Siege Tank Damage Chart - Page 2
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Cyro
United Kingdom20278 Posts
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Incognoto
France10239 Posts
Mobility is everything in this game, it seems. | ||
Shuffleblade
Sweden1903 Posts
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Loccstana
United States833 Posts
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Garmer
1286 Posts
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FFW_Rude
France10201 Posts
![]() So basicly major change vs P, middle change during mid game roach/hydra and minor changes overhaul ? And for TvT i can't tell. | ||
Cyro
United Kingdom20278 Posts
On March 02 2016 16:47 Loccstana wrote: What is the siege tank needs really is not a damage buff but a range buff instead. Range is already huge, limits mapping to some degree and extends past vision. Damage buff is (relatively) harmless | ||
Thezzy
Netherlands2117 Posts
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Edpayasugo
United Kingdom2210 Posts
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starimk
106 Posts
On March 04 2016 05:09 Edpayasugo wrote: How does the +1 upgrade doing 3 or 5 damage work please? Why doesn't it to 1 damage more? I have never really understood how upgrades work. Every unit has a different damage differential per upgrade which you can see if you hover your mouse over the damage icon on the unit card in-game. (Or you can look it up online.) Same thing applies to armor upgrades, although with armor most of the units have the same differential. | ||
Thezzy
Netherlands2117 Posts
So if a tank does 40 damage, at lvl 1 it gets 4 more damage. However, some units, weapons and bonus damage applications vary from this. | ||
NinjaDuckBob
177 Posts
On March 02 2016 04:13 PowerOfOne wrote:Don't you think that by keeping both, the damage buff and the medivac pick up, Siege Tanks would become way too good? Picking up tanks is what allows them to reposition quickly without being punished for an overcommital or for not sieging up on time. My general feel is that the damage buff goes along with a respective nerf, making this more of an adjustment rather than a buff overall, joo know, one thing at the expense of the other. It depends. It might be possible depending on the numbers. Remember, it's not just a straight-up damage buff proposed in the update, it's also an increase of time between shots. This means that it's theoretically more effective to bait Tank shots with single units and then move in while the Tank is on cooldown. In a scenario where there isn't enough army on the Tank side to stop enemy units from moving right next to the Tank (such as a single Tank drop), it might actually be an overall nerf to ordinary Tank drops. However, Tank doomdrops could potentially become more of a problem, as a doomdrop is essentially dropping a small to moderate army into the base. | ||
liberatorgtb
Andorra14 Posts
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Athenau
569 Posts
Remember, it's not just a straight-up damage buff proposed in the update, it's also an increase of time between shots. No it isn't. Blizzard proposed increasing the fire delay on drop (instead of removing tankivacs entirely), not the attack cooldown | ||
NinjaDuckBob
177 Posts
On March 06 2016 01:41 Athenau wrote: No it isn't. Blizzard proposed increasing the fire delay on drop (instead of removing tankivacs entirely), not the attack cooldown Here's what was said: Internally, we’re wondering if there’s a way to hit the positives of both sides. For example, if we further increased the time before the Siege Tank can fire, we may be able to get the effect we’re looking for. What if the time it takes to go into siege mode and fire once is equal to the time it takes before a Siege Tank can fire once it’s dropped off by the Medivac while in Siege Mode? "...further increased the time before the Siege Tank can fire". Doesn't mention time after dropped except when stating that it could be made equal to the time it takes to Siege up and fire. I guess the second sentence in the quote could be taken either way. Not exactly clear. | ||
Athenau
569 Posts
I guess the second sentence in the quote could be taken either way. Not exactly clear. "time before the siege tank can fire" != "time between shots" Also note the "further" bit. This in the context of tankivacs, and they increased the drop delay twice in the beta, so clearly this is an extension of that. On the other hand, they've never increased the attack cooldown, nor have they ever talked about increasing it. Also, in the very next sentence: What if the time it takes to go into siege mode and fire once is equal to the time it takes before a Siege Tank can fire once it’s dropped off by the Medivac while in Siege Mode? It's pretty cut and dry. | ||
NinjaDuckBob
177 Posts
It would still make more sense to me, though, if they buffed the burst damage and increased the cooldown time if they're going for the "best of both." It could have that theoretical effect I stated on my first post on here, and would still make walking into Tank lines (particularly with non-tanky units) better punished. | ||
Shield
Bulgaria4824 Posts
On March 02 2016 16:32 Shuffleblade wrote: Thanks for doing this, very interesting. I like the tankivac but I also like this stronger tank, so hard to know what would be the right way =P You already have liberators (flying siege tanks). Why do you need tank buff too? ![]() | ||
Lunareste
United States3596 Posts
On March 07 2016 01:53 Shield wrote: You already have liberators (flying siege tanks). Why do you need tank buff too? ![]() Hopefully Blizzard will realize that Liberators and Siege Tanks have their design backwards; a Siege Tank should be able to create hard contain zone control, and the Liberator should function as a supplement to the zone control since it is a flying unit and thus does not have to obey map design? | ||
Ape_Island
29 Posts
On March 06 2016 01:38 liberatorgtb wrote: Blizzard should put a better AA mech unit or redesign something (Cyclone/Thor) If they don't do it, then Tankivac is a must. Cyclone movement speed could be increased just a little bit. Right now, the #'s are: Speedling 5.78 Hellion 5.95 Cyclone 4.72 Cyclone armor is so weak, Stalkers will eventually chip away at them. Just a thought. | ||
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