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Immortal = Imbalanced?

Discussion in 'Protoss' started by ApostleOfGod, Jun 17, 2007.

Immortal = Imbalanced?

Discussion in 'Protoss' started by ApostleOfGod, Jun 17, 2007.

  1. Recon

    Recon New Member

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    Ya sieges are strong enough without being able to fire fast, and smokeie is right, they made immortals to be good against strong attacking units but I'm sure rines and reapers still rip them to shreads so there shield is only good if the sieges are by themselves or only have a little back up.
     
  2. Larvitar

    Larvitar New Member

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    The point of immortals are just for tanking shots that should be hitting something else. Tanks pwn zealots and immortals pwn tanks. If tanks vs zealots and immortals I'll like to see that noob trying to kill immortals just because it's more expensive.
     
  3. ItzaHexGor

    ItzaHexGor Active Member

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    It's true that Siege Tanks are good against small units, like the Zealot, but it won't be that simple in StarCraft2. We all already know that Siege Tanks have a minimum range, and the fact that Zealots will now have an upgradeable Charge ability, means that they can close the distance extremely quickly. Tanks will now either need a row of Marines/Reapers or Supply Depots in front of them(however they will be injured by the splash damage) or be across rivers or up cliffs (like seen in the Protoss Gameplay Video).
     
  4. BnechbReaker

    BnechbReaker New Member

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    yeah the charge is totally gonna make the siege tank's life much harder against zealots in open space
     
  5. Larvitar

    Larvitar New Member

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    I suppose supply depots are more important than your siege tanks?
    Com'on, what's a 150 mineral dmg when you pwn a few zealots that are worth 400-600minerals?
     
  6. BnechbReaker

    BnechbReaker New Member

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    has the cost of supply depot increased? it cost 100 minerals in sc1
     
  7. Larvitar

    Larvitar New Member

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    Assuming you destroy one supply depot and damage a few others....yeah.....150mineral dmg....
     
  8. ItzaHexGor

    ItzaHexGor Active Member

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    Don't use the ones that you need for food though... Just use them as barriers. They're just stopping the Siege Tanks from being in melee combat with the Zealots. I'd prefer a whole lot of Supply Depots destroyed/burning as long as the Siege Tanks survive.
     
  9. MeisterX

    MeisterX Hyperion

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    I think the trend we're seeing in SC2 is a downplay of the classic Terran dependancy on the Seige Tank.

    While it will still have a major role, with the addition of new mechanics in Tier 1-2, the Terran have more options rather than the tank push. The Banshee is a legitimate replacement for the Seige Tank in battle as well as raids, and the Reaper will offer an early game raider unit that could debilitate the opponent without the use of tanks as well.

    So now there will be two types of Terran gameplay. The classic tank push, which will need some alterations to survive the changes in gameplay, and the new Terran harassment style of play where the Banshee (and possibly the Cobra) will compensate for a lack of Tank production.
     
  10. BnechbReaker

    BnechbReaker New Member

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    other thing to bear in mind are:

    the siege tank has become a more powerful units, but at the time also cost significantly more in terms of both resources and supply. and there are no more vultures, which was a key part of tvp strategy.

    the battlecruiser is available earlier than in sc1, with the tech-lab being able to be pre-built and requiring only deep space relay instead of science facility with physics lab add-on
     
  11. BirdofPrey

    BirdofPrey New Member

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    Hey maybe now there will be viable strategies other than shell their base with tanks