I've always felt that D8 charges were extremely nasty, but even more so now.
On the other hand, I'm not sure many of us here have the speed to kill even a single D8 charge in 2 seconds, even if they are killable :P.
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I've always felt that D8 charges were extremely nasty, but even more so now.
On the other hand, I'm not sure many of us here have the speed to kill even a single D8 charge in 2 seconds, even if they are killable :P.
Personally, not all that surprised. I reckon it's because having them destroyable made their effectiveness too unpredictable and so hard to balance. On the one end, you might have a situation where only very few charges will survive long enough to detonate and so each individual D8 Charge needs to be fairly potent in the amount of damage dealt. On the other, if the opponent misses the opportunity and all charges make it to the end, you wind up doing disproportionately terrible, terrible damage. By making invincible, their behavior becomes a little more predictable. I also expect their damage to be nerfed, whether it be size radius or damage inflicted.
Of course, there are other possible explanations. Maybe it could be something technical. Perhaps the charges weren't stacking properly with those detonating (a millisecond) earlier were destroying other D8 Charges around it (assuming friendly fire is on)? Or, maybe in-house testing showed that the killability of the D8 Charges hardly ever mattered and the charges often went unharmed.
Why? Reapers are a direct counter to static defenses. That's what Reaper charges are for.Quote:
at least give the static defenses a chance to survive
It's like saying that Immortal Hardened Shields should only reduce damage to 20, to give Siege Tanks a chance.
If there are a lot of Marines around, simply tell them to attack-move. The Marines will pick various different charges to shoot at, taking them all out well before the timer goes off. The charges didn't have many Hp, so they'd go down pretty quick.Quote:
On the other hand, I'm not sure many of us here have the speed to kill even a single D8 charge in 2 seconds, even if they are killable
Are d8's limited like vulture mines? If not, it should be nerfed to say, a certain amount that it will take at least 5 charges to take down a supply depot. Recharge rate should be to 120% of the time it takes to build a depot.
now only need to make them so they stick on units
Oh, I was thinking more in the context of using D8 charges in a pitched battle (unless you're so on top with your surveillance that you can produce a lot of marines at every location where Reapers try to raid you). I don't think that Marines will prioritise D8 charges over attacking enemy ranged units if you ask them to attack-move.
If that's the case, then all that most of us would be able to do is to just do an old-fashioned 'run away', in which case the killability of D8 charges doesn't really matter a whole lot.
Why? Depots will likely be placed in front of bunkers in a hard-contain situation, to keep melee units away from Bunkers. Having Reapers who can blow them up quickly and cheaply is a substantial help.Quote:
If not, it should be nerfed to say, a certain amount that it will take at least 5 charges to take down a supply depot. Recharge rate should be to 120% of the time it takes to build a depot.
If your concern is for Reapers doing a raid on your base, there are things you can do to stop them. Like killing them.
Zerg players have to suffer with Overlord harassment from any air unit. No reason that Terran players shouldn't be able to harass the supply of other races.
I was talking about Reapers in the pitched battle. Which would also involve the Marines in question.Quote:
Oh, I was thinking more in the context of using D8 charges in a pitched battle (unless you're so on top with your surveillance that you can produce a lot of marines at every location where Reapers try to raid you).
The Marines behind the front-line Marines will target them. You know, the ones that are out of range of the real targets.Quote:
I don't think that Marines will prioritise D8 charges over attacking enemy ranged units if you ask them to attack-move.