Hello, hope you are having a nice day.
I like SC2 a lot, pretty much since it came out aswell as SCBW, but i don’t play it myself a lot for various reasons. I watch the pro matches like probably some old man watching your classic ESPN football (gets slapped) ouh excuse me (cleans throat) soccer match and then yells at the tv. So take my word with a grain of salt.
Now, i like Thor gameplay a lot, i like to see them come out. It is that feeling like “yeah! the big boys came out to play!”. I don’t mind the balance changes that much, but there were a few that made me ask Why?, not to question the decision, just for the sake to know why.
First the armor, i know the Thor is hard to use mainly because he is too thick to walk around, too slow, and suffers from overkill. The way i see the unit, and sense the developer intention, is to the Thor to be like an ankor unit, the guy that makes sure that the ground is not lost and to punish overextention with 1 powerful attack rather than full on assault. Your typical “heavy weapons guy” type of unit. He can’t get around without support, and is just as strong as his team will be.
Like all defenses in videogames, to avoid stalemates, defense has to be desing to be… you know, beatable at some point, hopefuly sooner than later to keep tempo. And a super thick thor seems to go againts that idea. But seeing it fall so quickly by a bunch of interceptors or zerglins is so funny for me, and dissapointing at the same time. Weren´s you suposed to be the tank or something? - A marine
So aside from nerfing the armor to avoid making an unbreakable wall of thors, was there any other reason that you know of? idk.
Seconded, the range, and i’m probable touching into zerg territory here. But i gotta say, range is a haaaard thing to balance in any game dude. And sometimes, specially in rts where you relly a bit more on unit stats rather than your own skill (compared to, for example, fps games) an unit with too much range can be annoying and hard to deal with(AKA being slowly chipped away). So when the devs decide to give more range to a unit just counter the other big range unit, we stop seeing that dance that pros make when trying to engage an army, and start seeing those slow pushes again, but in the opossite direction. I’m not criticizing here, keep calm.
When the thor got more range just to counter broodlords, and some prottos units, i kinda felt that something was missing. Like “oh ok cool, more range for thors. What is the cost of this, and upgrade? will the ground weapon get more range too with said upgrade?”
So other to counter Broods and possibly help againts tempest(?) was there other reason? i would love to know.
Why do i bring these two things together? Well… i was just wondering actually how well Thors could deal with Carries compared to BCs really hehe… and then realized the armor nerf. But with the range buff and proper micro i believe they can hold their own againts carriers, at least for a while before BCs show up (from what i´ve heard)
I´m not asking for a buff or a nerf, just a logical explanation that backsup the decition made back then, because i can’t think of any other, desing or balance wise. Although i believe that an specific upgrade just for the Thor to give him the range that was given to him on air weapons but also more on ground range could be a cool thing to experiment on (like timing attacks, and being like “oh snap these Thors are upgraded already!” or “haha! not Thor upgrade yet? i still have time to siege for free!” you know what im saying?) it does not seem necesary right now, and off course, that’s just me dreaming.
Realization S@*t this got longer that expected
Have a nice day people