In many ways, the Tesla Coil functions as a cheap Siege Tank. However, I am concerned that there is no longer a reason to construct a Siege Tank over a Tesla Coil.
A tank has: 13 range, 60 damage, 3 second attack interval, only attacks ground targets, and costs 100 minerals, 60 gas, and 3 supply.
A Tesla Coil has 10 range, 20 damage or 40 to armored, 2.5 second attack interval, attacks both air and ground targets, and costs 40 minerals, 20 gas, and 1 supply.
Three Telsa Coils roughly equal one Siege Tank, costing only 20 more minerals and 1 less supply. Disregarding the .5 attack interval advantage of the Tesla Coil, the Tesla group does the same damage as a Siege Tank, but DOUBLE that amount to armored targets, which are the main focus of both weapons. Armored targets include Queens, Roaches, Ultralisks, and I'm assuming Brood Lords, Bane Lords, and all the bosses as well.
This brings me nicely to my next point, Tesla Coils can attack air units! This is handy for killing off Mutas and Corruptors, but more importantly, THEY HAVE THE RANGE TO TAKE ON BROOD LORDS, BANE LORDS, AND THE LEVIATHAN. The ability to attack these targets was before almost exclusively invested with the Big Bertha. But now, we have another option at a much lower cost that meshes nicely with our Berthas and costs more minerals than gas. Siege Tanks are vastly less useful after the Ultralisk wave, but Tesla Coils are great throughout the game.
The Siege Tank possesses 3 more range, but rarely is able to utilize this small advantage as it is impractical or unwise to use a unit to" spot" for it.
The Siege Tank has splash damage, but this rarely comes into play because units generally come in a steady trickle instead of a mass rush.
Space-wise, Tesla Coils are more massable than Siege Tanks because four Tesla Coils can fit inside the footprint of a single Siege Tank. Remember, three is roughly equivalent.
The closest analogy to this situation is the Auto-turret and the Minigun-turret. However, the Minigun-turret is only available through the Raven, costs fully double the price, and has no supply requirement. This is a sufficiently different turret, with definite tradeoffs, so the two can coexist.
In conclusion, these two turrets need to be differentiated. Possible solutions, among many:
Give the Tesla Coil a bonus toward light units, such as 30 damage or 40 to light.
Give the Tesla Coil the same bonus as above to light, but also give the Siege Tank a bonus to armored, such as 45 damage or 60 to armored.
Significantly alter either the mineral or gas cost of the Tesla Coil, so that it is not a "middle-of-the-road" weapon and no longer directly competes with the Siege Tank for the same resources. A.k.a., give it a lopsided cost sorta like the Big Bertha. Alternatively, keep the Tesla as is and apply this to the Siege Tank.
Reduce its range by 1, stripping its ability to attack Brood Lords and Bane Lords. However, this only solves part of the problem, and pisses off the people that use that function. A better solution would be to lower the Tesla Coil's range more, probably to about 6-7, to show that this is serious, but implement an alternative buff, such as the aforementioned bonus to light, to give it a definite purpose.
Also, if they are getting nerfed, could you do us a favor and reduce their build time? They are a pain in the ass to mass, especially if you are racing the clock.
Bottom line, they need different roles. The Siege Tank is a heavy ground hitter, a job that is it currently quite good at. The problem is, the Tesla Coil can do the same job BETTER for the same price, while simultaneously doing everything else.
Your Faithful Watchdog,
Starke
A tank has: 13 range, 60 damage, 3 second attack interval, only attacks ground targets, and costs 100 minerals, 60 gas, and 3 supply.
A Tesla Coil has 10 range, 20 damage or 40 to armored, 2.5 second attack interval, attacks both air and ground targets, and costs 40 minerals, 20 gas, and 1 supply.
Three Telsa Coils roughly equal one Siege Tank, costing only 20 more minerals and 1 less supply. Disregarding the .5 attack interval advantage of the Tesla Coil, the Tesla group does the same damage as a Siege Tank, but DOUBLE that amount to armored targets, which are the main focus of both weapons. Armored targets include Queens, Roaches, Ultralisks, and I'm assuming Brood Lords, Bane Lords, and all the bosses as well.
This brings me nicely to my next point, Tesla Coils can attack air units! This is handy for killing off Mutas and Corruptors, but more importantly, THEY HAVE THE RANGE TO TAKE ON BROOD LORDS, BANE LORDS, AND THE LEVIATHAN. The ability to attack these targets was before almost exclusively invested with the Big Bertha. But now, we have another option at a much lower cost that meshes nicely with our Berthas and costs more minerals than gas. Siege Tanks are vastly less useful after the Ultralisk wave, but Tesla Coils are great throughout the game.
The Siege Tank possesses 3 more range, but rarely is able to utilize this small advantage as it is impractical or unwise to use a unit to" spot" for it.
The Siege Tank has splash damage, but this rarely comes into play because units generally come in a steady trickle instead of a mass rush.
Space-wise, Tesla Coils are more massable than Siege Tanks because four Tesla Coils can fit inside the footprint of a single Siege Tank. Remember, three is roughly equivalent.
The closest analogy to this situation is the Auto-turret and the Minigun-turret. However, the Minigun-turret is only available through the Raven, costs fully double the price, and has no supply requirement. This is a sufficiently different turret, with definite tradeoffs, so the two can coexist.
In conclusion, these two turrets need to be differentiated. Possible solutions, among many:
Give the Tesla Coil a bonus toward light units, such as 30 damage or 40 to light.
Give the Tesla Coil the same bonus as above to light, but also give the Siege Tank a bonus to armored, such as 45 damage or 60 to armored.
Significantly alter either the mineral or gas cost of the Tesla Coil, so that it is not a "middle-of-the-road" weapon and no longer directly competes with the Siege Tank for the same resources. A.k.a., give it a lopsided cost sorta like the Big Bertha. Alternatively, keep the Tesla as is and apply this to the Siege Tank.
Reduce its range by 1, stripping its ability to attack Brood Lords and Bane Lords. However, this only solves part of the problem, and pisses off the people that use that function. A better solution would be to lower the Tesla Coil's range more, probably to about 6-7, to show that this is serious, but implement an alternative buff, such as the aforementioned bonus to light, to give it a definite purpose.
Also, if they are getting nerfed, could you do us a favor and reduce their build time? They are a pain in the ass to mass, especially if you are racing the clock.
Bottom line, they need different roles. The Siege Tank is a heavy ground hitter, a job that is it currently quite good at. The problem is, the Tesla Coil can do the same job BETTER for the same price, while simultaneously doing everything else.
Your Faithful Watchdog,
Starke
Last edited by Starke on Tue Jan 04, 2011 10:17 pm; edited 5 times in total