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Theres been some talk about giving the tank some love and buffing its damage. I asked TLO on stream and he says he opposed to it, but I want to hear what the community has to say: would a buffed tank (with removed tank drops) make the game more entertaining? Or would it break the game?
Poll: Should the Tank receive a damage buff?(Vote): Absolutely: bring back the Broodwar tank! (Vote): Make it strong, but not completely dominant (Vote): A tiny buff would be nice, nothing too large (Vote): Indifferent. (Vote): No, it would break the game and make it boring
I believe that buffing the core terran zone-control unit will create a more prepositionally-based game. Since zerg received their own zone-control unit in the lurker, and the protoss in the disruptor, I feel the terran siege tank could join the mix. Although the liberator fufills a similar role to the tank against protoss and ultralisks, it isn't quite what the tank could be. Maybe the tank's cost could be +25 gas to make it equal to the other two race's ZC units (150/150). The power of the tank also forces players to adopt creative strategies to deal with them: such as specialized units, flanks or drops. The tank will also reinforce terran's defenses in multiple matchups: whether this is good or not is arguable.
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how about, instead of "buffing it". have the option of changing the damage type. Instead of the +damage to armored, maybe flat the damage out a bit to make tanks stronger vs units like zealots
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As a zerg, using ling/bling/muta vs marine/tank/medivac is already challenging. A buff to the siege tank would mean you need hive tech, either ultra or viper, to have a chance of beating that T comp. Terran can push out with a sizable force easily before hive tech is reached and do lethal damage.
With the introduction of the liberator, I think terran has sufficient ground area control. Also, with picking up siege tanks in siege mode, tanks are moving away from that role into more of an aoe large damage output, similar to a colossus maybe?
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On October 07 2015 12:28 pwninate wrote: As a zerg, using ling/bling/muta vs marine/tank/medivac is already challenging. A buff to the siege tank would mean you need hive tech, either ultra or viper, to have a chance of beating that T comp. Terran can push out with a sizable force easily before hive tech is reached and do lethal damage.
With the introduction of the liberator, I think terran has sufficient ground area control. Also, with picking up siege tanks in siege mode, tanks are moving away from that role into more of an aoe large damage output, similar to a colossus maybe? Is it really that difficult for you? I certainly have had issues, but those issues usually arise from my opponent having insanely good tank pickup micro. If that was removed, I'm sure a buff would be perfectly acceptable.
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Buff damage, remove the new medivac pickup
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On October 07 2015 13:26 FlyingSteaks wrote: Buff damage, remove the new medivac pickup
+1
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In my humble opinion, The tank should mean, that I can't just A-move onto the terrans tank line. When the tank is out (and positioned well) I should feel like I have to be more careful about how I move my units. NOT.. a-move when I play as *Cough* protoss *cough* .... or Bio for that matter.
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buff damage, increase weapon cooldown time, add overkill, remove medivac pickup
BW tank all the way
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On October 07 2015 13:48 purakushi wrote: buff damage, increase weapon cooldown time, add overkill, remove medivac pickup
BW tank all the way
Literally everyone agree on this point except the one that came up with medivac pick up idea...
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On October 07 2015 12:28 pwninate wrote: As a zerg, using ling/bling/muta vs marine/tank/medivac is already challenging. A buff to the siege tank would mean you need hive tech, either ultra or viper, to have a chance of beating that T comp. Terran can push out with a sizable force easily before hive tech is reached and do lethal damage.
With the introduction of the liberator, I think terran has sufficient ground area control. Also, with picking up siege tanks in siege mode, tanks are moving away from that role into more of an aoe large damage output, similar to a colossus maybe? You may be struggling against it but most pro terrans playing LotV don't really think it's very good. Bio-mine and bio-mine-liberator are still better against almost every composition.
Even with a buffed tank, especially if it lost the medivac pickup, zerg would do fine against it. Tanks against zerg have been awful since mutas were buffed and were already so-so in late WoL. And now zerg has lurkers and ravagers too, which even with the medivac pickup push terrans away from tank play. I can't see it being any kind of problem.
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Actually, the siege tank is one of the only unit where I'd like the counters to be nerfed, instead of the unit buffed. A muta and an immortal nerf would make much more sense since they're already very dominant units. If you buff the tank, bio in TvT will be impossible to play. Remove muta regen, Remove immortal shield/stupid LOTV ability, Remove sieged tank pickup
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On October 07 2015 14:35 JackONeill wrote: Actually, the siege tank is one of the only unit where I'd like the counters to be nerfed, instead of the unit buffed. This is not how Blizzard balances things, unfortunately.
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I don't think the siege tank should be buffed, Maru is going to make Tankivacs look ridiculously broken .
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Not with the medivac pick-up thing in place. If that thing were removed I would like to see one of the following:
option1: Tank main target damage buffed, splash stays the same option2: Tank damage generally buffed, small damage delay with overkill introduced
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1561 Posts
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I mean tanks currently see use in play, don't know why they would need a buff. I often hear cause it's not the "main" mech unit or cause other WM etc are used too, but why should the tank be the go to unit? Where is this written in the starcraft rules? I mean currently its used occasionally with bio, with drop harass, and with some mech compositions. Seems more then enough for a unit honestly. No its not used in every match up all the time, but I'm not sure why it would need to be. It has its current uses and niche, same as most units.
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Hey just a question. Does the current siege tank fire while moving. Like the turrets pointing back while moving forward?
@topic: I think they can make siege tank normal attacks faster like 0.5s faster
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On October 07 2015 14:10 WrathSCII wrote:Show nested quote +On October 07 2015 13:48 purakushi wrote: buff damage, increase weapon cooldown time, add overkill, remove medivac pickup
BW tank all the way Literally everyone agree on this point except the one that came up with medivac pick up idea...
I honestly don't understand the medivac pickup hate, I think it's a great idea. Everyone wants the siege tank to be what is was in Broodwar. It's just never going to happen, SC2 is a different game and plays completely different, the slow siege is dead. You now get into position do what you need to do and get the hell out.
Feel free to use the word gimmicky, I honestly think it's lost all meaning.
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If they allowed the IA to overkill it would be a great way to balance a damage buff imo.
It adds some "micro" for the attacking side, as in sending one or two units first to absorb damage, just like against mines. And it would allow for zealot/roach bombs on top of tanks (something I loved watching and doing in BW). And it just makes sense from a "realistic point of view": If a bunch of terran tanks spotted one roach rushing at them with anger, everyone and their mom would shoot that thing down, not only the exact number of tank shots needed.
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This is never going to happen. Blizzard will not pull a 180° turn and change everything. They made their decision and now they stand behind it. However, there is always community mods, right?
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