Give them a button to permanently garrison the units inside, meaning u can no longer unload them n they also die when the bunker is destroyed BUT they no longer hav supply usage, so theyr like photons but cost 300 minerals
EDIT also set their attack upgrade to zero
EDIT 2: willing to remove fortress for this
late game static defense that doesnt cost supply is problematic by design.
Terrans do not need no-supply static-defense. They have the extra 30-40 supply compared to Protoss/Zerg and are advised to use that bonus for protecting their bases.
They want to eat their cake and have it too…
i also think the same thing about spore Forrest
you dont see many mass cannon defenses.
the second problem is that the marines inside the bunker would still benefit from attack upgrades, which was a good design choice that static defense buildings should not benefit from upgrades to make players more breakable in the late game.
static defense is supposed to be for early game defense to make holding cheeses or rushes.(i think thats what the starcraft 1 designers intended, dont actually know)
Hah, no. These days most Terrans at minimum go up to 70-80 workers in a full macro game, same as Protoss. Definitely a little up army supply vs Zerg, but equal vs toss. It’s rare that we see workers traded out for mules, and personally I find that it’s better to use the mule energy on scans in the late-game to keep track of your opponent’s army.
I thought of this buff for the mech build, so the slow thors tanks dont get dizzy from ling/zlots runbys specialy dts
That would make sense seeing as Toss and Zerg both have zero supply static defense. Hence toss abuse it big time. Canon forests at expos.
Terran has repairable PFs (which can get lots of armor), which effectively force either a sizeable portion of the army to commit to killing it, or just leaving it alone. They also have by FAR the best anti-air static defence. Terran is the last race that needs more static defense.
I wud choose to remove the fortress just to add this, so i can protect my production when in late game ur bases r spread out
The only reason Terran use the stupid fortress is because bunkers are dead supply. Remove fortress and give em a supplyless static D. Problem solved. Not to mention, Fortress is expensive af and theyre not cost effective at locations where you may want static support outside of mineral piles.
Let’s just add turrets onto the bunkers just like in the campaign. While we’re at it, let’s add khaydarin monoliths and bile launchers
The idea is seductive, and bunkers are admittedly useless in lategame (due to the supply cost and the existence of the PF). But do Terrans need a buff, and if yes do they need it in static more than somewhere else ?
As for not benefiting from upgrades, considering the marines are a low dmg high firing rate units, that would make that new bunker near useless against +3 armor opponents.
The concept isn’t to throw away though, as the problem with Terran’s static, is that in lategame it’s a choice between the massive PF, and nothing (as the PF is costly, too large to fit as additional main base defense, and the bunker is dead supply). During LotV’s beta the devs considered giving the terrans a new static instead of a new unit, so it shows that having a supplyless static that could fit where the PF can’t isn’t a stupid proposal.
But in that case, wouldn’t replacing the useless cargo size upgrade for one adding a turret on bunkers be more interesting ?
Mech strategies most often don’t involve marines.
What you said about the PF is true.
However the 250 HP, costly repairable, and non movable turret is probably second to the spore in terms of best AA static, specially considering the mobility, 400 HP, non costly transfuses, +bio DPS and lategame applications.
This would pretty much need to happen. Imagine walking into a base defended by a PF, like 4 Bunkers each with 4 Marines (or a mix of marines and marads) that no longer cost supply, and a tank or 2. It would legit be impossible to break that without a full sky army.
But untill that sky terran will be save against any typer early game harass
I am not a Terran player but I would be ok with nerfing planetary fortress and giving Terran static defense that can hit ground units similar in stats to the cannon or the spine crawler. I think PFs are one of the worst things the game has right now. They just promote non fun game play. Late game Terran really does suffer from not being able to defend because Terran is require from either have PFs or leave a ton of stuff at home
That means a PF with 2 tanks and 16 0-0 marines. Any sizeable force including zealot or ultralisks would take that rather easily, provided the tanks are focused first. Or just broodlords, SH, or some Tempest or carriers would end up making an unsuported defense unworth it.
Actually it’s more in TvT that turtles are a hassle, but even there, with nukes, tanks, yamatos, cyclones, ranged libs, and ravens there are workarounds. I would like ravens matrixes to be able to affect mechanical or psionic buildings too against that kind of players, though, to make the counterplay more dynamical.
I would gladly trade the +2 armor of the neosteel upgrade for some non supply small size static defense any day. That or keep the upgrade but decrease the PFs base armor by 2. It would make PFs less and less relevant as the army get upgrades, while allowing a choice between them, or more traditional static.
Alone sure, you could take it. But the problem is a terran who is turtling will never not have their army near by to defend. Already in the game it is very ill advised to attack into a PF. Now add bunkers to that and the problem is nearly insurmountable depending on how heavily the terran went into static D. Like I would love to see this idea in a test mod. I doubt anyone would ever be able to break a turtle terran.
That’s were large maps (with out of positions) and timings come-in handy :
- Usually turtle terrans go for powerful, but slow armies. Go amove your thors tanks to defend one PF at the other side of the map. By the time you’ll arrive, there’ll be nothing but ashes. BCs have a shot at being an exception to this, with a cooldown. But teleporting your BCs alone in TvZ or TvP is pretty much sacrificing them considering how powerful are corruptors and tempest at countering them. It’s a bit more like it in TvT, as the opponent won’t recall his vikings and won’t amove them through the turrets usually surrounding the PFs.
- Also quickly and heavily investing in static defenses that early in the game means having proportionally less resources invested in your main army. So there’s like a timer on the opponent who have some windows to strike before the investment difference gets smoothed out. This is particularly true for ninja PFs.
I’m not saying that you can’t turtle though, but depending on the MU it’s not 2 tanks that you’ll wanna add, and playing the turtle style too defensively against cunning zergs or protoss is also a good way to lose a game.
I mean I agree that most of them go for slow armies. However that is why terrans have sensor towers. If you are paying attention to the mini map (which a good player would be) you will have plenty of time to get your army over to position to defend the base. Im not saying nothing would be lost for the terran. But they would come out far ahead in the trade.
Agreed, you cant just throw everything into the static D early. But turtle terran games generally will last for a decent chunk of time. Inevitably the terran will get enough excess minerals to start blowing them on bunkers and marines in order to make their defenses impenetrable and it would happen quicker than you think.
Like there is a reason terran doesn’t have static D like toss and zerg do. Because they already have the best static D in the game and can repair it.
Or they can have the 0-Supply SD but then Tempest should get the Desintegration Blast that once Blizzard thought to give after they nerffed 50% Supply and 45% Range…(AtG at first was…8).