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Thor's Anti-Air Damage Chart - Page 3

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TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-04-30 21:18:14
April 30 2016 21:15 GMT
#41
Yes, Thors prioritize interceptors over the carriers if the balance test mod is how it will be implemented on live. It's expected behavior, but I don't know how you can try to construe that happening into a good thing though, that's silly.

While the numbers are good to know, using this to judge the air attack's effectiveness doesn't work. You have to consider splash effects and what removing that does to the effective dps of the thor in multiple unit situations rather than 1v1. Once you get to larger numbers of corruptors, the old attack will easily outscale it in situations where the zerg grabs their corruptors and tries to snipe liberators.
On April 27 2016 21:37 royalroadweed wrote:
Show nested quote +
On April 27 2016 14:04 Loccstana wrote:
whatever happened to the 255mm cannon ability of the thor? They need to give the thor that ability back if they want to be useful

Why? The thor regular attack had higher dps.

You used it for the stun.
monkeymarco001
Profile Joined May 2016
1 Post
May 03 2016 21:47 GMT
#42
OMG. When I looked up those replies, they never take consideration of the situation of units combination and the fight scene in the game.
In the mid-game, a corruptor takes only 2 supply while thor takes 6 supply. And zerg normally makes a brunch of them. How long would a thor take to kill a corruptor with the attack speed of 2.14? Ridiculous!
With a brunch of corruptor, vikings need to be produced because libs nerfed to 4 damage x2 which basically useless against corruptor.
In the late-game, i noticed you consider that massive units not clumbed up. But in the real fight, brood lord or tempest just zoned your thor. With a lot of zerg units or protoss units, your thor is not going to do damage to those air units. Even do damage, thor is not that useful as before which can fight muta or phoenix. Now, libs can be an answer now. Overall, thor is not a practical unit.
Let's talk back about ZvT, late game, zerg just make ultralisk and force terran to go mass libs to counter. And terran can still win against zerg because libs can kill corruptor. But now, corruptor counter libs and force to make vikings which make terran has no answer to duel with ultralisk. I don't see a chance that a terran can build ghost as well as air army together. Zerg late game unit combination will have few infestors ultralisk and so many corruptor, and those infestors will fungal those ghost actually and ghost is so clumped up. This lend to making ghost to counter ultralisk is not a really good idea.
Powermoo
Profile Joined February 2016
32 Posts
May 03 2016 23:17 GMT
#43
i mean we all know they nerfed it to keep liberators as the preferred unit. why the need for all this math?
Incognoto
Profile Blog Joined May 2010
France10239 Posts
May 04 2016 07:24 GMT
#44
On April 29 2016 11:40 Cyro wrote:
Show nested quote +
Third, the fact that the new anti-air Attack Mode is not a projectile anymore, means Thor's AI will fire more efficiently as well, where less situations of overkill are going to happen.


This actually makes a huge difference, way more than most people realize


No protejectile means no more overkill and highly efficient, instant damage.

It's like marines are now riding the thor now
maru lover forever
PowerOfOne
Profile Joined February 2013
Peru78 Posts
May 04 2016 19:09 GMT
#45
On May 04 2016 06:47 monkeymarco001 wrote:
OMG. When I looked up those replies, they never take consideration of the situation of units combination and the fight scene in the game.
Whose replies do you refer to? Mine, somebody else's? Regarding the unit composition and in-game fight scenes, this is not an in-game combat simulator, it's a 1v1 chart that showcase and compares the performance of the new and old attack mode.

On May 04 2016 06:47 monkeymarco001 wrote:
In the mid-game, a corruptor takes only 2 supply while thor takes 6 supply. And zerg normally makes a brunch of them. How long would a thor take to kill a corruptor with the attack speed of 2.14? Ridiculous!
With a brunch of corruptor, vikings need to be produced because libs nerfed to 4 damage x2 which basically useless against corruptor.
Regardless of that situation, I do agree that Thors could not be supply efficient, even though their attack has improved against armored units. Also, isolating the units from the reality does not show everything about the performance of both Thor attacks (Splash damage being a factor and number of units), I believe I already made that clear in the OP.

On May 04 2016 06:47 monkeymarco001 wrote:
In the late-game, i noticed you consider that massive units not clumbed up. But in the real fight, brood lord or tempest just zoned your thor. With a lot of zerg units or protoss units, your thor is not going to do damage to those air units. Even do damage, thor is not that useful as before which can fight muta or phoenix. Now, libs can be an answer now. Overall, thor is not a practical unit.
If we take into consideration Thors are still bulky, clumsy and incredibly slow, they may not be efficient units, they may get zoned out by your opponent units/spells, but that is the case for both attack modes. And if they get to do damage, it is going to be more damage against Broodlords and Tempests than it used to be before.

On the other hand, are Thors produced to counter Mutas anymore? That's the Liberators job now. We're talking about a change that could potentially grant the Thor a new place in the game.

On May 04 2016 06:47 monkeymarco001 wrote:
Let's talk back about ZvT, late game, zerg just make ultralisk and force terran to go mass libs to counter. And terran can still win against zerg because libs can kill corruptor. But now, corruptor counter libs and force to make vikings which make terran has no answer to duel with ultralisk. I don't see a chance that a terran can build ghost as well as air army together. Zerg late game unit combination will have few infestors ultralisk and so many corruptor, and those infestors will fungal those ghost actually and ghost is so clumped up. This lend to making ghost to counter ultralisk is not a really good idea.
The question is: is it ever a good idea to make only ghosts to counter Ultras? ZvT Late-game is tough, undoubtably. However, it feels like the scenario you're presenting is dire for the Terran. You're not taking into consideration Terran can build walls with Depots, Turrets, Command Centers and Planetary Fortresses, protecting your Liberators and Ghosts with those, turtling and zoning away the Ultras / Infestors. Also, if you want to move out on the map to harass the zerg, that's when your bio-medivac comes into play.

On May 04 2016 08:17 Powermoo wrote:
i mean we all know they nerfed it to keep liberators as the preferred unit. why the need for all this math?
While I do agree that the intention of the patch is to keep the Liberator as the counter to Light Air units, do you believe it is really a nerf?
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