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Siege Tank Damage Chart - Page 2

Forum Index > SC2 General
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Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
March 01 2016 19:17 GMT
#21
Yeah. They're already decent units vs P and Z and used constantly vs T, they're just overshadowed by other stuff sometimes
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Incognoto
Profile Blog Joined May 2010
France10239 Posts
March 01 2016 19:29 GMT
#22
I'm very surprised that professional Korean players would not like the siege tank buff. For me this was a step in the right direction; goes to show how little I know about the game, I guess.

Mobility is everything in this game, it seems.
maru lover forever
Shuffleblade
Profile Joined February 2012
Sweden1903 Posts
March 02 2016 07:32 GMT
#23
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
Maru, Bomber, TY, Dear, Classic, DeParture and Rogue!
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-03-02 07:47:35
March 02 2016 07:47 GMT
#24
What is the siege tank needs really is not a damage buff but a range buff instead.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Garmer
Profile Joined October 2010
1286 Posts
March 02 2016 08:42 GMT
#25
i want to see it in action, there is someone with video that is testing this change?
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2016-03-02 09:38:52
March 02 2016 09:38 GMT
#26
I still laugh at the Pylon being in the unit tabs

So basicly major change vs P, middle change during mid game roach/hydra and minor changes overhaul ? And for TvT i can't tell.
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
March 02 2016 15:40 GMT
#27
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
March 02 2016 16:27 GMT
#28
Still think the main issue with the tank is that it costs 125 gas, 3 supply and that there are many many units who can painfully exploit the static nature of a sieged tank. Not even bringing up the horrors that Vipers can unleash on them.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Edpayasugo
Profile Joined April 2013
United Kingdom2214 Posts
March 03 2016 20:09 GMT
#29
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.
FlaSh MMA INnoVation FanTaSy MKP TY Ryung | soO Dark Rogue | HuK PartinG Stork State
starimk
Profile Joined December 2011
106 Posts
March 03 2016 20:29 GMT
#30
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
Profile Joined October 2010
Netherlands2117 Posts
March 03 2016 20:44 GMT
#31
I believe the standard is that an upgrade adds 10% more damage to the base damage, rounded up.
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.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
NinjaDuckBob
Profile Joined March 2014
177 Posts
Last Edited: 2016-03-04 21:11:13
March 04 2016 21:10 GMT
#32
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.
NinjaDuckBob ~ Fear the fuzzy!
liberatorgtb
Profile Joined February 2016
Andorra14 Posts
Last Edited: 2016-03-05 16:39:17
March 05 2016 16:38 GMT
#33
Blizzard should put a better AA mech unit or redesign something (Cyclone/Thor) If they don't do it, then Tankivac is a must.
Athenau
Profile Joined March 2015
569 Posts
March 05 2016 16:41 GMT
#34
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
Profile Joined March 2014
177 Posts
March 05 2016 20:46 GMT
#35
On March 06 2016 01:41 Athenau wrote:
Show nested quote +
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


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.
NinjaDuckBob ~ Fear the fuzzy!
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2016-03-05 20:55:16
March 05 2016 20:52 GMT
#36
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
Profile Joined March 2014
177 Posts
March 06 2016 14:09 GMT
#37
Alright, it's most likely what you say they said.

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.
NinjaDuckBob ~ Fear the fuzzy!
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
March 06 2016 16:53 GMT
#38
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
Profile Joined July 2011
United States3596 Posts
March 06 2016 18:01 GMT
#39
On March 07 2016 01:53 Shield wrote:
Show nested quote +
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?


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?
KT FlaSh FOREVER
Ape_Island
Profile Joined February 2016
29 Posts
Last Edited: 2016-03-11 20:16:39
March 11 2016 20:16 GMT
#40
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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