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Missile Pods are the Best

xerrolavengerii US

Marauder
326 posts

Pet 12,591
11,848

Aug 31st 2009, 08:54
Quote by xerrolavengerii
Since the 'press conference' there have been many missile swarm screen shots floating around, but as far as i know, only one source has yet to mention how the mechanic works... i was wondering if you had any information or experience with this mechanic and could shed some light on it?

according to http://starcraft.incgamers.com/articles/comments/terran-late-game-experience/P3/ the Missile swarm does 40 damage + 50 vs air units after 1 second with a cost of 150 energy. other features like friendly splash damage, or maximum damage have yet to be determined, it sounds like some kind of weird psionic storm to me... none the less, if this is true the guide could use some updates...


THE ANSWER SHOULD BE OBVIOUS!

Missile PODS!!! why?
1: all they have to do is hit 3 targets to deal MORE damage than the yamato gun
2: they cast faster than the yamato gun
3: the defense matrix takes FULL damage from weapons so it gets taken down in less than 2 seconds by battlecruisers.
4: the defense matrix is only useful against the Yamato Gun.
5: the yamato gun SUCKS because it has short range, a long cast time, and insignigicant damage for the cast time. (see the 8 x (8 +3)=88dps cranked out by a bc, then realise that a BC can deal MORE damage with its turrets than it can with a yamato gun; EXCEPT against high armor targets...)

if you add in the DPS of the BC to the 1second damage of the Missile Pods,
then the BC does 214 + 50 vs air NOT including the aoe effect of the ability...
or 250 to one target with the YG...

now ask yourselves, WHAT MAKES SENCE...

EDIT: please note that the missilepods deal NO damage to buildings, so the only REAL value of the yamato gun is to take down structures... pity they cut its range in ****ing HALF!!!! so now, the BC gives 3 seconds worth of free shots while it charges its little FLASH LIGHT >=(
(fail blizzard)



ALSO, did anyone notice that GHOSTS have longer range with their sniper rifles than the BC does?

VArsovskiSC MK

Infestor
2,436 posts

Pet 20,879
14,319

Aug 31st 2009, 09:32
Well - this is news for me.. I thought Missle-Pods were a AA dedicated only and therefore in order to protect the BC's from thier own counters - like the Carrier for example..

Are you sure that MP can shoot ground too.. If they can - might well be highly concernable against Zerg IMO, but also might be fair considering that the MP cost 150 mana..
Quote by steve42

Noobs know the enemy, good players know what the enemy knows, great players know what the enemy knows you know. Gosu progamers know what the enemy knows you know they know.

ringgeest11 NL

Changeling
606 posts

Pet 11,309
6,477

Aug 31st 2009, 09:38
If they truly are AtG and AtA, then I have a little question --> Once casted on a air unit, does it AoE missiles also engage Ground units or only air units?

if only air units, it would be a problem it there only was 1 air unit and like 20 marines on the ground...

get your own starcraft 2 signature at sc2sig.com
He would make a lovely corpse -Charies Dickens

gearvOsh US

Administrator
Battlecruiser
6,197 posts

Pet 41,794
24,989

Character:
gearvOsh#896 (US)

Aug 31st 2009, 09:51
Yeah since when do missiles attack ground units? I never used it so im not sure.

Waterbob22 US

Civilian
42 posts

Pet 391
847

Aug 31st 2009, 10:51
The confusion is coming from the reported +50 to air bonus damage. This implies that there is damage to all targets, ground and air, in the radius of effect.

I was under the impression from Blizzard's initial announcement of the missile pods (replacing the plasma array) that it was solely Anti-Air.

WTB Clarification, pst.

RoachPoacher

Stalker
389 posts

Pet 19,230
6,915

Aug 31st 2009, 11:16
Quote by xerrolavengerii

5: the yamato gun SUCKS because it has short range, a long cast time, and insignigicant damage for the cast time. (see the 8 x (8 +3)=88dps cranked out by a bc, then realise that a BC can deal MORE damage with its turrets than it can with a yamato gun; EXCEPT against high armor targets...)


I disagree. Yatamo cannon has splash damage in a wide radius, in fact it might be 100% splash (if you get my meaning). Not useless at all against masses of ground. In fact, now i remember; in the Single player video for WoL, the Hyperion uses it on a nydus worm, killing all the zerglings that had come out and all of his marines (30+) lol.
Mothership: like taking the most perfect wedding cake, with beefy Zealots and Stalkers holding up the base, all the way to light, airy Carriers on the top tier, and putting a little plastic Elvis statue on top. Big, flashy, but dead of lung cancer at 35.

ShadowHammer US

Dark Templar
778 posts

Pet 3,468
2,186

Aug 31st 2009, 11:21
Quote by xerrolavengerii
ALSO, did anyone notice that GHOSTS have longer range with their sniper rifles than the BC does?


If I remember correctly, Ghosts had 1 more range than BC in SC1 too. So, SC2 hasn't changed that. Heck, Ghosts in a bunker had the same range as a Guardian! It's just that their weapon dealt poor damage. It seems like the SC2 Ghost is much more of a beast.
Enough of the Hammer! All I ever see is the stupid Hammer!

Random US

Siege Tank
913 posts

Pet 18,707
12,976

Aug 31st 2009, 12:28
personally I dont like the missile pods upgrade and I think it should be taken out

well let me put it at this

yamato (last we heard)
250 dmg
3 seconds powerup
6 range
150 energy

yamato wasnt used tons in sc and bw and now they give it a nerf of only 6 range so to even this out with other specializations they should give it 100% splash then it would be good

missile pods
AOE
depends amount of damage
no powerup instant
150 energy

so an extreme psi storm

defensive matrix
200 extra life
no powerup instant
100 energy
lasts for 20 seconds

this is good but it only lasts for a short time to put this to equal out with missile pods it should be you get 200 life extra for 20 seconds then instead of suddenly SHIELDS GONE!!!! after the 20 seconds they should have it where the remaining shields should start depleting 5 at a time
well thats what I think they should do in order to balance out the other specializations with the missile pods specialization

xerrolavengerii US

Marauder
326 posts

Pet 12,591
11,848

Aug 31st 2009, 16:29
Quote by gearvOsh
Yeah since when do missiles attack ground units? I never used it so im not sure.

@GearvOsh, do you think the question of Missile Pod Mechanics could be added to the Q&A?

Here is the link to my source:
http://starcraft.incgamers.com/articles/comments/terran-late-game-experience/P3/

this is one of the bigger deals: we DON"T know whether or not the yamato is AOE, and if we figure "hey hyperions yamato was AOE", then we have to also factor in that Hyperion had TWO upgrades: both yamato and plasma torpedoes. Also, because it was cinimatic, we can also assume that some unique attributes were give to Raynor's ship. especially since I don't believe you can actually USE it ingame.

also, in the article above, the author made a point of saying "missile pods don't hit buildings" and we can assume he wasn't talking about flying terran structures because he played exclusively TvP... I don't know how much credit we can give this article since it was 'pre'-blizzcon, but i have to say that i am disappointing that it is the ONLY article...

so right now, according to the 'witness' in this article:
the missile pod upgrade deals 40(+50 vs air) damage against all non-structures in the area of effect. This also doesn't mention anything about mechanics or visuals (whether or not it is like the valkery's attack in SC1, or whether the missiles seek targets like in the previous battlecrusier display at previous blizzcons [like 2007]) Also, we don't know whether it hits only enemies or all unfortunate bystanders like psi-storm does)

Quote by Random
missile pods
AOE
depends amount of damage
no powerup instant
150 energy

so an extreme psi storm


also, just to clarify: psi-storm does MORE damage with HALF of the mana cost... so no, it's not "extreme" psi storm...


EDIT: if someone has a GAMEPLAY source of the yamato being splash, PLEASE COME FORWARD!!!
and share with all of us...

either way, the DMatrix and Yamato gun still suck >=(
***please fix blizzard 8(***

Quote by Random
defensive matrix
200 extra life
no powerup instant
100 energy
lasts for 20 seconds

this is good but it only lasts for a short time to put this to equal out with missile pods it should be you get 200 life extra for 20 seconds then instead of suddenly SHIELDS GONE!!!! after the 20 seconds they should have it where the remaining shields should start depleting 5 at a time
well thats what I think they should do in order to balance out the other specializations with the missile pods specialization


@Random: Hey buddy
just wrap your head around the idea that carriers do 128dps fully upgraded... think about it, your little f***ed up shield would last LESS than 2 seconds. then it would be "suddenly SHIELDS GONE!!!"

mustachio NZ

Carrier
4,965 posts

Pet 14,150
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Character:
mustachio#702 (SEA)

Aug 31st 2009, 16:47
missle pods can hit ground units?

this is going to be the best counter for mass mutas.

Random US

Siege Tank
913 posts

Pet 18,707
12,976

Aug 31st 2009, 16:49
this is good but it only lasts for a short time to put this to equal out with missile pods it should be you get 200 life extra for 20 seconds then instead of suddenly SHIELDS GONE!!!! after the 20 seconds they should have it where the remaining shields should start depleting 5 at a time
well thats what I think they should do in order to balance out the other specializations with the missile pods specialization

@Random: Hey buddy
just wrap your head around the idea that carriers do 128dps fully upgraded... think about it, your little f***ed up shield would last LESS than 2 seconds. then it would be "suddenly SHIELDS GONE!!!"


well you don't always fight totally upgraded carriers every game do you........or really do you (lol)
you usually fight little ground units most of the time so this would keep your shields up for a little bit longer which would then make it more useful and also zerg dont have carriers or huge air attack hitters so then it would be good against them

VArsovskiSC MK

Infestor
2,436 posts

Pet 20,879
14,319

Aug 31st 2009, 16:52
Yeah right.. - I thought Blizz said that the Phenix's Overload was an I WIN BUTTON, and now it seems that they dont't think that the BC's MP is a I WIN button too..??
Quote by steve42

Noobs know the enemy, good players know what the enemy knows, great players know what the enemy knows you know. Gosu progamers know what the enemy knows you know they know.

mustachio NZ

Carrier
4,965 posts

Pet 14,150
12,860

Character:
mustachio#702 (SEA)

Aug 31st 2009, 16:54
ok @ Xerrolavengerii and Random: its increaduibly rare that in a normal game that you even have carriers let anlone fully upgraded ones.

missle pods will be the best counter considering you could hit quite a few interceptors then the carrier is screwed, and in any case you would have an escort for your capitol ships. and they make things a but more complicated.

dinobot US

Viking
1,704 posts

Pet 11,153
20,839

Aug 31st 2009, 16:55
Quote by xerrolavengerii

@Random: Hey buddy
just wrap your head around the idea that carriers do 128dps fully upgraded... think about it, your little f***ed up shield would last LESS than 2 seconds. then it would be "suddenly SHIELDS GONE!!!"

Carriers don't do 128 Damage per second as you would imply.

Interceptors launch one by one.
Interceptors don't attack all at once, but rather a constant stream of (2*5 +3?)
A full complement of Interceptors would dish out a total of 128 per attack run, but do you have source that it takes them one second for all of them to unload all of it?
O\

xerrolavengerii US

Marauder
326 posts

Pet 12,591
11,848

Aug 31st 2009, 17:00
@mustachio
the missile pods don't 'kill' interceptors, they survive with 10 hp, and if when the missiles go off, you command the carrier to 'hold' or pull back, then the damaged interceptors will repair, and new ones will automatically be produced... also, note that in ADITION to the missile pods, it takes two shots from BC turrets to bring down interceptors... that gives you 1 second to push 'hold'
Is that so hard? Is that what SHE said last night? jk XD

Quote by dinobot
Quote by xerrolavengerii

@Random: Hey buddy
just wrap your head around the idea that carriers do 128dps fully upgraded... think about it, your little f***ed up shield would last LESS than 2 seconds. then it would be "suddenly SHIELDS GONE!!!"

Carriers don't do 128 Damage per second as you would imply.

Interceptors launch one by one.
Interceptors don't attack all at once, but rather a constant stream of (2*5 +3?)
A full complement of Interceptors would dish out a total of 128 per attack run, but do you have source that it takes them one second for all of them to unload all of it?


Consider that marines and zerglings have "Fast" attacks, and that the carrier DOESN"T have a "slow" or "Normal" attack, it has a "Fast" attack also, so yea, it deals AT LEAST 128dps...

i'm not saying that in a slugfest the Carrier can beat the battlecruiser... quite the opposite. But what i am trying to point out, is that the Defense Matrix is ONLY valuable as a counter to ABILITIES! like psi-storm and Yamato Gun... Consider that it can be casted TWICE!!! but takes FULL damage from attacks... this makes a DM battlecruiser superior against any other battlecruiser loadout... Yet, it makes it WORTHLESS against any other kind of unit... i.e. Carrier

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EDIT: think of the Defense Matrix in terms of a Hardened Shield: the more little attacks with damage upgrades, the less effective the shield is... against say a yamato gun that practically ignores armor anyway, YEA the deffense matrix is a BLESSING! but against the battlecruiser's conventional attack or the conventional attack of any other small massed anti-air unit: marine/hydralisk/stalker it is effectivly worthless...

also, if a Terran Player has Battlecruisers, you can BET that the protoss player has Carriers, if the terran player has ABILITIES, you can bet the protoss player has UPGRADES...