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This thing is ridiculous. http://wiki.teamliquid.net/starcraft2/Planetary_Fortress Requires an ebay, and cost 150/150 and 50 seconds to morph. Once morphed it can not lift but gains 2 armor (3 total) and a 6 range 40 damage splash attack. Furthermore, it can be upgraded at the ebay to get +2 more armor and +1 range, bringing the totals up to 5 armor and 7 range.
The Planetary Fortress has three splash radii. From the target, units until a distance of .5 are dealt 40 damage, units at a distance of .5 to .8 are dealt 30 damage, and units at a distance of .8 to 1.25 are dealt 15 damage. It also has 1500 hp and can load SCV.
Already this sounds pretty good at dealing with any zerg ground units. Every zerg unit (besides broodlords) has range smaller than 6 and hydra only get 6 after upgrade. Furthermore zerg is notoriously all about numbers, they need to have tons of weak small units and overwhelm enemies. This can not be achieved on a planetary fortress. Especially if he has any attack units around at all. The PF can take a ridiculous amount of supply worth of units out in the time it takes you to kill it ,and all the SCV repairing it.
Now, the direct counter to this is the Corruptor. For 75 mana it can cast corruption and disable it for 30 seconds. But this is simply not enough.
The problem doesn't lie in the damage or even the splash (even though it is brutal). It's the fact that it draws all attack AI away from workers and has ridiculous armor and HP.
You can't corrupt a PF and then attack move and expect the SCV to run or die, they will just continue mining, or repair. So you need to manually target each SCV.
Also, you cannot recorrupt a target, it has to wear off and then you have cast it again. Which allows it to get a shot or two off, which basically equates to 2 piles of dead zerglings, or some badly damaged pile of hydra/roach.
Suggestions:
- Allow corruption to remove all attack AI priority from the PF for attack units being attack moved near it. So you can get at the SCV, and at the very least just make them run away instead of staying mining or repairing. Allow corruption to be recasted over something already corrupted to refresh the 30 second timer.
- Remove some armor so that zerglings actually do some damage
- Reduce the range to 5 and make it +1 to 6. This way hydras w/ range can outrange it until he gets the upgrade at least.
- Change the attack, to instead of doing splash, to attack faster and hit 1 target at a time.
- Change the damage from 40, to 25+15 light or something similar.
PS- I'm not sure how PF is balanced for TvT or TvP, but The corruption suggestion wouldn't effect either of those matchups.
Poll: Does PF need a nerf for ZvT? (Vote): yes (Vote): no
Poll: If yes, what should be done? (Vote): Corruption suggestions. (Vote): Remove some armor (Vote): Reduce range (Vote): Remove splash, increase dps. (Vote): Change damage type to 20+X to Light (Vote): Other
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I agree Planetary fortress is like a siege tank w/ no min. range and can't die
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I think the fact that you cant lift and not being able to summon mules take away so much from the terran that you just completely failed to mention in your post, imo plantetary fortress' arent even worth it
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corruption already removes the huge attack power of the pf, there's no reason to nerf pf any more.
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On April 01 2010 09:56 petzergling wrote: I think the fact that you cant lift and not being able to summon mules take away so much from the terran that you just completely failed to mention in your post, imo plantetary fortress' arent even worth it
planetary fortress almost always come into play at the 2nd expo in a spot w/ a lot of action and makes any attacks in the region really risky
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On April 01 2010 09:56 petzergling wrote: I think the fact that you cant lift and not being able to summon mules take away so much from the terran that you just completely failed to mention in your post, imo plantetary fortress' arent even worth it I'd rather have an alive cc than a dead one with mules.
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On April 01 2010 09:56 petzergling wrote: I think the fact that you cant lift and not being able to summon mules take away so much from the terran that you just completely failed to mention in your post, imo plantetary fortress' arent even worth it
ok well how about this, Terran expands to the gold mineral base on SoW with a PF. Now he expands again to the high ground behind it and the PF protects both bases. Same thing with any nat protecting a main.
On April 01 2010 09:57 Gnaix wrote: corruption already removes the huge attack power of the pf, there's no reason to nerf pf any more. yes corruption is good, but it has problems. read the parts of the op about it.
Also, I can handle dealing with it being how it was decently IF it weren't for the fact that it draws all attack AI and SCVs must be manually targeted. That is the real problem with PF.
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Yeah, lack of orbital command really sucks. It also can't attack air, so mutalisks are strong.
I think just changing the AI to attack repairing workers or something like that would be good enough.
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I don't think it should be nerf since when going PF, you don't get the Orbital command, which gets you a mule/scan/supply. It's a good trade off when you get something strong for the amount of mineral/detection you will lose in the long run.
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The AI doesn't handle PFs very well (there is almost no reason to attack one directly if there's something else around unless you're using immortals, yet the AI does attack it -> you lose a lot more units than you should) so that should be fixed. We know there's "attack priority" or somesuch in the game (an old patch changed burrowed infestors to be the same priority as unburrowed ones), so it shouldn't even be difficult to change the PF to low attack priority.
Having the AI default to a behavior that is almost always wrong is bad design.
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On April 01 2010 10:02 dtvu wrote: I don't think it should be nerf since when going PF, you don't get the Orbital command, which gets you a mule/scan/supply. It's a good trade off when you get something strong for the amount of mineral/detection you will lose in the long run. All you people saying that you lose OC obviously don't understand the value of this thing. An OC base can be raided, easily. So much so, that you can't make the OC in the first place so you have to make the PF. So you're not losing anything anyways, because now you can actually mine a base.
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On April 01 2010 10:02 dtvu wrote: I don't think it should be nerf since when going PF, you don't get the Orbital command, which gets you a mule/scan/supply. It's a good trade off when you get something strong for the amount of mineral/detection you will lose in the long run.
are three orbital commands necessary?
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Remove splash dmg? I think it attacks fast enough for 40dmg single attack to work pretty well. (Should reduce production time though.. T already has like 0 scvs)
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It has never been a big deal for me. Sure zerglings will get roasted, but if you have a fair amount of hydras or roaches it goes down pretty quick. I agree it is a little bit overpowerful on an island with turret spam, but nothing a doom drop won't fix.
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unbelievable suggestion really, in what situation do u think the pf is imba? also what is up with the range? you want to hydra rush pf expansion? -_-
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This is probably an april fools joke...
but just in case...
about 26 banelings will blow up a PF...
maybe take 30 just to be 100% sure in case they start repeairs before they all land.
have like 40 lings to take the hits, while your speed upgraded banelings roll in for a free win
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I mean the main purpose of the thing is to prevent raids on further distant bases because the lack of terran mobility. But as it is now it's being used on normal bases with the addition of marauders and marines and it's literally impossible to attack WITHOUT the units there in the first place.
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On April 01 2010 10:09 DanteStyle wrote: unbelievable suggestion really, in what situation do u think the pf is imba? also what is up with the range? you want to hydra rush pf expansion? -_- yes, if you scout a hydra break - then you upgrade the range for it.
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On April 01 2010 10:09 Wretched wrote: This is probably an april fools joke...
but just in case...
about 26 banelings will blow up a PF...
maybe take 30 just to be 100% sure in case they start repeairs before they all land.
have like 40 lings to take the hits, while your speed upgraded banelings roll in for a free win this is not a joke, however your suggestion is. Do you know the cost of a PF? What is the cost of what you just suggested?
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