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There have been many discussions about the Siege Tank lately and many people seem to agree that it is to weak compared to the other units in Legacy of the Void.
This weakness is currently addressed by the ability to transport Siege Tanks in Medivacs while in Siege Mode.
I (and many others) think that this is a bad solution as it destroys the identity of the Siege Tank. The Siege Tank becomes are unit used for gimmicky drops and harass instead of controlling space and setting up defensive positions. I looks like even Blizzard considering to revert this.
I have taken some initiative and created a mod that removes the ability to transport Siege Tanks while in Siege Mode.
This leaves room for a different buff to the Siege Tank and many people have been suggesting a damage buff. Some people have suggested to put the Maelstorm Rounds upgrade from Wings of Liberty campaign and is what I decided to do.
The Maelstorm Rounds upgrade gets researched in a Tech Lab attached to a Factory, costs 150/150 and requires an Armory to research. The upgrade increases the damage dealt by sieged Siege Tanks by 25 (used to be 40 but that was too much) to the main target. This upgrade does not affect splash damage.
Here is the description for the upgrade
Siege Tank's Crucio Shock Cannon deals +25 damage to primary target. Splash damage remains the same.
I think that this upgrade is the perfect solution. The Siege Tank is already very effective against smaller units like marines because of the splash damage and buffing splash damage even further would probably make TvT bio and many other types of armies completely useless. By only affecting the main target damage this upgrade improves the Siege Tanks against types of units it struggles with (that is Ultralisks, Archons, Zealots among others).
This upgrade also introduces new micro play to the Siege Tank where the Terran player wants to force fire the tanks to shoot at larger targets to make use of the extra stopping power. The opponents on the other hand can try to bait tanks to shoot at smaller units like Zerglings and Marines to nullify the upgrade when making an engagement.
This mod
- Removes the ability to transport sieged Siege Tanks
- Adds the "Maelstorm Rounds" upgrade at Techlab attached to Factory that costs 150/150 and requires an Armory to research
You can find this mod on EU and US by searching for "Maelstorm Rounds". If you do not know how to create a game with an extension mod instructions can be found here!
Poll: What do you think?Good idea! (21) 55% The Tankivac should stay! (11) 29% Good idea but +40 damage is too much. (4) 11% Bad idea! (2) 5% 38 total votes Your vote: What do you think? (Vote): Good idea! (Vote): Good idea but +40 damage is too much. (Vote): Bad idea! (Vote): The Tankivac should stay!
Patches
version 1.1 at 02-03-2016: Fixed mistake in the editor that made the Maelstorm Rounds Upgrade only come into effect when you attacked your own units.
version 2.0 at 02-06-2016: After some testing I noticed that +40 was too much. The Siege Tank simply became too strong so the damage was lowered to +25 which seems to be a lot more balanced.
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map hacker.
I really would advise changing this to "map maker" or "modder" or "skilled with the editor."
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On January 29 2016 13:26 Avexyli wrote:I really would advise changing this to "map maker" or "modder" or "skilled with the editor."
Good suggestion! I have done that now.
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I dont think a +40 damage upgrade could ever become reality. Then again, we did have +30 dmg on zealots before...
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On January 29 2016 19:50 RoomOfMush wrote: I dont think a +40 damage upgrade could ever become reality. Then again, we did have +30 dmg on zealots before...
That might be true but I am not completely sure.
I think that +40 damage seems to be a lot stronger than it actually is because it does not affect splash damage. There will be situations in larger battles where Siege Tanks hit smaller units like Zerglings and Marines which make the upgrade useless as the splash damage remains the same.
And then other units like Ultralisks have gotten massive buffs since Wings of Liberty. The Ultralisks damage per second got more than doubled in Heart of the Swarm and now they also get 2 more armor through the armor upgrade. Therefore I do not think that a +40 damage upgrade on the Siege Tank is completely out of question.
But I am not sure. +40 seemed to be a good starting point for this mod as it is the number that is used in the Wings of Liberty campaign.
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I have now edited this post to be shorter and more informative! I also created a voting poll to get your opinions
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On January 29 2016 19:50 RoomOfMush wrote: I dont think a +40 damage upgrade could ever become reality. Then again, we did have +30 dmg on zealots before...
This was a bug, though. A more rational analogy would be the current liberator and cyclone damages.
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why do people think that tankvac is just a gimmick and destroys the role of the siege tank? we still use tanks to control an area of ground. that never went away. now we can cover more ground with tankvacs with rapid deployment. i love how tankvacs are used now, more micro opportunities
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They fucking wreck the TvT matchup, for one.
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Make tanks do crazy damage, add Overkill. Everyone's happy.
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On January 30 2016 09:24 Mistakes wrote: Make tanks do crazy damage, add Overkill. Everyone's happy.
That is also something worth trying out. I think it would be cool if they added some sort of projectile attack on the Siege Tank (like the Marauder has) that would make it overkill slightly.
That would make tanks more effective in small numbers while not making them too strong in mass.
Unfortunately it is beyond my capability as a mod maker to do that.
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Hi, the "overkill" would be found/done in the crucioshock cannon weapon/stats in conjunction with the unit/combat data.
(Note that I do not have the solution yet or I would give it to you // Crucio Shock Cannon Directed I think is the effect you want to "work" with, glhf I'm out)
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I must apologize because I noticed I had made a big mistake in the editor when making this mod.
I recently noticed that the Maelstorm Rounds only come into effect when you attacked your own units. When you attacked enemy units the Siege Tank damage is the same as it has always been (even with the upgrade).
I never noticed this in my initial testing because I only measured the damage when shooting my own units.
This is fixed now and I have updated the mod so it now works as it should. Sorry I made you waste your time if you tried test it with the bug. I should have tested the mod more myself before publishing it.
I do anyways recommend trying it right now. It really makes the Siege Tank trade a lot better against Zealots and Ultralisks!
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version 2.0
After some testing I noticed that +40 was ridiculously overpowered.
So I lowered the extra damage from the upgrade to +25 which seems to be a lot more balanced.
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