack delay in beta.
Shin_Gouki
Profile Blog Joined June 2009
United States313 Posts
Last Edited: 2016-02-27 23:56:12
February 27 2016 23:55 GMT
#176
On February 28 2016 08:23 QzYSc2 wrote:
Show nested quote +
On February 28 2016 07:56 Shin_Gouki wrote:
On February 28 2016 07:39 QzYSc2 wrote:
On February 28 2016 07:28 Shin_Gouki wrote:
On February 28 2016 07:21 QzYSc2 wrote:
On February 28 2016 07:15 Shin_Gouki wrote:
On February 28 2016 07:03 QzYSc2 wrote:
On February 28 2016 06:43 Shin_Gouki wrote:
On February 28 2016 06:32 QzYSc2 wrote:
On February 28 2016 06:25 Shin_Gouki wrote:
[quote]

I don't have a problem with the tank being inside of a medi-vac for transportation. I do have a problem with it being in siege mode while it's being transported. A lurker being transported will not instantly be re-burrowed. The lurker also only has 9 range when sieging. The colossus with extended thermal lance only utilizes 9 range. A siege tank stays in siege mode, with the most range out of all three of those siege unit choices. On top of that, you have the ability to quickly boost and re-position in comparison to the other two transportation methods. I don't believe that's proper balance design imo.


i dont think the burrow time from lurker and delay on siege tank fire from dropping out of a medivac is much of a difference. and what does this have to do with balance design? its a philosophy on game design, and you didn't explain why you think thats proper game design. so can you aswell argue that warp prism has 6 pick up range. units are unique, surprise.


A lurker takes 3 seconds to burrow and begin attacking. A siege tank from a medivac takes about 1.4 seconds. The difference may not seem significant on paper. I already answered your question on why I think the tank isn't being properly transported compared to the other ground siege units; the other races don't have the ability to re-position in dicey situations in the same way the siege tank does. Well, I guess the colossus technically does, but you can't pick up a burrowed unit into an overlord. The siege tank and medivac pick up also hits the front door of a zerg player earlier than 2 base lair.


The warp prism pick up range is something that most likely will be addressed as the game progresses and isn't relevant to this current argument.

a lurker definetly doesnt take 3 secs to burrow. i just checked it in unit tester, its about the same. almost even seems the lurker fires even first. ill upload the proof in a sec. sure, if tanks siege up as fast as lurkers burrow, i dont mind them having to siege/unsiege before loading/dropping.
i dont know if you realize, but the warp prism pick up range IS relevant because you argued that medivac is better at repositioning due to its boots, but you can get warp prism speed, AND the fact that pick up range is 6 means you have to travel less = fast repositioning.


I was wrong by a second. A lurker takes 2 seconds to burrow and a second to unburrow. If you shift the tank to drop and have the lurker burrow at the exact same time the siege tank lands on the floor, it gets the first shot off (as I said, the delay for the tank is 1.4). The siege tank has more utility of use than the siege tank. I think the 3 seconds (for now at least, is fine). And just like brood war, you can dodge the straight line attack of the lurker. The warp prism is a nuisance, but the protoss also doesn't use their siege units in combination with the warp prism. Over time, that will most likely be regressed anyway.

yes, you can dodge the lurker shot. so what? do you want a game with 100% symmetry? why bother having 3 races then? do marine shots need to have a projectile because you can dodge stalker shots? and actually, protoss has the ultimate repositioning tool. recall. do we need to adress that too because you can save all your units with 1 unit and 1 click?


I understand you /really/ like how convenient the siege tank pick up is, but you're playing a strategy game. The tank has always been about zone control and slowly pushing towards your opponent. Having that altered by making them a harassment unit on top of its initial role makes the game feel like a beta. Why do Terran players want a bunch of overlapping units that are all equally useful?

Arguing symmetry is a form of bait I won't bite. You don't even have the rod to throw that bait with.


i actually hate playing with tankivacs, believe it or not. i just think they should stay, because its good for viewership, and its a good way to differentiate bad players from good players. you emphasize its a strategy game, but every decision you make, is a strategy. even tankivacs. Even scv rushing. I still don't understand why people are so obsessed with the so called unit identity. i couldn't care less if its a flying tank or flying cow, as long the core gameplay is appealing.

i argued symmetry because thats the only context i got from your arguments. why otherwise would you compare lurker shots being dodgeable, to tanks or collosus. or medivac boost, to overlords and warp prisms.


Because Starcraft as a franchise is claimed to be like chess in terms of strategy. If white opens queen's gambit, I'm not forced to open sicilian defense. If I understand the pieces and the board, I can form a strategy to defend or become aggressive myself.

Symmetry aside, BW did a very good job with asymmetry units but still balanced in its own way. All three races had harassment, defensive and offensive opportunities not created equal.

Starcraft 2, especially with this expansion, feels like a puzzle game. If my opponent does x, I will have to respond with y. That is because we've created linear openings and linear timings. Very rarely do strange openers award players who understand the game vs those who don't. Especially with the defensive capabilities and slight micro-ing abilities from one race without the other two having the same opportunities.

A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.


i dont play chess nor did i play bw multiplayer so i have no idea what you just tried to explain.

tankivac does a better job seperating good players from bads here is why i think so:
1) siege tanks can reposition fairly quick, so it forces you to have constant map awareness and control, intel where their tanks are, compared to immobile tanks where this is way less frequent. without tankivac: oh his tanks are there, i dont have to look at them again for another 30 secs.
2) more opportunities to outmicro
3) thanks to tankivac, TvT's are super chaotic (even called cancer by some). Full on aggression. ALOT more different scenarios. you lost 15 scv early, and half of your production. do you choose to rebuild production so you can keep up with his, or rebuild your economy for the long run? Thats why decision making here is much more important, because you need to decide much faster and they are worth alot more weight. if games becomes passive economic, its just like yeah first 10 min just build 5 rax, 3 fact, starport, get double engi bay. oh this is the time i drop third. you need to improvise instead of playing textbook.

i left hots, but wol was super boring just sitting on 3 base all day chrono'ing +3/3 collosus and then do 1a army push and go kill your opponent.


I was just simply referencing the fact that this is a strategy game. Micro is a small portion to the whole for real time strategy. Siege tanks shouldn't have to /reposition/ quickly. That wasn't how they were designed. If the retarded spell cast ability corrosive bile wasn't in the picture, the concept most likely wouldn't have even showed up. The tank has the ability to do more than the role intended. Tanks weren't a form of full on aggression NOR should they be. WoL was super boring, but TvZ didn't have sitting in your bases till t3 1A during HoTs. That was the complaint of terrans during the reign of BL/Infestor.

On February 28 2016 08:24 TheWinks wrote:
Show nested quote +
On February 28 2016 08:06 Shin_Gouki wrote:
On February 28 2016 08:02 TheWinks wrote:
On February 28 2016 07:56 Shin_Gouki wrote:
A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.

You think the issue with tank drops is early game harassment?


Precisely. There is no incentive NOT to go tanks. If you start it as a defensive opening, but your opponent doesn't plan on all-ining; you can now also go behind their mineral line, deny scouting/creep or simply force units out. That in turn, forces the other races to open one way restrictively for consistent wins.

I don't know from where you're drawing this conclusion and this isn't a reason for the proposed changes. Fast tankivac harass more or less died with the introduction of the attack delay in beta.


It is human nature to choose the most appealing option. Tanks are able to have multiple purposes instead of their initial construct. There is a big incentive to go tanks now that they can be picked up and moved around. Burrowing and unburrowing widow mines takes more time than tanks, even with their drilling claws upgrade. I'm not saying that's reason enough to remove the ability, but people have far less reasons to remove easy to dodge abilities and units that were only good in critical mass.
Death comes in many forms
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-02-28 00:10:08
February 28 2016 00:09 GMT
#177
On February 28 2016 08:55 Shin_Gouki wrote:
Show nested quote +
On February 28 2016 08:24 TheWinks wrote:
On February 28 2016 08:06 Shin_Gouki wrote:
On February 28 2016 08:02 TheWinks wrote:
On February 28 2016 07:56 Shin_Gouki wrote:
A siege tank micro-ing does not "separate the good players from the bad." The later the game progresses, the more I don't mind and even appreciate microing tanks. Early game tank dropping just forces you to choose an uneconomic opener to combat it.

You think the issue with tank drops is early game harassment?


Precisely. There is no incentive NOT to go tanks. If you start it as a defensive opening, but your opponent doesn't plan on all-ining; you can now also go behind their mineral line, deny scouting/creep or simply force units out. That in turn, forces the other races to open one way restrictively for consistent wins.

I don't know from where you're drawing this conclusion and this isn't a reason for the proposed changes. Fast tankivac harass more or less died with the introduction of the attack delay in beta.


It is human nature to choose the most appealing option. Tanks are able to have multiple purposes instead of their initial construct. There is a big incentive to go tanks now that they can be picked up and moved around. Burrowing and unburrowing widow mines takes more time than tanks, even with their drilling claws upgrade. I'm not saying that's reason enough to remove the ability, but people have far less reasons to remove easy to dodge abilities and units that were only good in critical mass.

I wouldn't say it's so much an incentive as much as 'they aren't complete garbage'. Bio with tank support was not viable in hots, much to the chagrin of the balance team when they nerfed the widow mine in 2013. It's not just ravagers, it's the aggregate of years of design decisions that makes an extremely immobile tank non-viable. The tank damage increase necessary to revert back to an extremely immobile tank would probably result in far worse gameplay.
seemsgood
Profile Joined January 2016
5527 Posts
Last Edited: 2016-02-28 01:15:20
February 28 2016 00:59 GMT
#178

MaxTa
Profile Joined February 2016
61 Posts
February 28 2016 05:06 GMT
#179
About tankivacs in their current state the truth is they are already becoming obsolete in TvZ and TvP anyways because they still lack true dps so that is why I'm hoping they buff siege tanks a little more. Only in TvT maybe tankivacs are dominating because their making bio way too mobile and strong but if you look at pro games you will see they are already starting to skip tankivacs after 2-3 tanks and going straight into Liberators instead because it's better value. Therefore we can only hope tanks get a nice buff, maybe tweeking medivacs pick up because it would be too strong and adjust ravagers accordingly...
MaxTa
Profile Joined February 2016
61 Posts
February 28 2016 06:56 GMT
#180
In short, if Blizzard decides to pull back from what was suggested in the next patch (siege tanks buff, medivacs nerf, ravagers nerf, liberators nerf) Well what we currently have now will pretty much be what we will ever see in sc2 period. Otherwise, if Blizzard keeps going we will continue with a fresh game with constantly evolving newer strategies that will make the game up to date and hopefully attract more players and viewers...

And to be honest, even at the top pro korean level, it still seems right now in experimental stage with players like Innovation, Maru, SoS and Byul not even been able to qualify, it seems like now is the time to modify it properly...
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