Once upon a time, there was an ability called the 250mm cannon. It was a long forgotten ability that hailed back to the campaign days. It was resurrected by Jinro to defeat the Mighty Kratoss Protoss President MC. Heck, even Blizzard tried to tweak/increase its usability by giving it a 50-sec cool down. After a while though, they switched the cannons back to energy. I bet no one even remembers that.
<b>So what is the 250mm Cannon?</b>
It is a spell ability that channels 500 damage over 6 seconds a target, and stunning it for x secs. It cannot target air. It also has a 2 second intro and a 2nd outro. Also note that a Thor does more damage out of cannon mode once it has vehicle weapons 1. It is researched at the factory tech lab and costs 150 minerals and 150 gas and takes 110 in-game seconds to complete. It once was a small AOE spell, but now only targets single units.
Aside from immortals, it apparently takes out colossi and leaves ultralisks (immune to stun) with one hp. But with thermal lance, all I can say is lulz to that. They don't stun ultras so lulz to that too. Yet they are prone to feedback and emp.
So what are the cannons exactly useful for?
Last edited by ke_ivan; Wed, 13th-Jul-2011 at 6:19 PM.
Reason: Request to change title.
The cannons also stun right? So I guess it would be good against Ultralisks as well maybe but damn I thought it splashed. If it doesn't splash it's really.... kinda useless. Unless you use it to kill buildings uber fast?
But don't the thors already start out with energy? If they do, they should just remove 250mm cannons completely. Blizzard nerfed 250mm cannons when it wasn't being used and now it will probably never be used.
Wrong at max range, the 250mm cannon will destroy the ultralisk (left with 1 hp). Followed by a thor normal attack, the ultralisk will die even before getting into melee range of a thor. So 250mm are pretty good against ultralisk in a 1v1 situation which 99% of the time wont happen in a game.
As lousy as a thor that can be feedback is, it is the best terran option against Protoss late game in my opinion.
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Early game loss = Cheese
Mid game Loss = All in
Late game Loss = Imbalance
What makes Thors even worse currently is that the 250mm strike cannons takes i think 125 energy, so even if the Terran wants to use it he'd have to wait a long time to build up the energy, in which time Feedback can haunt you.
IMO, it should either be made more practical (AoE, less cast time) etc, or less energy. I know i'm Toss and i'm saying a Terran unit should be buffed but that aspect of the Thor is ridiculously underpowered.
On the other hand mass Thor with SCV repair is kind of impossible to stop.....
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I don't blame you for being you, but you can't blame me for hating it
Mass thor/scvs repair cowers at a squad of HTs. =D
Storm the scv, feedback the thor, morph into archon in thor's face, a-move, profit.
In PvT, cannons won't add anything. Ghosts already make a joke out of immortals, and you don't really go colossi vs mech terran, unless you want to get stomped. I see some use in PvZ vs ultras, but a cannoning immobile thor makes such a good target for neural while it is shooting an ultra.
Ability needs to be completely redesigned imho. I still vote for overload (stim) type ability. Thor becomes immobile, but shoots faster. Will fit very nicely into the mech slow push style, and will add flavor to biomech.
1) Okay 150 energy w/e 2) Provided there's only Thors and SCV's. Some Ghosts mixed in would demolish the HT
Anyway, just my 2 cents
Now THAT is actually an interesting unit comp I've never seen before ... Would be intrigued to see someone try out Thor + Ghost w/ SCV repair to see how well it does vs a Protoss.
Some good EMPs would render the HT useless and also severely effect the Immortals viability vs that composition as well as zealots who could die to snipes / thor fire so easy.
True, though I have seen Robo tech and Templar tech from Protoss in the same game before and that seems even more gas heavy to me than Ghost / Mech. *shrug* Anyway, still interested in the composition.
Just mass Thors is viable and you can easily afford constant production on 3 base from several factories but good point Lenn with the gas. You'd have to research cloak + get upgrades, that would be pushing the gas a little bit too far.
But this is kind of going off topic. (250mm strike cannons) A suggestion would be to make a seperate thread or have the name changed to the Thor in general as a unit?
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I don't blame you for being you, but you can't blame me for hating it
It's almost as if feedback cures everything! lol. But on a serious note, the 250mm cannons are kinda useless once you have vehicle weapons 1. On top of that, in that situation, Terran has to make two units (ghosts and thors, both of which are gas-intensive), and Protoss only needs to make one. Feedback is like 50 energy. It's like free damage. 1 Storm and 1 feedback would demolish scv-repaired thor. If I were meching, I would almost never invest in 250mm strike cannons, because why do that when you can have siege mode which is cheaper, has better range, doesn't get feedbacked, has splash damage and doesn't rely on energy? It is faster than siege mode though which takes 4 intro secs and 4 outro secs. Maybe there's a super fast way to push with the thor?
Maybe there's a super fast way to push with the thor?
There is, marine thor timing. Timing is flexible, can go with or w/o upgrades, with 1,2 or 3 thors, off an expo, or off 1 base. I've had 2 terrans play it against me. It was only close spawn metalopolis though, so I assume it is a narrow niche push.
Btw, don't 2x sieged tanks have more dps than thor with 250mm?
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