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Thread: Siege Tanks?

  1. #21

    Default Re: Siege Tanks?

    Siege tanks are much better in terms of dps than the old tanks,only they are to fragile and have countless counters now,I think to make them more 'used' they have to put their cost back at something like 200/150/4 have 200hp/3 armor or something,Their Damage output and splash in siege mode is great now and they are insanly effective vs toss if used right in combination with Thors,ghosts,M&M ! What Tanks need now is more armor and hp with an effective and more used tank mode...

  2. #22

    Default Re: Siege Tanks?

    Quote Originally Posted by imdrunkontea View Post
    I meant in relative terms. You have to pay more for supply, and you can't really use the factory for anything besides tanks, so it's more of an investment than before. You can't mass tanks and thors the same way you would in SC1 with goliaths, cuz the gas goes through the roof, so if you build factories then you're using all that gas essentially for tanks only, when you could be getting other units instead.
    i see no reason not to mix tanks with thors actually, not that i've really seen it done yet. and they'd probably generally want some infantry support regardless.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
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  3. #23

    Default Re: Siege Tanks?

    A few months ago I started a thread about this very same subject, more or less predicting the diminished use of siege tanks in multiplay. But in the end it's probably not really a bad thing. The terran tank spam in SC1 (especially apparent in TvP) as Nicol pointed out earlier, was mainly a matter of necessity rather than choice.

    Now, with the inclusion of units like the marauder and the banshee, each terran production building has a dedicated anti ground unit which is relatively effective in most match ups and possesses a decent amount of hp. As such whether they go infantry metal, or air, terran players can still have all their bases covered. This, I think makes for much more diverse gameplay and exciting matches.

    Also, it seems that the new trend (so far anyways) seems to be mobility. Siege lines and bunker leap frogging are passe.

  4. #24

    Default Re: Siege Tanks?

    Quote Originally Posted by Todie View Post
    i see no reason not to mix tanks with thors actually, not that i've really seen it done yet. and they'd probably generally want some infantry support regardless.
    the main point i was getting across is that massing an army of tanks/thors requires insane amounts of gas. 150 gas for each fact, 125 gas for each tank, 200 gas for each thor...when you could be massing infantry or banshees/vikings instead. but you're right, mixing with infantry seems the best option, since terran can't rely solely on factory tech anymore.

  5. #25

    Default Re: Siege Tanks?

    im pretty sure they can though. helions are solid enough.. some air support - especially ravens - is probably good though.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

  6. #26

    Default Re: Siege Tanks?

    Tanks used to be the core of Terran Gameplay since in sufficient numbers they could melt anything the opponent could put on the ground.
    Not being able to just mass one unit +a few support to prevent counters is a key theme in SC2, every source I found agrees that mixed armies perform better.
    Now the Tank is in the role it always was supposed to be used in: Artillery Support. They are still very powerfull, especially if you have cliffs+air superiority.

  7. #27

    Default Re: Siege Tanks?

    Quote Originally Posted by unentschieden View Post
    Now the Tank is in the role it always was supposed to be used in: Artillery Support. They are still very powerfull, especially if you have cliffs+air superiority.
    Wait a second....Why the hell they don't rename them to 'Mobile Artillery' then? not siege TANKS ? The Tanks has DUAL purpose,and always has right now the siege role is better than ever however the Tank mode is quite weak...And i think that a few hp and armor can fix this,in the same time increasing resources cost for the siege tech....

  8. #28

    Default Re: Siege Tanks?

    Quote Originally Posted by arthas View Post
    Wait a second....Why the hell they don't rename them to 'Mobile Artillery' then? not siege TANKS ?

    Probably for the same reason valkyries were called 'frigates' when theirsize/configuration/purpose qualified them more as a corvette, or gunship.
    Or why the 'medivac' drop ship heals injured units on the spot instead of EVACUATING them to a field hospital.

  9. #29

    Default Re: Siege Tanks?

    Quote Originally Posted by phazonjunkie View Post
    Probably for the same reason valkyries were called 'frigates' when theirsize/configuration/purpose qualified them more as a corvette, or gunship.
    Or why the 'medivac' drop ship heals injured units on the spot instead of EVACUATING them to a field hospital.
    What i meant is the role they serve ...not just long ranged artillery BUT also armored support !!!

  10. #30

    Default Re: Siege Tanks?

    Quote Originally Posted by arthas View Post
    What i meant is the role they serve ...not just long ranged artillery BUT also armored support !!!
    Are you trying to imply a unit with a potential 11 range should also serve as a meatshield?

    The word tank in it's name is not implied to mean that it can absorb damage. And the tank-mode of the tank is VERY strong right now. It wipes the floor with armored enemies.


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