Hi everyone.
One thing that’s struck me with StarCraft II is that a lot of the siege units have very high HP and so are difficult to destroy if you flank them or otherwise catch them out of position, and it can get nothing short of frustrating to deal with, especially if you’re not Master or above. I would like to propose changing the HP of these units slightly.
Despite their strength, I think Siege Tanks are okay because they are immobile and can be killed with drop play, air units (if they aren’t supported) and things ilke Ravager bile shots. That aside:
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Lurker:
- HP reduced from 200 to 170.
At 170 HP, it allows them to die to 3 Ravager Bile shots and 2 Liberator shots at +3 weapons. If you’re able to get close enough undetected, a Ghost can also use Steady Targetting on them and kill it in one. However, Steady Targetting has the same range as a Lurker with Seismic Spines (and the Ghost fails to snipe if they are attacked in the process), so it’s not a guaranteed win. It doesn’t help Protoss all that much, although it leaves them closer to death after 3 hits from an Immortal, meaning they can be finished off with Zealots.
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Tempest:
- HP reduced from 200 to 100.
- Shields increased from 100 to 200.
I have a separate suggestion in regards to their damage and synergy with High Templars, but that’s another topic. My logic with swapping the shields and HP is that most of the Tempest is the huge electrical ball of energy they generate in their curved bow, which is thin and looks a little flimsy, while the extreme energies produced could easily go into their shield generators too. Lore aside, it means their 2 base armour is only effective for the last 100 HP and so can be more quickly taken down by marines, hydralisks and stalkers, while Ghosts can soften them up if they cast EMP twice rather than just once. On the flip side, it improves their sniping ability against Battlecruisers slightly. If a Battlecruiser manages to get off a Yamato, it will fall to 60 HP, but upon recharging its shields to 200 (if it was defending over a Shield Battery, say), it will be able to tank another Yamato blast (and fall to 20 HP) - at 200 HP and 100 shields, a second Yamato hit will kill it for definite. There may still be some problems with proxy Tempests over Shield Batteries, although the recent balance changes may help with this, especially as Ghosts are already a good support unit in dealing with them (fire EMP at the Shield Batteries).
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Widow Mine:
- HP reduced from 90 to 75.
Okay, it’s more of a trap unit than a siege unit, but some similar principles apply. This allows them to be killed faster if a defending player notices a fast mine drop, although it still takes effort. Later in the game when they can be used as cloaked minefields, it permits Psionic Storm to be used as a minesweeper if keeping them under detection proves difficult, although the owner of the mines can still use micro to move them away before they get destroyed.
There’s probably some good counter-arguments to this, so I’ll be interested in hearing the debate.