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Siege Tank Damage Chart - Page 3

Forum Index > SC2 General
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Ranari
Profile Joined January 2014
19 Posts
March 17 2016 13:29 GMT
#41
Honestly I never thought Siege Tank damage and zoning was all that bad, but instead I thought they were just too easy to take out. If you think about it, a Stalker has the same overall HP as a tank does, but at much reduced gas cost. That's why, despite the oddity of the pairing, the Tankivac has been very successful at seeing Siege Tanks actually used in Starcraft gameplay. It actually allows the Siege Tanks to live long enough to do something. But if you want to see Siege Tanks actually used in a balanced manner without the Medivac running around and dropping it, you'll have to:

1. Increase it's kill power.
2. Reduce it's gas cost. It's a costly unit to lose given how easy it is to lose it.
3. Reduce the amount of time it takes to setup in Siege Mode. Even Lurkers "siege up" significantly faster.

Random idea here. What about allowing the Raven Auto-Turret to mount on top of a Siege Tank? While mounted, the Auto-Turret would see increased or indefinite duration, but would break off the moment the Siege Tank came out of Siege Mode. That might be a little OP though with their recent upgrades, but I think it's a neat idea to add synergy to the two units.
DooMDash
Profile Joined May 2010
United States1015 Posts
March 17 2016 18:27 GMT
#42
I was really looking forward to this change.
S1 3500+ Master T. S2 1600+ Master T.
Wrath
Profile Blog Joined July 2014
3174 Posts
March 17 2016 18:35 GMT
#43
On March 18 2016 03:27 DooMDash wrote:
I was really looking forward to this change.


While David Kim in charge? Didn't laugh like this for a while.
Apoteosis
Profile Joined June 2011
Chile820 Posts
March 18 2016 20:16 GMT
#44
So, what about the tank buff?
Life won like 200k and didn't hire a proper criminal lawyer.
PowerOfOne
Profile Joined February 2013
Peru78 Posts
Last Edited: 2016-03-18 21:38:49
March 18 2016 21:10 GMT
#45
On March 19 2016 05:16 Apoteosis wrote:
So, what about the tank buff?

As far as I have understood from Blizzard's statements over the course of the Community Feedbacks since the February 18th one (where the increased damage change was introduced), it seems they have been discouraged from testing the changes being proposed for the Siege Tank, being the Medivac Pickup the most important one over the increased damage buff. Thus, the more they steer away from removing the Medivac Pickup, the less likely this change will ever be tested or go through.

Below I quote Blizzard's statements about the Siege Tank, Mech or related.

Community Feedback Update - February 26
+ Show Spoiler +
"The pros didn’t like the Siege Tank damage increase or disabling pickup, saying that Siege Tanks weren’t viable after these changes. The vibe we got was that Siege Tanks don’t need a damage increase—without mobility, they won’t be an effective tool, even if they hit much harder. We still believe that there could be a scenario where the damage is increased enough to offset the mobility loss. However, the more important question here is not about if the damage buff is stronger or the Medivac pickup is stronger. Instead, we should be more focused on the loss of micro and strategic potential versus the gain of the Siege Tank fulfilling their fantasy better by having clear strengths and weaknesses."

Community Feedback Update - March 8
+ Show Spoiler +
"Internally, we tried the changes proposed in recent weeks and they may have felt better than just removing Siege mode pick up entirely. We also tried the popular suggestion of picking up Siege Tanks in Siege mode, with them reverting to normal mode while carried by the Medivac. This wasn’t as good of a solution as increasing the delay before firing because it provides fewer knobs to tune. With this method, we have to make the delay before players can unload Siege Tanks equal to the unsiege time to prevent Medivac pickup from being the main way players should unsiege their tanks. Instead, we can adjust the firing delay upon being dropped to what feels best after testing, from where it is now to the same time it would take to unsiege."

Community Feedback Update - March 11
+ Show Spoiler +
"After going through the feedback, our current thought is to focus more on individual mech units first, and diversifying that. As we explore changes in this area, we’ll be able to identify what type of strategies and unit compositions show potential, so we can go from there. The question as to whether bio and mech should be completely split or always mixed will naturally be answered better as we explore individual design improvements."

Previous to this statement, they mentioned that they were considering changes to the Cyclone, the Banshee and Factory Anti-air


On a more personal note:
+ Show Spoiler +
On March 18 2016 03:27 DooMDash wrote:
I was really looking forward to this change.
I really was too, man. I was pretty excited as well. Personally, I have tried going mech plenty of times, however with this new expansion and the map pool it seems tougher, there's still a lot to explore for me though, and with better mechanics and great practice I think it can be done (The question is "At what cost?"). Even though I believe this particular change is just not meant to be for now, I wonder what kind of changes will be tested in the future, instead of these ones, I still keep hopes up.

On March 18 2016 03:35 WrathSCII wrote:
Show nested quote +
On March 18 2016 03:27 DooMDash wrote:
I was really looking forward to this change.

While David Kim in charge? Didn't laugh like this for a while.

I had a good laugh at your "While David Kim in charge?"
i_am_Nite
Profile Joined February 2012
Russian Federation66 Posts
March 18 2016 22:20 GMT
#46
here is some miss about vs-zerg math - if zerg unit isn't one-shoted, then he start to regen, so if two 40-damage tanks shot at 80hp hydra - they will kill it with 3 shots.
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