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Thread: Thor's strike cannons

  1. #21
    Lopan91's Avatar Junior Member
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    Apr 2010
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    Default Re: Thor's strike cannons

    what was rebirthing?
    and what if they made thors cannons do no dmg but they did a small aoe of slow or just stun(i feel like stun could be op though

  2. #22

    Default Re: Thor's strike cannons

    Quote Originally Posted by Lopan91 View Post
    what was rebirthing?
    and what if they made thors cannons do no dmg but they did a small aoe of slow or just stun(i feel like stun could be op though
    or a cannon that stuns a target and deal 500 dmg to the target then if it kills the target the surrounding enemies will take damage = X% of the units max health? if it's an ultralisk then every enemy around it will take x% of 500 hp imagine all the dead hydras

  3. #23

    Default Re: Thor's strike cannons

    Stuns and slows are a bad idea fellas.

    1. Infringes on Marauder's identity.
    2. AoE infringes on Siege Tank's identity, even if no damage is dealt.
    3. AoE stun + Siege mode Tanks = GFG.

    Mechanical Rebirth was an ability that allowed the Thor to go into hibernation once destroyed, for X seconds. If it wasn't destroyed again during those X seconds, it came back to full operational status.

    It was removed from the game because, allegedly, there were no situations where it added tactics to the game. Which Thors to go for (alive/hibernating) was always too easy a call to make.

    As per the examples I outlined on the last page, I really can't imagine how this might be the case. Sure, mid-battle it's pretty clear cut -- you focus on the immediate threat -- but there's plenty of situations that are resolved outside of the mid-battle period.
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  4. #24

    Default Re: Thor's strike cannons

    You're worried about overlap? Um, these are Terrans were talking about here.

    Besides, all Terran metal already has some some form of AOE/splash, it's a defining characteristic. Heaven forbid there should be factory builds that don't revolve around mass tanks....Unless of course you're actually a fan of tank wars?

  5. #25

    Default Re: Thor's strike cannons

    Quote Originally Posted by phazonjunkie View Post
    You're worried about overlap? Um, these are Terrans were talking about here.

    Besides, all Terran metal already has some some form of AOE/splash, it's a defining characteristic.
    You're welcome to your opinion, but Blizzard strongly disagrees.

    Heaven forbid there should be factory builds that don't revolve around mass tanks....Unless of course you're actually a fan of tank wars?
    Let's see here...

    3. AoE stun + Siege mode Tanks = GFG.
    Not sure where, from that line of reasoning, you got the idea that people would stop using Tanks. They wouldn't. Especially if, as some have suggested, the stun/slow dealt no damage. You'd kinda need something dealing the damage if you didn't want to end up on the other end of a long hard spike of pain-inducing alien appendage.
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  6. #26

    Default Re: Thor's strike cannons

    Yeah yeah, I'm pretty much just grasping for straws here. At this point Nothing significant will likely change regarding the Thor between now and the release date. Besides, as you said earlier blizzard has already stated they're more or less comfortable with units/abilities that are essentially worthless; so long as they aren't game breaking.

    The only other way I can see making the strike cannon more worthwhile in it's current state would be to nerf the Thor's base attack to the point where it's much more appealing to use than it is now. Of course that's probably the wrong way to go about it.

  7. #27

    Default Re: Thor's strike cannons

    What if it was channeling high DPS attack that stopped when energy is depleted? It would continue to the next target when the first one was killed to
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