i tried siege tanks in late game tvz i just cant they are terrible, take to long to siege, and dont even kill zerglings or banes. man what happened? rip siege tank
Is this preventive crying? Siege tanks were never better
Siege tanks are sick man!
Can be a drag if you donât siege em up in time but if you set em up right theyâre super good.
what about in brood war? or in wol? they used to do 60 damage even against light
35 vs âlightâ(Small) and 52,5 vs medium
no it used to be 60 period no matter what unit it shot at
"Explosive Damage
Explosive damage is found on a variety of units, including the Siege Tank, Missile Turret, Dragoon, and Hydralisk, among others.
Units dealing explosive damage deal 100% to large units, 75% to medium units, and 50% to small units"
https:// liquipedia. net/starcraft/Damage
At first it was 60 against everything but it was for a very short time in wol although it also had less hp and damage against armor so it is debatable which is better and you didnât have siege mode as a basis
Tankivacs were indeed much better, it takes just 3 biles to kill a siege tank! But broken in tvt! Also imagine, you could pick up tank again in TvP against zealots!
Fyi actual tanks, they have no bonus damage to the banes over old ones!
Single target yes, but from splash, they kill them on 2 shots as it used to be.
To add info: bio can finish them faster currently. Because after one splash shot, they will have 10 hp leftâŚ
if only there is a way to check your whine
ht tps://liquipedia.net/starcraft2/Siege_Tank_(Wings_of_Liberty)
imagine complaining about a change implemented on September 21st, 2010, fewer than 2 months, after the release of Wings of Liberty.
Surely, you have better things to troll about?
Wut? Siege tanks were changed 50 times, what are you talking aboutâŚ
Trolling as always. Tanks used to be worse, way worse, they even had an upgrade for the siege mode, many people lost games because they forgot to upgrade the tanks before the timing.
Iâm specifically addressing his point about tanks doing 60 damage to âeverythingâ in WL, and I donât think I quoted you when I wrote that.
Didnât see that reply. I donât know if you know, but tanks are useless in TvP, except for 2 token tanks to push and all in with, or to hold blink. Even rarely some people went mass tank, but it works rarely and dependent on unit comp and map.
In TvZ: tanks are useless vs ling/bane, or ling/bane/muta. It was like that since HOTS, they get swarmed and just die and because they do friendly fire they are not good against this style! Mine with 2 thors is much better! Tanks are only good, if they are going roaches, or hydra/bane - which still works btw, even after nerfsâŚ
I donât really care about tanks honestly, i think they least issue, from many things in the game.
I think hes referring to when you could pickup sieged tanks because that was extremely broken
Brood War Tanks could only be considered âbetterâ than LOTV Tanks based their size (half the radius) and some limitations of the game engine (range was longer on the diagonal because range calculations were based on the x/y axes).
Otherwise it is a wash:
- The damage of both Tanks is roughly the same.
- The difference in attack speed makes up for the supply difference.
- The differences in buildup cost and support units arguably makes up for the difference in durability between equal supplies of Siege Tanks.
-The pathing changes work both for and against siege tanks. SC2 pathing clumps units up a bit more for splash, but the same quirks that prevent Brood War units from clumping as much also slow units down when there is terrain or another unit in their path.
WOL Siege Tanks were worse than both the Brood War and current LOTV version.
Both the early WOL alpha Tank at 60 flat damage and the later 50 flat damage variation (nerfed for light units) post-release lacked killing power against armored targets; and mech had no way to make up for that deficiency. The flat damage was also far too much for most light units, so its change back to an anti-armor focus like itâs Brood War predecessor was inevitable. The attempts to balance the StarCraft II Siege Tank with flat damage back in WOL arguably gimped it, costing the Tank a full 20 damage against armored units until it was finally rebuffed in LOTV.
From a design standpoint it is also a bad idea for Siege Tanks to have so much base damage. Tanks commonly rely on Hellions, Hellbats, or Widow Mines for support, or Marines in cases where Marine-Tank is viable: All of those units have an anti-light tendency that makes high base damage redundant, and they cannot endure friendly-fire from Tanks with such high base damage either.
Mech can use Tanks in TvP easily:
- Mech doesnât have to waste extra resources on Medivacs, so the effective army is larger.
- It can rely on Hellbats or Widow Mines to keep the enemy off the Tanks. Those units can survive a decent amount of friendly-fire, and they donât need to kite the enemy (thereby abandoning the Tanks) to be effective in combat.
Last game of TY vs Parting had a lot of tanks.
As defensive tools, tanks are really good even on TvP.
Forum Whiners: Tanks literally cannot kill banelings
Pro Level Terrans: target firing siege tanks on banelings, killing dozens of them without losing a unit