2008-07-25, 23:24:49
The main problem I see with the Scout is with the HP of its Tower ability.
Right now, the early-game tower can soak up hundreds of points of damage, and later it can block up to several thousands. At level 1, the Scout's Tower can soak up 500 HP, meaning a Light Tank (Level 1) with 1010HP has to push through 1207 HP, not merely the Scout's original 707 HP (Nevermind the creeps that also get in the way of doing that). By level 4, the Scout's Tower becomes almost like a Iron Hull- soaking up 1000HP (1100HP after 5 minutes). if the Scout bought a hull already, the enemy will be looking at fighting a 2700-2800HP tank. Towards the end of a decent 50 minute game, a Level 5 Tower soaks up +5000HP, which is more than the Sky Fortress's Level 5 4000HP Boost. It's one of the few early-game tank ability that scales well in the mid/late-game.
So how does one go around this block of HP? - By getting a long ranged weapon that doesn't hit the tower and goes straight for Scout himself... Energy Torpedos and Bombarding Rockets... What is the best tank to use sniper weapons? The Scout...
I think the other ideas will get the job done just as well, but I'll just throw an alternative idea out there to see what people think.
Set the tower at 250 HP/Level, with physical damage reduced by 50%.
Leave the tower at 500 HP/Level, but take 100% extra damage from magic attacks.
This will allow it to remain as a good farming ability as it was intended, but a less viable HP shield.
This would mean a Level 1 (1010HP) Light Tank with 2 Basic Magics will only have to take down around 957 HP from a Level 1 Scout and his tower, rather than 1207 HP that he has now with the current mechanics.
Right now, the early-game tower can soak up hundreds of points of damage, and later it can block up to several thousands. At level 1, the Scout's Tower can soak up 500 HP, meaning a Light Tank (Level 1) with 1010HP has to push through 1207 HP, not merely the Scout's original 707 HP (Nevermind the creeps that also get in the way of doing that). By level 4, the Scout's Tower becomes almost like a Iron Hull- soaking up 1000HP (1100HP after 5 minutes). if the Scout bought a hull already, the enemy will be looking at fighting a 2700-2800HP tank. Towards the end of a decent 50 minute game, a Level 5 Tower soaks up +5000HP, which is more than the Sky Fortress's Level 5 4000HP Boost. It's one of the few early-game tank ability that scales well in the mid/late-game.
So how does one go around this block of HP? - By getting a long ranged weapon that doesn't hit the tower and goes straight for Scout himself... Energy Torpedos and Bombarding Rockets... What is the best tank to use sniper weapons? The Scout...
I think the other ideas will get the job done just as well, but I'll just throw an alternative idea out there to see what people think.
Set the tower at 250 HP/Level, with physical damage reduced by 50%.
Leave the tower at 500 HP/Level, but take 100% extra damage from magic attacks.
This will allow it to remain as a good farming ability as it was intended, but a less viable HP shield.
This would mean a Level 1 (1010HP) Light Tank with 2 Basic Magics will only have to take down around 957 HP from a Level 1 Scout and his tower, rather than 1207 HP that he has now with the current mechanics.
Starcraft II
PandaBearGuy.614
PandaBearGuy.614