Pretty much EVERY single spell problem we have/had in sc2 would have been dealt with through removing smart cast.
Ghost snipe is currently bad/frustrating gameplay - Page 2
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The_Red_Viper
19533 Posts
Pretty much EVERY single spell problem we have/had in sc2 would have been dealt with through removing smart cast. | ||
Loccstana
United States833 Posts
Ghosts are extremely expensive (600/300) for six supply and are pretty much useless except for countering ultras. The problem is they do a terrible job at it. One baneling hit, one fungal, one cleave, and the Ghosts sudden become dead supply. Here is my suggest to improve Ghosts: replace snipe with an ability called "irradiate round". It uses 50 energy and does 200 damage to biological units over 20 seconds. The ability has a 1.5 AOE radius and like the science vessel ability from Broodwar, does not stack on single target, but the AOE from multiple irradiates can stack. This ability forces the Zerg to micro and split his units as well instead of just Terran doing the spliting while Zerg A-moves. | ||
Shield
Bulgaria4824 Posts
On February 06 2016 04:44 The_Red_Viper wrote: This topic just shows how bad smartcast is for starcraft. You can't really make a spell which just does its job 100% because at the end of the day it is ridiculously easy to use it. Pretty much EVERY single spell problem we have/had in sc2 would have been dealt with through removing smart cast. You're so right. I'm tired of fellow protoss players who have less than 100 APM (I don't care if you say APM doesn't matter) but are still in diamond/masters because mechanics are that easy. On February 06 2016 04:45 Loccstana wrote: I agree, just looking game 5 of Byun vs Curious in the GSL it is obvious that making Ghosts lost Byun that game. Notice how the moment Byun starts making Ghosts, his supply starts dropping 30,40,50 behind the zerg. In hindsight any other unit, siege tanks, liberators would have been better. They cost less and actually are able to deal some damage without relying on an unreliable gimmick. Ghosts are extremely expensive (600/300) for six supply and are pretty much useless except for countering ultras. The problem is they do a terrible job at it. One baneling hit, one fungal, one cleave, and the Ghosts sudden become dead supply. Here is my suggest to improve Ghosts: replace snipe with an ability called "irradiate round". It uses 50 energy and does 200 damage to biological units over 20 seconds. The ability has a 1.5 AOE radius and like the science vessel ability from Broodwar, does not stack on single target, but the AOE from multiple irradiates can stack. This ability forces the Zerg to micro and split his units as well instead of just Terran doing the spliting while Zerg A-moves. With smart casting, this will be OP for sure. Just look at parasitic bomb and why it got nerfed. | ||
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Poopi
France12761 Posts
On February 06 2016 04:42 90ti wrote: no, if ultras are T3, should they not also require T3 from terran? Libs wreck them pretty easily (reactorable), also mines which ignore armor, the thor, I could keep going. In the old days, a small squad or marauders with medivacs could just kite for days and isnt even difficult for silver league or up. I wonder if people talking about tiers are trolling or just don't understand the concept of "unit compositions". Lings are T1 and counter T3 Thor, what a shock o_o. | ||
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JBright
Vancouver14381 Posts
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