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Thread: Should depot submerge be a research?

  1. #51

    Default Re: Should depot submerge be a research?

    Quote Originally Posted by trace wm View Post
    Two problems I see with that logic:

    1. Terrans then have no reason to EVER keep their depots raised, unless they are walling in. All of a sudden Terrans have the supply advantage because theirs take twice the punishment.

    2. Start employing realism like this and you start wondering how marines take down carriers.
    what? "Terrans have the supply advantage because theirs take twice the punishment."
    C'mon its just a little bit of realism, besides it's supposed to exist only to discourage the over-abuse of walling, so you may use them as a wall, but (as a wall) they're just a bit enough more frail than they are while submerged, so:
    EDIT
    what I'm saying is that (just as an example) a submerged depot has normal stats (350 hp and 1 armor), and a non submerged one has 350hp and 0 armor

  2. #52
    Pandonetho's Avatar SC:L Addict
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    Default Re: Should depot submerge be a research?

    2. Start employing realism like this and you start wondering how marines take down carriers.
    Yeah, after all they're using rounds that aren't much bigger than the AK47's rounds, just fired at mach 5.

  3. #53

    Default Re: Should depot submerge be a research?

    As long as the general rule of 2 Supply and a Barracks are required to make a miner proof wall, then it's just the same as SC1. He scouted too late, to be honest.

  4. #54

    Default Re: Should depot submerge be a research?

    Got to the 3rd page and gave up reading... I'm lazy like that.

    I myself agree with the depot research. It may help with protoss/zerg scouting.

    Personally, I think Terrans are getting a bit imba.

    Think of it, they have massive ranged siege tanks that do huge damage per shot. They have flying buildings, they can now put SCV's in CC's. Their dropships can heal now, and their reapers jump over walls.

    They utterly decimate in movement capabilities. They're practically the gods of flanking.

    Back on topic(ish)... I'd like the other races to be able to wall or have some kind of early protection. Terrans can easily wall, Protoss can only make their opening smaller, while Zerg have no hope of early D (that I've seen). Though this is talking in the perspective of me... someone not so great at melee and one that doesn't know all the tricks to it.


    Quote Originally Posted by Pandonetho View Post
    Er what? There's no trade off, when would a Terran want to submerge his depots? Only if he needs to cross them. Submerging your depots does not supply your opponents with a target, they'll just go past them into your base.
    They'll likely keep them submerged and lift them while half the force is over, making half an army a lot easier to kill than a whole army.
    Last edited by Alzarath; 10-20-2009 at 01:06 AM.

  5. #55

    Default Re: Should depot submerge be a research?

    Quote Originally Posted by Artanis186 View Post
    someone not so great at melee and one that doesn't know all the tricks to it.
    Not that I'm gosu either but if you were better you'd realize that all those changes actually make the race more playable for beginners. Terran in SC1 are really hard to master while P can just mass units, attack and win at lower levels(ever heard of 1a2a3a4a win?).

    Zerg do need some more work though. They are pretty weak and still hard to play for beginners imo atm.

  6. #56

    Default Re: Should depot submerge be a research?

    Submerging Depos are simply convenient, nothing more, if anything 350 HP is a nerf. With the consitent "Buildingseal"(adjectant Buildings are closed to ANY unit) they would be a serious bother for Terran Players especially since youŽd be FORCED to place them in more vulnerable positions.

    And even IF they would make Terrans somehow more scoutproof than they were in SC:BW - the gamebalance has to survive that anyway or weŽd have to eliminate maps with more than 2 starting positions. There is a "black spot" (harvester arrives to late and nothing else to scout available yet) where you canŽt gather information from either race regardless and if you "hit" that might only depend on if your enemy scouts clock or counterclockwise.

  7. #57

    Default Re: Should depot submerge be a research?

    My first post in here ^^

    Ok i read the whole 6 page and an idea came up. I'm sorry in advance i got a poor English.

    The supplies depots could not give there supplies when underground. You have a pay-off that does not change anything if you do not burrow your depots at all, but each time you burrow them you temporary lose 8 supplies. So you much choose to use your rax or depot to wall-in, considering both will cut down production for a couple of sec when you wanna go out.

    Or the depots give only 4 supply when underground (better than not at all)

    What are you guys tiking of that?

  8. #58

    Default Re: Should depot submerge be a research?

    The zerg could pull off a very similar "door" mechanic by using Spine/Spore Crawlers. They are buildings that can get up and walk around, and thus the Zerg player could easily use them to block a choke and then move them when needing passage. Plus, unlike the Supply Depots, Crawlers can actually attack, which makes them even better in some ways.

    It's only the Protoss that don't have any "door" possibilities.

  9. #59

    Default Re: Should depot submerge be a research?

    If you really want scouting to play more of a role you should give the races a early way to scout after the choke has been blocked off. Right now the early scouting strikes the correct balance between getting your worker in his base and sealing off your own.

  10. #60

    Default Re: Should depot submerge be a research?

    Quote Originally Posted by Gt2slurp View Post
    My first post in here ^^

    Ok i read the whole 6 page and an idea came up. I'm sorry in advance i got a poor English.

    The supplies depots could not give there supplies when underground. You have a pay-off that does not change anything if you do not burrow your depots at all, but each time you burrow them you temporary lose 8 supplies. So you much choose to use your rax or depot to wall-in, considering both will cut down production for a couple of sec when you wanna go out.

    Or the depots give only 4 supply when underground (better than not at all)

    What are you guys tiking of that?
    I was just coming on here this morning to suggest that very thing, brilliant idea my good man!

    It may not seem like much, but submerging your depot causing you to lose supplies could actually make you think twice about doing so.

    The only question is: I thought you already lost supplies for a depot that was submerged? And while it is a tradeoff, it's not an early game wall mechanism

    To be perfectly honest, why don't the races just get walls and this whole thing would be moot? But of course that isn't the 'style' so there's no chance in heck of that happening.
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