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 Vulture (unit)

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Sylon
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PostSubject: Vulture (unit)   Tue Dec 27, 2011 3:43 am

Vulture (update 0.2)



Hit Points: 85
Armor: 1
Damage: ground:light/armored: 25/10
Range: 6
Type: light - mechanical
Price: 150
Requirements: Tier 2

Abilities:
Spider mine(x3): 70 damage (small splash), range 6


Last edited by Sylon on Sat Apr 07, 2012 3:30 am; edited 3 times in total
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Angelus
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PostSubject: Re: Vulture (unit)   Tue Dec 27, 2011 3:46 am

Is this replacing the Hellion?

Spidermine damage might be overpowered and that way 2 vultures could destroy about 50 zerglings, which wouldn't be balanced.

Maybe 50 is a better amount, but I'm not sure on that.
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TohoBuWaha
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PostSubject: Re: Vulture (unit)   Mon Jan 09, 2012 11:32 pm

Angelus wrote:
Is this replacing the Hellion?

Spidermine damage might be overpowered and that way 2 vultures could destroy about 50 zerglings, which wouldn't be balanced.

Maybe 50 is a better amount, but I'm not sure on that.

Rofl, 50 still oneshots zerglings Razz

Imo that Spidermine is a problem, as there is no way to dodge it...maybe make it stun unit for 1-2 seconds instead of doing damage?

EDIT: What do you think about making those guys tier 1, which would allow terran to go for a mec-build?
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zuPloed
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PostSubject: Re: Vulture (unit)   Sat Jan 14, 2012 3:09 pm

first off all:
aren't mines detectable?
(and then attackable)

what might be cool:
if vultures would mine the whole path while advancing

but on the other hand:
we dont need another anti light vehicle
give helions +25 hp and theyre truly useful
theyre rarely seen but actually work
against zealots for example

ill comment meching in the goliath thread

bottomline
dont implement them just because of minepaths
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Zee
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PostSubject: Re: Vulture (unit)   Tue Jan 17, 2012 11:15 am

Price: 110 due to usefulness of mines, and SC2 vultures actually being a bit more powerful than SC1 ones (although mines are crappier)
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Angelus
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PostSubject: Re: Vulture (unit)   Sat Jan 21, 2012 6:10 am

165 is a good price I think, but one thing I don't like is the fact that they are way too fast than anything else you can build making them only useful to drop some mines, which isn't worth the cost of going to t2 and then spending 165 on a mine (or 2)

It should have the same speed as the hellion or maybe slightly faster but only by about 0.05 or so.
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Patrick
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PostSubject: Re: Vulture (unit)   Sat Jan 21, 2012 8:00 am

The mines make a mess on the minimap, but in fairness so do carrier's interceptors.
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silverstone1294
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PostSubject: Re: Vulture (unit)   Sun Jan 22, 2012 9:06 am

tried the vulture out but its not very useful, sure the mines are nice but 165 minerals for a unit that has 75 hp is disgusting
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TheDarkness
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PostSubject: Re: Vulture (unit)   Mon Jan 23, 2012 10:16 am

silverstone1294 wrote:
tried the vulture out but its not very useful, sure the mines are nice but 165 minerals for a unit that has 75 hp is disgusting

+ mines were absolutly useless in the games i used them - even getting only vultures against zealots didnt even kill 2/3 of them and as soon as the enemy gets ranged units and detector you wont kill anything with mines, i thought vultures should counter light units like marines, zealots, zerglings but they never did, in any of my games
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Fumbel
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PostSubject: Re: Vulture (unit)   Tue Jan 24, 2012 4:49 am

TheDarkness wrote:
silverstone1294 wrote:
tried the vulture out but its not very useful, sure the mines are nice but 165 minerals for a unit that has 75 hp is disgusting

+ mines were absolutly useless in the games i used them - even getting only vultures against zealots didnt even kill 2/3 of them and as soon as the enemy gets ranged units and detector you wont kill anything with mines, i thought vultures should counter light units like marines, zealots, zerglings but they never did, in any of my games

I think the problem lies in (the same as helion) that they stand still and tank.

Should move and shoot, and for helions they should be able to run and shoot at the same time.

Those 2 units is utter crap.

And from my pov the mines doesnt seem to do aoe dmg ?
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TheDarkness
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PostSubject: Re: Vulture (unit)   Tue Jan 24, 2012 8:53 am

[quote="Fumbel"][quote="TheDarkness"]
silverstone1294 wrote:

And from my pov the mines doesnt seem to do aoe dmg ?

jeah right ... i remember a game where like 40 lings run through a minefield and they still survived in a large amount
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Zee
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PostSubject: Re: Vulture (unit)   Tue Jan 24, 2012 10:58 pm

They do some splash damage, but the area seems to be pretty small. Also, they suck vs melee, as melee units mine drag on your own army, sometimes doing more damage to you than it does to the enemy.
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TheDarkness
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PostSubject: Re: Vulture (unit)   Wed Jan 25, 2012 9:13 am

Zee wrote:
They do some splash damage, but the area seems to be pretty small. Also, they suck vs melee, as melee units mine drag on your own army, sometimes doing more damage to you than it does to the enemy.

well they suck vs ranged too becouse they dont even hit the ranged units ...
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Sylon
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PostSubject: Re: Vulture (unit)   Sun Apr 01, 2012 5:49 am

changes: hp +10, cost= 165-> 150
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Zee
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PostSubject: Re: Vulture (unit)   Thu Apr 05, 2012 4:41 am

Still overpriced. IMO HP increase was absolutely unnecessary. Vultrues never tank any damage, and this just makes them die 1 second later.

Did I see right that mines no longer have friendly splash? If so that is a GOOD decision.

I love the unit, though, and want to see it become useful. My advices would be:
- Cost: 110
- It should lay the first mine a bit later. Having mines at the PF does not help at all. Maybe somehow enabling manual mine laying could be the best (although it does have dangers, such as laying 3 mines in combat is very very poweful - though a cooldown can avert this).
- Mines should have a timer. 90 sec by default, 180 with Raven timer upgrade (makes the upgrade a tiny bit more useful)
- Slightly larger splash on mines. Mines should ignore hardened shields.
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