On February 19 2012 00:24 IMsomnu wrote: Any terran nerf is well received.
Why do you people like you 1) Post in a thread like this with a non-sequiter, content-less, glib post that shows you didn't actually read the OP? 2) Survive on TL past your 1st post? Your first 7, and only, posts have been pointless, one-line trolls. Are the mods asleep?
On February 18 2012 01:42 cari-kira wrote: Terrans crying for better units?
no shame at all.
Are u serious... U dont charge mutas into a marine pack, PERIOD U dont charge zerglings with absolutely no Banelings into a marine pack And I dont think you have seen what late game Mass Zealot warp is capable of,
If your trying to make a arguement, these videos are deffs not it. Cant even believe you made such a comment as this.
look whos talking.. i wonder how terrans would cry, when marines would lose ALL no-micro-unit-tester-wars
These videos are all completely pointless and serve no purpose...the fact that you would even attempt to use this bullshit as evidence towards imbalance is ludicrous
I just played a late game TVZ, Ghost didn't do anything after the patch! Is Viking better than ghost lategame kno? I tried to Snipe all of enemies Broodlords, but they just didnt die at all! And we both had max suply and good eco.
I think they maybe overnerf the ghost by quite a bit!
On February 19 2012 09:09 SiiMiiK wrote: I just played a late game TVZ, Ghost didn't do anything after the patch! Is Viking better than ghost lategame kno? I tried to Snipe all of enemies Broodlords, but they just didnt die at all! And we both had max suply and good eco.
I think they maybe overnerf the ghost by quite a bit!
Unless you're a professional player these personal observations do not hold much weight.
On February 19 2012 09:09 SiiMiiK wrote: I just played a late game TVZ, Ghost didn't do anything after the patch! Is Viking better than ghost lategame kno? I tried to Snipe all of enemies Broodlords, but they just didnt die at all! And we both had max suply and good eco.
I think they maybe overnerf the ghost by quite a bit!
Cool story bro. Guess you'll get into real trouble lategame TvZ once the patch is actually released, which will be sometime next week.
I agree that Blizzard needed to do something about ghosts, but the damage reduction seems too big. IMO, ghosts aren't specialists if they can be used in many scenarios. If you are going to make the argument that "ghosts" are supposed to adapt to "every" scenario, this is sc2 and the "ghosts" in sc2 are covert ops units, not long range artillery against bl and ultras. Still, I agree with qxc on this one. I would have also considered an energy increase on snipe if out of cloak.
No offense to this good post, but this just seems like the obvious answer. The alleged problem with ghosts was with Zerg tier three, as was specified by Blizzard balance people. Make the unit that you feel is imbalanced do less damage to the unit it is doing too much damage too. I just does not seem that difficult or complex. Furthermore, it makes perfect common sense. An ability called "snipe" should do more damage to lighter units in which a sniper round would do a lot of damage. Vs a huge unit it would not be as effective.
If I did not know any better, I would think that the Blizzard solution was actually some troll. This really just seems super obvious. The solution that they came up with is not only bad for balance, but very convoluted.
nice post. when i read of the update, i thought about something else though... why not increase cooldown of snipe? that way its still effective on smaller units (caster/bling), as it kills quick with a couple of ghosts, but it wont be as effective against big units (broodlord/ultra) it would also influence harassing and clashes with small units, but i dont feel like snipe should be usefull against marines/lings w/e
On February 15 2012 03:16 archangel967 wrote: I still think this change (or one with similar numbers) is reasonable. The ghost and specifically the snipe ability was not meant to be an answer to everything. I think changing this will only be good.
And in regards to the comments being made here and by others about how this will change the matchup. The matchups are constantly changing whether from patching or from shifts in the metagame. I don't feel it's reasonable to expect the game to remain the same so you can perfect your strategies. As a viewer more than a player this only makes the game more interesting for me. I appreciate that it's difficulty to deal with these shifts as the one that is playing with them day to day but I still don't think this change is as game breaking as is being advertised.
Well as a viewer you must understand you lack of understanding of the game and its balance. What qxc is saying is basically, this nerf will make the ghost a cost inefficient unit. And we don't want to have those in the game do we now?
I appreciate your thoughts on this qxc. I was 100% in favor of the nerf before, but you've given me some pause in supporting it (not that my support anyway).
On February 19 2012 01:43 RedDog51 wrote: QXC, thank-you for your post/blog. You have analyzed the situation in a very reasonable way. We need more vocal pro-gamers like you.
I feel like credit where credit is due, this change was proposed and discussed in length in the patch note thread, long before qxc brought it up on SotG. It great of him to put the ideas from that thread in the spotlight though because it's a good suggestion.
I cant even say how much i COMPLETELY agree with everything that is said hear I loved to use a ghost or 2 early in TvT to punish 1 rax expands as well as throw a ghost in a medivac drop snipe a couple workers and pick up. To have these basically made cost inefficient so that they can fix its use to use on tier 3 zerg is not smart at all just make it do less to massive and keep everything else the same
Im suprised that no one has thought of the way that blizzard belives snipe is suposed to work in the first place. For picking of a few key units in an army not for smashing through armies. The damage nerf is not the way to push the gohst back into that direction and the fact that they now have plus vs phy implies that all key units worth sniping are casters, which as descusted, is not the case, banes, eirly game marines muta so on. I think a short cool down on snipe with no damge change would be a better option, say 5seconds? It would allow the player to make desisions about which units should be sniped which will allow for futuer invovation and the cool down would prevent mass snipe spaming against core army units. I think that it would also force players to put more consideration into wether they will snipe or EMP against casters, eg EMP HTs becuase you can;t snipe them fast enough, but if you have enough ghost you could go for snipe.