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New Protoss Shield Mechanic

Discussion in 'Protoss' started by Lombar, Nov 21, 2008.

New Protoss Shield Mechanic

Discussion in 'Protoss' started by Lombar, Nov 21, 2008.

  1. ItzaHexGor

    ItzaHexGor Active Member

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    I find it surprising that you're saying Terran and Protoss healing can't be compared when you're directly comparing Protoss Shield and Zerg regeneration. Seriously, the only thing that can vary with healing is what can heal and how fast it heals. The Protoss healing is just quicker, static and more cost inefficient, while the Terran is slower but mobile and cost effective. As for regeneration, there's more that can be done. First and foremost, two differences are what can regenerate and how fast it can. Instantly that's just about as much as healing has. Then there's constant regeneration versus situational, the ratio of what can heal to what can't, any effects like Hardened Shields, and EMP's a category of its own.

    Seriously, Terran and Protoss healing is much more comparable than Protoss and Zerg regeneration.
     
  2. Dragon God

    Dragon God New Member

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    I like the idea of a mobile shield battery.
    because really
    who uses a shield battery unless you build like 10 of them to recharge your carriers to go kill the out the other player.
    I dont like the fact that it takes soooo long for units to recharge they're shields and they dont even heal hp.
    It should take like 1 minute to fully recharge shields or get a spell that could recharge shields at a rapid rate.
    you should also have a building to repair hp like you have 9 carriers, 4 of them have 40 hp, how usefull would that be?
    maybe if you used them to assualt weak bases or used them enmass then i would use them.
    long story short, shields should recharge at a steady rate in battle (1 per 2 sec) and be fully charged in a minute.
    anyways, I bet you can change it in the editor :p
     
  3. ItzaHexGor

    ItzaHexGor Active Member

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    @ Dragon God. They don't take ages to regenerate any more, and it probably actually takes far less than a minute for them to fully recharge, provided they're out of combat.
     
  4. Cotcan

    Cotcan New Member

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    When out of combat the shield reg. goes very quickly. Blizzard for the sake of balance(so no one race is better than another) made the shields drop very fast. But the hp doesn't drop to fast. You can watch BlizzCon 2008 Starcraft 2 tournament. It show it in action.
     
  5. Kaloth

    Kaloth New Member

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    Pro using valkyries
    http://www.youtube.com/watch?v=BJUjgP7FouI&feature=related
    and there's a pimpest play where a group of ghosts locks down carriers long enough for other units to kill 'em.
    reckon it's good that now the 3 races means of healing are completly distinct. Before zerg and Protoss were the same but protoss only regained half for the upside of it coming back faster. A forced cooldown might slowdown games but it'll let harassers be a pain in Protoss players asses.
     
  6. Protomancer

    Protomancer New Member

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    The shields start to regenerate after 5 seconds the umnit was last attacked, and are very fast indeed. Archons' 300 shield camn be regenerated in about 45 secs or less, so they can go fresh and new for every battle. Oh and, i'd have a question: Does the immortals' hardened shields still work the same way, that damage above 10 is reduced to 10? If yes it'd really take 9 nukes to finish off an immortal? It sounds kinda weird when you say it....
     
  7. Vampire

    Vampire New Member

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    Anything that does over a certain amount of damage will activate the harden shields including the nuke. So that makes the immortals the only unit to survive a nuke directly where the nuke was targeted.
     
  8. lurkers_lurk

    lurkers_lurk New Member

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    no, one other unit is able to survive the nuke, the Motherships. but yeah, the Immortal will take 9 Nukes in a row in order to die from them.
     
  9. Vampire

    Vampire New Member

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    Strategical you would use marines instead of 9 nukes :) Well the Mothership was deemed the Protoss *superunit*
     
  10. overmind

    overmind Active Member

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    Nukes deal 800 straight up in sc2 right?
     
  11. lurkers_lurk

    lurkers_lurk New Member

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    yeah, they are supposed to anyway, but the MotherShip has 400 health and 400 shields and an base armor of 2 so even if a 1 nuke landed right on top of her she would live with 2 HP at least and 8 at most.
     
  12. overmind

    overmind Active Member

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    o_O not really the same as taking 10 damage...
     
  13. Vampire

    Vampire New Member

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    Yeah 2 Marines could take her down in 1 hit o.o
     
  14. overmind

    overmind Active Member

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    but how you get marines within range after a nuke hit before the 4 seconds it takes for her shield to start regenerating?

    Would sure be rewarding if you got the timing right.
     
  15. lurkers_lurk

    lurkers_lurk New Member

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    still them 2 marines could stim to run to her and still kill her in one hit.
     
  16. overmind

    overmind Active Member

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    Hell yeah, thats something i've gotta try.

    Especially if she is as so as people say she is.
     
  17. Vampire

    Vampire New Member

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    Hmmm is lockdown in sc2? If it is will 1 ld stop the Mothership or will it disable it from moving or attacking?
     
  18. lurkers_lurk

    lurkers_lurk New Member

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    sorry Vampire Lockdown, as far as info about Ghost abilities comes, was never put into the game.
     
  19. overmind

    overmind Active Member

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    Removed for ghosts to get EMP, which would make the mothership die in one nuke anyway.
     
  20. Kimera757

    Kimera757 New Member

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    Ghosts lost their EMP ability. (Good. It should go to the Nighthawk instead.)

    1) Yes.
    2) Maybe not. (Spells seem to ignore immortal abilities now. However, last we heard, nukes specifically affect immortals. We heard the more general info later.)

    Nuke damage: We heard 800 last, but that info is a bit out of date.