Siege tanks in co-op

raynor and swann, their base siege tanks have 160 hp and 35-50 attack damage in siege mode, thats a lot worse than the current multiplayer tanks with 175 hp and 40-70 damage in siege mode, shouldnt this be the other way around? why are the tanks underpowered in the place that everything is overpowered and vice versa?

i think that the co-op tanks need to be updated to be at least as good as the multiplayer ones.

Really depends on how you look at it I’d say, Coop is a lot more predictable than ladder, so fixed place units are easier to use.

More than that, Raynor and Swann’s Tanks are a lot better than they appear once you dig in a bit.

Swann’s got Maelstrom rounds, so his tanks do an absurd 84 (+21 vs armour) to their primary target. Plus they have Goliath, Herc-drop, and Science Vessel support.

Raynor’s can get to 0.69 AS in siege mode with Rough Rider stim, and they can get to 6 armour; plus Medic healing and damage reduction, they’re actually quite tanky against little units.

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Yeah. All I can really do at this point is attest to Raynor’s P2 benefit, ie Rough Rider; his Siege Tanks gain an obscene DPS boost via Ignite Afterburners, as they’ll attack every literal second. Coupling that with constant splash damage, nothing on the ground will survive in practice – and Amon thus weeps salty tears. x3

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Remember an universal buff that co-op has compared to campaign and multiplayer: no friendly fire with splash damage.

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I think someone needs to post a link here of that video where LilArrin annihilates a frigging train in mere seconds by dropping only half a dozen tanks or so just in front of it. If terrans had Raynor’s tanks even I could potentially dominate the gls or whatever, you know as long I’m the only terran player. This may come as a shock, but melee units are designed for melee and co-op units are designed for co-op.

I get wanting to match stats with Versus, but there are other factors to compensate.
In particular, Raynor has Dusk Wings and Hyperion, he starts off with Stim researched, and his version only eats 5hp per use. He also gets 0 build time supply depots.
Swann has gas harvesting drones, can tandem SCVs together to rapid build structures, and a laser drone that has full map range.

In Versus, Lings and Lots charge against Rines, and their own Tanks end up wiping them out instead :smiley:

I think you’re getting your information from the wrong place. Or you’re overlooking things without checking.

From what I’m seeing after checking the wiki for “sieged mode”:
Versus: 40dmg (+30armor) in 2.14sec, 32.7DPS
Raynor: 35 (+15) in 2.61 (2.01 with Mech attack speed mastery), 19.2DPS or 24.9DPS with mastery.
(Then you add in Rick’s P2 stim factor, the DPS is 72.5)
Swann: 75 (+45) in 3, 40DPS.

So the only one that does less is if you went with Raynor generally without boosts. However, his bio is far stronger and more replaceable than versus. And the difference in DPS is negligible really for the actual gameplay. Especially if you compare the many variations of Raynor’s options.

Also, why does it have to be the same or more anyway? I suppose to that end, it already is? So issue solved too?

If Raynor and Swann do well with nerfed tanks then it is okay, but if not, it isn’t.

Every other commanders have their own advantage with their buffed units. Yes, Raynor has mechanic attack speed bonus and mechanic stimpack, but so what? It is Co-op, not Ladder.

Some commanders are too obsolete and even have worse unit compared to Ladder. Like Siege tank and Void ray. Siege tank does well in Co-op but not that good compared to OP commanders. Void ray? Everyone who was matched with me and used Void ray in Co-op was a troller.

Buffing them to the level of Ladder doesn’t seem problematic. Dev put them in the game when they had obsolete stats. Dev thought that they will be fine with those stats in both Ladder and Co-op. But Dev buffed them in Ladder as Dev found that they were underpowered. Then why should we think that they are fine in Co-op?

Though Ladder and Co-op are different game, they are parts of SC2 and have some similiarity. If 35/50 is underpowered in Ladder, it can be in Co-op. Not always, but plausible enough to consider a buff at Co-op.

In addition, I can’t find a reason why Co-op units should have worse stats. Co-op commanders and units are OP compared to Ladder. How can Ladder units make Co-op, which is already unbalanced and OP, more unbalanced? Banshe and Battlecruiser, which are already better than Ladder units, are not even a mediocre unit in Co-op. Will Siege tank and Void ray with Ladder stat break Co-op? I don’t think so.

Thing is, Raynor’s Siege Tank for example is better than ladder in every way apart from siege mode dps (without mech stim). They’re cheaper on gas (unless P2, but then stim instead), build faster, have more hp, more armour, move faster (without after burners even), siege faster, have longer range, and do more dps in tank mode.

Swann’s have more dps to single target, have longer range, have more hp, and have herc-drop.

They’re different, not worse. Besides, they’re weaker than the other two Siege Tanks, but are massable instead, not a bad trade off.


Void Rays would have minor benefits from the speed boost, but would likely suffer if they have prismatic alignment over their current old school attack style. Vorazun has enough burst damage, all the Voids have going for them is persistent damage.

It ain’t popular, but P2 is just my thing with him. Y’all just don’t get me :crazy_face:

I swear I’ve never played with another soul that used it…

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If you’re struggling to do Brutal with any commander then that’s your lack of skill not a weak commander. It’s true that void rays are generally weaker than Vorazun’s other options, but they’re totally usable for someone with good micro, and are actually her best option on maps like Miner Evac.

Exactly, so since they both do just fine with tanks as they are where’s the issue? Swann tanks in ladder would be stupid imba.

It’s really more to do with the meta and lack of updates that’s the issue with siege tanks. They are based on the campaign version with lower stats. And also mostly nobody is complaining in coop that tanks are underpowered, the devs didn’t see a reason to buff it. And will probably not do it for a long time after they tactical jumped away from SC2 development and the crapstorm brewing right now IRL for them.

It would be nice if they gave flux vanes and prismatic alignment to Vorazun’s rays it would have made mass air just as good as DT - Corsair. They can even slap a 1 minute cooldown on it to make it fair.

I would but beefy bio and mass BC prestige is just too good.

Meaningless saying in discussing balance. I have no problem in clearing Brutal, but even if I have, it totally doesn’t have any relation with either certain unit should be buffed or not.

What you were saying was just same with “You can live with $50k so you don’t need to earn more money.”

Swann’s tanks have better damage output when fully upgraded and can be deployed in Siege Mode via Hercs. Also Immortality Protocol. Swann’s tanks are MUCH more effective than multiplayer Siege Tanks. MUCH more effective like it’s not even close lol.

Raynor’s can be called down directly onto the battlefield and have quicker deployment in Siege Mode when researched. Also Raynor has Spider Mines which make Tanks MUCH more effective.

Co Op is balanced differently than multiplayer, and Siege Tanks are amazing units it for every CO that uses them. They do not need to be buffed at all.