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#Post#: 1915--------------------------------------------------
The Tank...
By: deorai037 Date: February 20, 2021, 7:18 pm
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So, I thought I'd hop in for one game just to see what the new
tank looks like.
From a technical POV, the tank is very cool. The visuals on the
plasma cannon are gorgeous.
From an actual gameplay POV, why? In what world does a tank that
does a measly 300 damage after charging for two minutes while
costing 12000 energy and more minerals than an ion make even the
slightest bit of sense from a gameplay point of view? What does
this tank even accomplish? Literally any of tech lab functions
are more useful than this tank; even scanning the zerg's inner
base is probably more useful.
Barring some incredibly massive buffs that would leave the tank
pretty much broken (aka combining all of the suggested buffs,
reducing cost + doubling damage + drastically reducing energy
cost) the new version of the tank has absolutely no place in
Zerg Hex.
My suggestion? Completely revert the tank back to its old form
(where at least it had some usage as an ultra-late-game
anti-cheese unit) and put the code (I know galaxy editor isn't
*code* code but you get what I mean) for the new tank into a new
game entirely. If you wanted the old tanks to be used more
often, just lower the mineral cost of them, which was probably
90% of the reason they weren't used very often in the first
place (high tech requirements high mineral savings required).
#Post#: 1916--------------------------------------------------
Re: The Tank...
By: RickSanchez Date: February 21, 2021, 5:03 am
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First of all: I agree but..
..while I suggest myself "tweak or revert" I would more like to
tweak, since I can see the idea behind it and in general like
it.
It just needs to get worked out in a way that it makes sense to
take the effort to go that Techpath.
Here another suggestion:
-> Reduce Energyusage to something reasonable.
-> Add an attack in mobile state with 50 Dmg by 1sec weapon
cooldown and no energyusage. Whenever tank lasthits a unit it
gets a stack that reduces the ressourcecosts of the abilities by
0.5 to 1%, so that after some farming you can shoot or modulate
for just using a reasonable amount of energy.
-> make the upgrades require an amount of kills but reduce time
and costs significantly
A maxed out tank with double modulation should not be allowed to
deal more than 1299dmg otherwise it would oneshot bigspines.
Plasma Cannon: 400/150, 700/170, 1000/200
Fragment Blast: increase damage by like 20% and the AOE to
create a wider impact, let it hit only units to avoid said
bigspine oneshot combo'd with Plasma Cannon.
Again I can see the idea, but it needs to be rewarding somehow
to play with the unit.
#Post#: 1919--------------------------------------------------
Re: The Tank...
By: Oayoo Date: February 21, 2021, 12:19 pm
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Reverting back the tank is the best choice. This new tank is a
mistake again...
#Post#: 1921--------------------------------------------------
Re: The Tank...
By: BigNoob Date: February 21, 2021, 6:12 pm
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It's a pity, really. The concept is really cool, but the new
tank left a void that the old tank used to fill. The new tank
itself is full of issues though.
Other people have already mentioned a ton of them but I really
want to hammer in the fact that an uncharged hit costing 4k
energy, 200 minerals, 25 gas is incapable of killing a 50
mineral 4 supply spawner. And did you know that Fragment blast
cannot reliably force an infestor to transfuse itself, shave a
layer off a hydra, nor kill a spawner?
Also @RickSanchez regarding the damage cap, I think the only
thing capping the tank damage to 1299 does is force terran to
just... stasis it once before shooting (which they should
already do a few times before shooting). In fact the only way I
see the tank being viable is really just as a ranged tool to do
1 damage, similar to how in previous patches you could just
stasis whatever your ion hasn't directly killed so the residual
burning can. But even without considering stasis, I think it
should be fair game for a terran to snipe the spine if Z didn't
realize that a tank that is always in their vision has had their
energy filled out multiple times without shooting.
It's laughable how structures basically regen the damage they
take from the tank by the time it can shoot again. There's a lot
of cool concepts but the nature of the game doesn't really let
the abilities shine. I really like the attack pattern of
Fragment blast, but it can't kill anything. The area covered
makes me think it's to be used defensively, but the constant
flow of mobs means that a one time cast with no persisting
effect is useless. At least give it burn trails or denser damage
output...
This tank's energy cost 10x old tank's, but it does less than 1x
old tank's damage??? In what world does it make sense for a
400hp brutalisk to tank a double modularized tank shot?
#Post#: 1927--------------------------------------------------
Re: The Tank...
By: Oayoo Date: February 23, 2021, 3:10 pm
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Capacity locked under A1 pliz sir !!!
#Post#: 1928--------------------------------------------------
Re: The Tank...
By: CBDH Date: February 24, 2021, 6:19 pm
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Also please don't make tanks 1 shot full energy investors ...
#Post#: 1929--------------------------------------------------
Re: The Tank...
By: Mett Gaming Date: February 25, 2021, 3:44 am
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[quote author=CBDH link=topic=203.msg1928#msg1928
date=1614212379]
Also please don't make tanks 1 shot full energy investors ...
[/quote]
as in the only thing tanks were actually good for ???
aye let's just remove it entirely...
#Post#: 1930--------------------------------------------------
Re: The Tank...
By: RickSanchez Date: February 25, 2021, 4:49 am
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That is very true. the old tanks purpose was to break heavily
defended spines with killing infestors or atleast forcing the
zerg to move the infestors around
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