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Thanks to Reddit sleuths, everyone can try the LotV test maps by following instructions here. Note: This is not a beta key, it is simply access to Vs. AI and a Unit Tester. I have no idea how cool with this Blizzard is or is not, use at your own risk. |
On March 20 2015 01:21 SC2Toastie wrote:Show nested quote +On March 20 2015 01:00 Elentos wrote:On March 20 2015 00:44 SC2Toastie wrote:On March 20 2015 00:39 Elentos wrote:On March 20 2015 00:31 SC2Toastie wrote:On March 20 2015 00:30 Cricketer12 wrote:On March 20 2015 00:23 SC2Toastie wrote: So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^
Snipe (50 Energy)(5 second Cooldown): [*]Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen, [*]Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked. In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive
I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile.
Note: [*]Increase Infestor health by 5 to prevent the 1-shot kill. [*]Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation) [*]The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile. [*]Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
Other ideas? Ravens receiving a Silent Ward. Silence means NO unit abilities can be used, passive or active (excluding form changes). The ward should be active for only a short time (20s?) and have pretty small range, but be an excellent defense against Tempest Disintegration or Psionic Storm/Fungal in chokes. the fact that you are willing to buff other units to prevent imbalance really adds legitimacy to this, thus I think this could work! Might be preferable to not quote the entire post. Thanks for the feedback. I want to see a balanced game, not a TvT roflstomp fest. We've seen how an age of only mirrors play out for each of the three races (MVP TvT age, Patchzerg era, Power of Protoss), so balance is good! I think that snipe costing 50 and being that strong might be imbalanced. Feedback only kills units when they have as much/more energy compared to their HP, that snipe always insta-kills an HT for the same energy cost. Additionally, I'd consider moving the "Lockdown" effect to EMP, because that's what an EMP does <.< I also don't like the raven idea, 20 seconds of no abilities is broken and ungodly good imo. The Raven was just an additional ramble on my part, I removed it. As for the Snipe, why do you think it is imbalanced? For the same energy cost, Ghosts currently have a 1 range advantage over HT and instantly kill it. Notice, I proposed +1 range to Feedback, which gives Protoss a 100% winrate in Feedback vs Snipe. EMP would be way too powerful with a Lockdown effect as it is AOE. Having it on Snipe makes more sense design wise, though the names are somewhat confusing, probably. Snipe doesn't insta-kill a HT right now, you need at least 2 queued Snipes, that's 100 energy to kill a HT. As for the Feedback vs Snipe thing, yes the range change is nice, but if your ghosts are below 100 energy Feedback can't kill them. Then they get healed up by medivacs and can at least still fight, compared to HTs without energy who can only help the Protoss anymore by becoming archons and buffering. Imo, EMP needs a redesign. It makes no sense for it to drain HTs Psionic energies. Rather, it should weaken shields and disable mechanical units in the target area for a short period of time. Then you can use Snipe as a counter for all biological spellcasters and EMPs against sentries and ravens (and the like), while giving the EMP the added utility of breaking TvT tank lines and being useful against many other Protoss units. To balance that, you can decrease the radius of the EMP or make it so only one mechanical unit will be disabled per EMP used so that you can't lock down an entire army with 2 EMPs. Maybe, to balance it out a bit, make it so that units with the "Massive" tag don't get completely disabled but only incapable of moving (huge tech units like carriers would have backups in case of an EMP, it would make total sense). Would also encourage spreading and toning down deathball play. OMG I mixed energy/damage up. 50 energy for 20 damage is even more pathetic. I think Snipe in imbalanced and the Ghost is poorly designed in it's current form because Snipe has EXACTLY ONE use in the entire game - To be used against a single HT when there's 2 or more Ghosts nearby. Nothing else. Ghost are non-existent in TvT and TvZ. I think that's stupid. Especially considering there's a severe lack of lategame transitions for Terran and P/Z are only getting stronger. You don't get a 200m/100g/3 supply unit for it's DPS, Ghost attack is pretty fucking poor. What you are proposing is changing Snipe into a more powerful version vs Psionic and changing EMP to lockdown radius. But that takes the use vs Protoss out pretty much.Notice again, HT will ALWAYS win vs Ghost in this way. Maybe 50 energy is on the low hand and the new Snipe needs to be 75 energy. Maybe? Maybe not. Maybe experiment before shutting everything down because you are afraid of a single unit interaction becoming harder. Not true, I'm saying EMP should keep its utility against all shielded units, remove energy against mechanical spellcasters (sentry, banshee, BC, raven) but not against HTs because that's what you get the 1-hit-kill snipe for, and disable a limited amount of mechanical units inside the radius. That makes it better across all matchups and keeps the utility against Protoss, without it becoming as devastating against anything as a storm is to bio units.
I'd say make Snipe cost 60 and do as much damage as you proposed, that would make sense (can never have energy for more than 3 Snipes on one ghost). I agree its current 25 + 25 vs Psionic is incredibly shitty; and ghosts definitely should be made viable across matchups, I love them and the only actual "transition" for a Terran in late game right now is the air transition, which is not exactly safe.
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On March 20 2015 00:23 SC2Toastie wrote:So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^ Snipe (50 Energy)(5 second Cooldown):
- Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen,
- Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked.
In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile. Note:
- Increase Infestor health by 5 to prevent the 1-shot kill.
- Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation)
- The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile.
- Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
I'm afraid about mech in TvT, if small packs of mech units are vulenerable to the snipe, this would cause the mech army to need to stay together and punish the capacity to spit the army, a mech army its not mobile than a bio army so remaining mobile would always give advantage to the bio player since the bio army will always be capable of catching up snipe a few units and get away (something they already do).
Even tough the ability looks nice it would need something to balance in exchange, I understand you want mech clumps to be less used but your ability punish splitting and mobility more than passive play.
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You can queue snipes so that 1 ghost can kill a HT prior to feedback. When the actions are queued the two snipes occur basically like 1 snipe.
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On March 20 2015 01:33 Elentos wrote:Show nested quote +On March 20 2015 01:21 SC2Toastie wrote:On March 20 2015 01:00 Elentos wrote:On March 20 2015 00:44 SC2Toastie wrote:On March 20 2015 00:39 Elentos wrote:On March 20 2015 00:31 SC2Toastie wrote:On March 20 2015 00:30 Cricketer12 wrote:On March 20 2015 00:23 SC2Toastie wrote: So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^
Snipe (50 Energy)(5 second Cooldown): [*]Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen, [*]Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked. In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive
I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile.
Note: [*]Increase Infestor health by 5 to prevent the 1-shot kill. [*]Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation) [*]The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile. [*]Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
Other ideas? Ravens receiving a Silent Ward. Silence means NO unit abilities can be used, passive or active (excluding form changes). The ward should be active for only a short time (20s?) and have pretty small range, but be an excellent defense against Tempest Disintegration or Psionic Storm/Fungal in chokes. the fact that you are willing to buff other units to prevent imbalance really adds legitimacy to this, thus I think this could work! Might be preferable to not quote the entire post. Thanks for the feedback. I want to see a balanced game, not a TvT roflstomp fest. We've seen how an age of only mirrors play out for each of the three races (MVP TvT age, Patchzerg era, Power of Protoss), so balance is good! I think that snipe costing 50 and being that strong might be imbalanced. Feedback only kills units when they have as much/more energy compared to their HP, that snipe always insta-kills an HT for the same energy cost. Additionally, I'd consider moving the "Lockdown" effect to EMP, because that's what an EMP does <.< I also don't like the raven idea, 20 seconds of no abilities is broken and ungodly good imo. The Raven was just an additional ramble on my part, I removed it. As for the Snipe, why do you think it is imbalanced? For the same energy cost, Ghosts currently have a 1 range advantage over HT and instantly kill it. Notice, I proposed +1 range to Feedback, which gives Protoss a 100% winrate in Feedback vs Snipe. EMP would be way too powerful with a Lockdown effect as it is AOE. Having it on Snipe makes more sense design wise, though the names are somewhat confusing, probably. Snipe doesn't insta-kill a HT right now, you need at least 2 queued Snipes, that's 100 energy to kill a HT. As for the Feedback vs Snipe thing, yes the range change is nice, but if your ghosts are below 100 energy Feedback can't kill them. Then they get healed up by medivacs and can at least still fight, compared to HTs without energy who can only help the Protoss anymore by becoming archons and buffering. Imo, EMP needs a redesign. It makes no sense for it to drain HTs Psionic energies. Rather, it should weaken shields and disable mechanical units in the target area for a short period of time. Then you can use Snipe as a counter for all biological spellcasters and EMPs against sentries and ravens (and the like), while giving the EMP the added utility of breaking TvT tank lines and being useful against many other Protoss units. To balance that, you can decrease the radius of the EMP or make it so only one mechanical unit will be disabled per EMP used so that you can't lock down an entire army with 2 EMPs. Maybe, to balance it out a bit, make it so that units with the "Massive" tag don't get completely disabled but only incapable of moving (huge tech units like carriers would have backups in case of an EMP, it would make total sense). Would also encourage spreading and toning down deathball play. OMG I mixed energy/damage up. 50 energy for 20 damage is even more pathetic. I think Snipe in imbalanced and the Ghost is poorly designed in it's current form because Snipe has EXACTLY ONE use in the entire game - To be used against a single HT when there's 2 or more Ghosts nearby. Nothing else. Ghost are non-existent in TvT and TvZ. I think that's stupid. Especially considering there's a severe lack of lategame transitions for Terran and P/Z are only getting stronger. You don't get a 200m/100g/3 supply unit for it's DPS, Ghost attack is pretty fucking poor. What you are proposing is changing Snipe into a more powerful version vs Psionic and changing EMP to lockdown radius. But that takes the use vs Protoss out pretty much.Notice again, HT will ALWAYS win vs Ghost in this way. Maybe 50 energy is on the low hand and the new Snipe needs to be 75 energy. Maybe? Maybe not. Maybe experiment before shutting everything down because you are afraid of a single unit interaction becoming harder. Not true, I'm saying EMP should keep its utility against all shielded units, remove energy against mechanical spellcasters (sentry, banshee, BC, raven) but not against HTs because that's what you get the 1-hit-kill snipe for, and disable a limited amount of mechanical units inside the radius. That makes it better across all matchups and keeps the utility against Protoss, without it becoming as devastating against anything as a storm is to bio units. I'd say make Snipe cost 60 and do as much damage as you proposed, that would make sense (can never have energy for more than 3 Snipes on one ghost). I agree its current 25 + 25 vs Psionic is incredibly shitty; and ghosts definitely should be made viable across matchups, I love them and the only actual "transition" for a Terran in late game right now is the air transition, which is not exactly safe. I don't like the EMP + Aoe Lockdown, but it might be something to look into?
Snipe as I made it up might have to be slightly more expensive, I agree. Thanks for your criticism !
On March 20 2015 01:33 Lexender wrote:Show nested quote +On March 20 2015 00:23 SC2Toastie wrote:So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^ Snipe (50 Energy)(5 second Cooldown):
- Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen,
- Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked.
In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile. Note:
- Increase Infestor health by 5 to prevent the 1-shot kill.
- Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation)
- The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile.
- Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
I'm afraid about mech in TvT, if small packs of mech units are vulenerable to the snipe, this would cause the mech army to need to stay together and punish the capacity to spit the army, a mech army its not mobile than a bio army so remaining mobile would always give advantage to the bio player since the bio army will always be capable of catching up snipe a few units and get away (something they already do). Even tough the ability looks nice it would need something to balance in exchange, I understand you want mech clumps to be less used but your ability punish splitting and mobility more than passive play. That's why something to counteract the Ghost might be necessary. However, a fix might be with the Siege Tank itself. If the single target damage gets a small buff, 2 Tanks can hold a Ghost of. Lockdown Snipe has 10 range (maybe make it 9?). Ghosts now force leapfrogging and excellent map awareness, the possible use of Cyclones (depending on cost) and Hellions to deny them, or just a Scan with a sufficient tank count to shut them down.
On March 20 2015 01:34 Tenks wrote: You can queue snipes so that 1 ghost can kill a HT prior to feedback. When the actions are queued the two snipes occur basically like 1 snipe. Ye, good job reading the post, friend. I know how the game mechanics work.
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I'd like to see ghosts have permanent cloak, revealed only when they use an energy-based ability. You could say some small interval, 1-3 seconds they are revealed after having used it. Wouldn't reveal if using normal attack or nuking.
With the extra energy available from not having a constant cloak drain, it might not be necessary to lower any ability costs.
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On March 20 2015 02:02 ElMeanYo wrote: I'd like to see ghosts have permanent cloak, revealed only when they use an energy-based ability. You could say some small interval, 1-3 seconds they are revealed after having used it. Wouldn't reveal if using normal attack or nuking.
With the extra energy available from not having a constant cloak drain, it might not be necessary to lower any ability costs. Perma cloak is ridiculous on a unit people rely on proper positioning to defend against 0_0
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On March 20 2015 02:08 SC2Toastie wrote:Show nested quote +On March 20 2015 02:02 ElMeanYo wrote: I'd like to see ghosts have permanent cloak, revealed only when they use an energy-based ability. You could say some small interval, 1-3 seconds they are revealed after having used it. Wouldn't reveal if using normal attack or nuking.
With the extra energy available from not having a constant cloak drain, it might not be necessary to lower any ability costs. Perma cloak is ridiculous on a unit people rely on proper positioning to defend against 0_0
Ghost might not need any changes other than this. They become a lot more dangerous when you have to bring detection to deal with them.
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On March 20 2015 02:08 SC2Toastie wrote:Show nested quote +On March 20 2015 02:02 ElMeanYo wrote: I'd like to see ghosts have permanent cloak, revealed only when they use an energy-based ability. You could say some small interval, 1-3 seconds they are revealed after having used it. Wouldn't reveal if using normal attack or nuking.
With the extra energy available from not having a constant cloak drain, it might not be necessary to lower any ability costs. Perma cloak is ridiculous on a unit people rely on proper positioning to defend against 0_0
being a Terran player i'm hoping for permanently cloaked Medivacs.

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New units are cool but I wonder what is Blizzard improving in the game client and for he experience when we are not playing.
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HotS beta was opened on Sep 4th 2012 and release was on Mar 12th 2013 - it took 6 month of beta-test. Blizzard said they will need a bit more time to test this time because they launch kinda 'early beta'. So I predict release date will be like after 7-8 months of beta-test - in Nov or early Dec 2015.
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On March 20 2015 02:15 JimmyJRaynor wrote:Show nested quote +On March 20 2015 02:08 SC2Toastie wrote:On March 20 2015 02:02 ElMeanYo wrote: I'd like to see ghosts have permanent cloak, revealed only when they use an energy-based ability. You could say some small interval, 1-3 seconds they are revealed after having used it. Wouldn't reveal if using normal attack or nuking.
With the extra energy available from not having a constant cloak drain, it might not be necessary to lower any ability costs. Perma cloak is ridiculous on a unit people rely on proper positioning to defend against 0_0 being a Terran player i'm hoping for permanently cloaked Medivacs. 
OC's can upgrade to MOC's (More Overpowered Centers) and their scanner sweep not only reveals the location it cloaks any Terran units inside the sweep
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On March 20 2015 01:33 Elentos wrote:Show nested quote +On March 20 2015 01:21 SC2Toastie wrote:On March 20 2015 01:00 Elentos wrote:On March 20 2015 00:44 SC2Toastie wrote:On March 20 2015 00:39 Elentos wrote:On March 20 2015 00:31 SC2Toastie wrote:On March 20 2015 00:30 Cricketer12 wrote:On March 20 2015 00:23 SC2Toastie wrote: So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^
Snipe (50 Energy)(5 second Cooldown): [*]Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen, [*]Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked. In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive
I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile.
Note: [*]Increase Infestor health by 5 to prevent the 1-shot kill. [*]Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation) [*]The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile. [*]Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
Other ideas? Ravens receiving a Silent Ward. Silence means NO unit abilities can be used, passive or active (excluding form changes). The ward should be active for only a short time (20s?) and have pretty small range, but be an excellent defense against Tempest Disintegration or Psionic Storm/Fungal in chokes. the fact that you are willing to buff other units to prevent imbalance really adds legitimacy to this, thus I think this could work! Might be preferable to not quote the entire post. Thanks for the feedback. I want to see a balanced game, not a TvT roflstomp fest. We've seen how an age of only mirrors play out for each of the three races (MVP TvT age, Patchzerg era, Power of Protoss), so balance is good! I think that snipe costing 50 and being that strong might be imbalanced. Feedback only kills units when they have as much/more energy compared to their HP, that snipe always insta-kills an HT for the same energy cost. Additionally, I'd consider moving the "Lockdown" effect to EMP, because that's what an EMP does <.< I also don't like the raven idea, 20 seconds of no abilities is broken and ungodly good imo. The Raven was just an additional ramble on my part, I removed it. As for the Snipe, why do you think it is imbalanced? For the same energy cost, Ghosts currently have a 1 range advantage over HT and instantly kill it. Notice, I proposed +1 range to Feedback, which gives Protoss a 100% winrate in Feedback vs Snipe. EMP would be way too powerful with a Lockdown effect as it is AOE. Having it on Snipe makes more sense design wise, though the names are somewhat confusing, probably. Snipe doesn't insta-kill a HT right now, you need at least 2 queued Snipes, that's 100 energy to kill a HT. As for the Feedback vs Snipe thing, yes the range change is nice, but if your ghosts are below 100 energy Feedback can't kill them. Then they get healed up by medivacs and can at least still fight, compared to HTs without energy who can only help the Protoss anymore by becoming archons and buffering. Imo, EMP needs a redesign. It makes no sense for it to drain HTs Psionic energies. Rather, it should weaken shields and disable mechanical units in the target area for a short period of time. Then you can use Snipe as a counter for all biological spellcasters and EMPs against sentries and ravens (and the like), while giving the EMP the added utility of breaking TvT tank lines and being useful against many other Protoss units. To balance that, you can decrease the radius of the EMP or make it so only one mechanical unit will be disabled per EMP used so that you can't lock down an entire army with 2 EMPs. Maybe, to balance it out a bit, make it so that units with the "Massive" tag don't get completely disabled but only incapable of moving (huge tech units like carriers would have backups in case of an EMP, it would make total sense). Would also encourage spreading and toning down deathball play. OMG I mixed energy/damage up. 50 energy for 20 damage is even more pathetic. I think Snipe in imbalanced and the Ghost is poorly designed in it's current form because Snipe has EXACTLY ONE use in the entire game - To be used against a single HT when there's 2 or more Ghosts nearby. Nothing else. Ghost are non-existent in TvT and TvZ. I think that's stupid. Especially considering there's a severe lack of lategame transitions for Terran and P/Z are only getting stronger. You don't get a 200m/100g/3 supply unit for it's DPS, Ghost attack is pretty fucking poor. What you are proposing is changing Snipe into a more powerful version vs Psionic and changing EMP to lockdown radius. But that takes the use vs Protoss out pretty much.Notice again, HT will ALWAYS win vs Ghost in this way. Maybe 50 energy is on the low hand and the new Snipe needs to be 75 energy. Maybe? Maybe not. Maybe experiment before shutting everything down because you are afraid of a single unit interaction becoming harder. Not true, I'm saying EMP should keep its utility against all shielded units, remove energy against mechanical spellcasters (sentry, banshee, BC, raven) but not against HTs because that's what you get the 1-hit-kill snipe for, and disable a limited amount of mechanical units inside the radius. That makes it better across all matchups and keeps the utility against Protoss, without it becoming as devastating against anything as a storm is to bio units. I'd say make Snipe cost 60 and do as much damage as you proposed, that would make sense (can never have energy for more than 3 Snipes on one ghost). I agree its current 25 + 25 vs Psionic is incredibly shitty; and ghosts definitely should be made viable across matchups, I love them and the only actual "transition" for a Terran in late game right now is the air transition, which is not exactly safe.
I like your idea. Even though it will make it harder for Terran. I would rather have a good game rather then an easy win. And in all honesty there needs to be a reason to use Snipe and currently their arent any.
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If I get the Adept right, wouldn't that mean you could mass adept, blindly a-move into the enemy blob and then teleport them to insta-flank ?
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On March 20 2015 02:27 renkin wrote: If I get the Adept right, wouldn't that mean you could mass adept, blindly a-move into the enemy blob and then teleport them to insta-flank ?
I imagine their cost and flimsiness will mean this isn't really possible. I imagined them more like WoL reapers. Good for harass but pretty bad in straight engagements.
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I can already see it, statis field the enemy line, when they wake up, disruptor in da face. XD I think Blizz tries to make more units to satisfy casual players and counter existing units. If they are not are careful though, they could differentiate too much and the game becomes more like rock-scissor-paper. Such a game would not be suitable for highly competitive level. As of now in the Protoss meta game, people already have to guess what to defend against. Guess wrong, you're dead. This is already a very alarming development. A perfect game which people like to watch is, where a comeback is still possible. In order to stay in the analogy, rock must still have a 30% chance to beat paper. This is where BW succeeded. It's funny because the reason is actually something different. BW had lots of differentiation, otherwise it wouldn't be interesting. But it had "flaws", that didn't render BW into a rock-scissor-paper game, despite these differentiations. To stay in the analogy, this "flaw" was like the rock flying too slow before it can hit the cissor, allowing the scissor time to transform itself into paper. The imperfect pathing that requires babysitting is one of these godsend "flaws" that Blizzard didn't intend at all. So it's really simple. Make a game with no differentiation, it becomes a boring game. Build in differentiation and it becomes interesting. But the more differentiation there is, the more one has to pay attention to it not becoming a game of luck or the RTS game becoming like an (rt)S game. The solution is not to counter this with even more differentiation but to give enough TIME to come back. Strategy+Time must find the better player, not strategy or time alone. That's my opinion why BW was a massive success, it had both these elements combined.
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On March 20 2015 02:27 renkin wrote: If I get the Adept right, wouldn't that mean you could mass adept, blindly a-move into the enemy blob and then teleport them to insta-flank ? Well the way I understood it is that the teleport shade thing only activates after 10 seconds, so I reckon a blind A-move without sending the shades out before the battle, and into the perfect position, gets all your adepts killed. At least against stimmed bio it would.
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On March 20 2015 02:21 GinDo wrote:Show nested quote +On March 20 2015 01:33 Elentos wrote:On March 20 2015 01:21 SC2Toastie wrote:On March 20 2015 01:00 Elentos wrote:On March 20 2015 00:44 SC2Toastie wrote:On March 20 2015 00:39 Elentos wrote:On March 20 2015 00:31 SC2Toastie wrote:On March 20 2015 00:30 Cricketer12 wrote:On March 20 2015 00:23 SC2Toastie wrote: So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^
Snipe (50 Energy)(5 second Cooldown): [*]Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen, [*]Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked. In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive
I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile.
Note: [*]Increase Infestor health by 5 to prevent the 1-shot kill. [*]Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation) [*]The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile. [*]Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
Other ideas? Ravens receiving a Silent Ward. Silence means NO unit abilities can be used, passive or active (excluding form changes). The ward should be active for only a short time (20s?) and have pretty small range, but be an excellent defense against Tempest Disintegration or Psionic Storm/Fungal in chokes. the fact that you are willing to buff other units to prevent imbalance really adds legitimacy to this, thus I think this could work! Might be preferable to not quote the entire post. Thanks for the feedback. I want to see a balanced game, not a TvT roflstomp fest. We've seen how an age of only mirrors play out for each of the three races (MVP TvT age, Patchzerg era, Power of Protoss), so balance is good! I think that snipe costing 50 and being that strong might be imbalanced. Feedback only kills units when they have as much/more energy compared to their HP, that snipe always insta-kills an HT for the same energy cost. Additionally, I'd consider moving the "Lockdown" effect to EMP, because that's what an EMP does <.< I also don't like the raven idea, 20 seconds of no abilities is broken and ungodly good imo. The Raven was just an additional ramble on my part, I removed it. As for the Snipe, why do you think it is imbalanced? For the same energy cost, Ghosts currently have a 1 range advantage over HT and instantly kill it. Notice, I proposed +1 range to Feedback, which gives Protoss a 100% winrate in Feedback vs Snipe. EMP would be way too powerful with a Lockdown effect as it is AOE. Having it on Snipe makes more sense design wise, though the names are somewhat confusing, probably. Snipe doesn't insta-kill a HT right now, you need at least 2 queued Snipes, that's 100 energy to kill a HT. As for the Feedback vs Snipe thing, yes the range change is nice, but if your ghosts are below 100 energy Feedback can't kill them. Then they get healed up by medivacs and can at least still fight, compared to HTs without energy who can only help the Protoss anymore by becoming archons and buffering. Imo, EMP needs a redesign. It makes no sense for it to drain HTs Psionic energies. Rather, it should weaken shields and disable mechanical units in the target area for a short period of time. Then you can use Snipe as a counter for all biological spellcasters and EMPs against sentries and ravens (and the like), while giving the EMP the added utility of breaking TvT tank lines and being useful against many other Protoss units. To balance that, you can decrease the radius of the EMP or make it so only one mechanical unit will be disabled per EMP used so that you can't lock down an entire army with 2 EMPs. Maybe, to balance it out a bit, make it so that units with the "Massive" tag don't get completely disabled but only incapable of moving (huge tech units like carriers would have backups in case of an EMP, it would make total sense). Would also encourage spreading and toning down deathball play. OMG I mixed energy/damage up. 50 energy for 20 damage is even more pathetic. I think Snipe in imbalanced and the Ghost is poorly designed in it's current form because Snipe has EXACTLY ONE use in the entire game - To be used against a single HT when there's 2 or more Ghosts nearby. Nothing else. Ghost are non-existent in TvT and TvZ. I think that's stupid. Especially considering there's a severe lack of lategame transitions for Terran and P/Z are only getting stronger. You don't get a 200m/100g/3 supply unit for it's DPS, Ghost attack is pretty fucking poor. What you are proposing is changing Snipe into a more powerful version vs Psionic and changing EMP to lockdown radius. But that takes the use vs Protoss out pretty much.Notice again, HT will ALWAYS win vs Ghost in this way. Maybe 50 energy is on the low hand and the new Snipe needs to be 75 energy. Maybe? Maybe not. Maybe experiment before shutting everything down because you are afraid of a single unit interaction becoming harder. Not true, I'm saying EMP should keep its utility against all shielded units, remove energy against mechanical spellcasters (sentry, banshee, BC, raven) but not against HTs because that's what you get the 1-hit-kill snipe for, and disable a limited amount of mechanical units inside the radius. That makes it better across all matchups and keeps the utility against Protoss, without it becoming as devastating against anything as a storm is to bio units. I'd say make Snipe cost 60 and do as much damage as you proposed, that would make sense (can never have energy for more than 3 Snipes on one ghost). I agree its current 25 + 25 vs Psionic is incredibly shitty; and ghosts definitely should be made viable across matchups, I love them and the only actual "transition" for a Terran in late game right now is the air transition, which is not exactly safe. I like your idea. Even though it will make it harder for Terran. I would rather have a good game rather then an easy win. And in all honesty there needs to be a reason to use Snipe and currently their arent any.
I think a 40 energy cost for 40 damage is the way to go. This means that 2 ghosts cannot kill an ultralisk using only their energy, hydras and templars should not die from 2 snipes once upgraded +1 carapace, banelings can still be one shot. I would love to see some nice baneling snipe micro, I think sniping is pretty cool and can give some nice marines + couple of ghosts early terran strategies, being also viable ( but not always the best idea ) later in the game.
Ghost sniping strategies used to be my favourite during wings of liberty beta, the feeling was very cool when I could defend baneling busts with 2 ghosts sniping them behind the supply depots.
If sniping starts to be abused too much, just add a longer delay between two consecutive snipes for the same ghost; this can balance how effective they will be in small numbers and with full energy.
This is not a change just for the top players, as I said being able to use snipers in ur army gives quite a good feeling for average player ( like me )
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i think they need to put abilities on alot of units and making spells superrelevant cuz of the instant reaction of units.
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On March 20 2015 03:20 neinspiratul wrote:Show nested quote +On March 20 2015 02:21 GinDo wrote:On March 20 2015 01:33 Elentos wrote:On March 20 2015 01:21 SC2Toastie wrote:On March 20 2015 01:00 Elentos wrote:On March 20 2015 00:44 SC2Toastie wrote:On March 20 2015 00:39 Elentos wrote:On March 20 2015 00:31 SC2Toastie wrote:On March 20 2015 00:30 Cricketer12 wrote:On March 20 2015 00:23 SC2Toastie wrote: So, because I dislike not coming up with a proper solution when complaining about something, here is my new and hyperinteresting Snipe change! Let me know what you think ^_^
Snipe (50 Energy)(5 second Cooldown): [*]Biological: Deals 75 damage to Biological units, -15 Massive, +15 Psionic (secures the 1shot on High Templar, 2shot on Viper, 2shot on Queen, [*]Mechanical: Deals 0 damage to Mechanical units. Unit gets stunned for 15 seconds. Unit cannot move, attack or use abilities, but can be repaired, moved through dropships and be attacked. In case a unit is both Biological and Mechanical (SCV/Hellbat), Biological damage is done.
Essentially, Lockdown and a buffed version of Snipe in one! For comparison, 2 WOL Snipe vs 2 HOTS Snipe vs 1 LOTV Snipe (all 50 energy): 90 Damage vs 50 damage Bio, 100 damage Psionic vs 75 damage Bio, 90 damage Psionic, 60 damage Massive
I really think this is the kind of thing you could experiment with. Ghost are extremely vulnerable and expensive units. They become excellent specialist units in all matchups. TvP - Ghost can now deal with HT throuh EMP, but also with poorly positioned Collosi. This allows for changes to the Viking as Ghost can take the Anti- Collosus role in late game. Additonally, they can now deal with Disruptor Flanks if you respond fast enough (should NOT be able to fire through the invulnerability, but can now zone Disruptors out). Concerns: If the Adept and Disruptor Flanks are not able to compete with Bio armies somewhat properly and Tempest Disintegration isn't usable as a counter, Mass MMM Ghost might be too powerful. TvZ - As the economy is going to force the battles to be even more spread out, Ghosts now pose a threat to Zerg through insane single target burst damage in Snipe. This allows Ghost to A) quickly neutralize potential Zerg threats (Infestors, Vipers) but also B) deal high burst damage to Ultralisk, Broodlords, Mutalisk or Corruptors. Through Lurker traps, Infestor range and mobility advantages, Zerg should be able to deal with this renewed Snipe. TvT - Ghost can become the transition for Bio armies to force a way through the split up Terran Mech ball. By using Snipes secondary effect, small numbers of unprotected Siege Tanks (having suboptimal vision, no detection) can easily be disabled and dispatched of. This forces Terran Mech players to remain very mobile.
Note: [*]Increase Infestor health by 5 to prevent the 1-shot kill. [*]Increase Feedback range to 10 to ensure HT can win the Snipe/Feedback war 100% (given Feedback is instant, Snipe has an animation) [*]The 5 second cooldown ensures Ghost Snipe will not be used as a spammable ability where you can simply mass a high Ghost count and kill/disable everything. Additionally, experimentation with raising the supply cost to 3 might be worthwhile. [*]Ghost are very expensive units, so it's not like you'll have to deal with 20 Rambo Ghosts all of a sudden, this is really a potential lategame transition for the Terran!
Other ideas? Ravens receiving a Silent Ward. Silence means NO unit abilities can be used, passive or active (excluding form changes). The ward should be active for only a short time (20s?) and have pretty small range, but be an excellent defense against Tempest Disintegration or Psionic Storm/Fungal in chokes. the fact that you are willing to buff other units to prevent imbalance really adds legitimacy to this, thus I think this could work! Might be preferable to not quote the entire post. Thanks for the feedback. I want to see a balanced game, not a TvT roflstomp fest. We've seen how an age of only mirrors play out for each of the three races (MVP TvT age, Patchzerg era, Power of Protoss), so balance is good! I think that snipe costing 50 and being that strong might be imbalanced. Feedback only kills units when they have as much/more energy compared to their HP, that snipe always insta-kills an HT for the same energy cost. Additionally, I'd consider moving the "Lockdown" effect to EMP, because that's what an EMP does <.< I also don't like the raven idea, 20 seconds of no abilities is broken and ungodly good imo. The Raven was just an additional ramble on my part, I removed it. As for the Snipe, why do you think it is imbalanced? For the same energy cost, Ghosts currently have a 1 range advantage over HT and instantly kill it. Notice, I proposed +1 range to Feedback, which gives Protoss a 100% winrate in Feedback vs Snipe. EMP would be way too powerful with a Lockdown effect as it is AOE. Having it on Snipe makes more sense design wise, though the names are somewhat confusing, probably. Snipe doesn't insta-kill a HT right now, you need at least 2 queued Snipes, that's 100 energy to kill a HT. As for the Feedback vs Snipe thing, yes the range change is nice, but if your ghosts are below 100 energy Feedback can't kill them. Then they get healed up by medivacs and can at least still fight, compared to HTs without energy who can only help the Protoss anymore by becoming archons and buffering. Imo, EMP needs a redesign. It makes no sense for it to drain HTs Psionic energies. Rather, it should weaken shields and disable mechanical units in the target area for a short period of time. Then you can use Snipe as a counter for all biological spellcasters and EMPs against sentries and ravens (and the like), while giving the EMP the added utility of breaking TvT tank lines and being useful against many other Protoss units. To balance that, you can decrease the radius of the EMP or make it so only one mechanical unit will be disabled per EMP used so that you can't lock down an entire army with 2 EMPs. Maybe, to balance it out a bit, make it so that units with the "Massive" tag don't get completely disabled but only incapable of moving (huge tech units like carriers would have backups in case of an EMP, it would make total sense). Would also encourage spreading and toning down deathball play. OMG I mixed energy/damage up. 50 energy for 20 damage is even more pathetic. I think Snipe in imbalanced and the Ghost is poorly designed in it's current form because Snipe has EXACTLY ONE use in the entire game - To be used against a single HT when there's 2 or more Ghosts nearby. Nothing else. Ghost are non-existent in TvT and TvZ. I think that's stupid. Especially considering there's a severe lack of lategame transitions for Terran and P/Z are only getting stronger. You don't get a 200m/100g/3 supply unit for it's DPS, Ghost attack is pretty fucking poor. What you are proposing is changing Snipe into a more powerful version vs Psionic and changing EMP to lockdown radius. But that takes the use vs Protoss out pretty much.Notice again, HT will ALWAYS win vs Ghost in this way. Maybe 50 energy is on the low hand and the new Snipe needs to be 75 energy. Maybe? Maybe not. Maybe experiment before shutting everything down because you are afraid of a single unit interaction becoming harder. Not true, I'm saying EMP should keep its utility against all shielded units, remove energy against mechanical spellcasters (sentry, banshee, BC, raven) but not against HTs because that's what you get the 1-hit-kill snipe for, and disable a limited amount of mechanical units inside the radius. That makes it better across all matchups and keeps the utility against Protoss, without it becoming as devastating against anything as a storm is to bio units. I'd say make Snipe cost 60 and do as much damage as you proposed, that would make sense (can never have energy for more than 3 Snipes on one ghost). I agree its current 25 + 25 vs Psionic is incredibly shitty; and ghosts definitely should be made viable across matchups, I love them and the only actual "transition" for a Terran in late game right now is the air transition, which is not exactly safe. I like your idea. Even though it will make it harder for Terran. I would rather have a good game rather then an easy win. And in all honesty there needs to be a reason to use Snipe and currently their arent any. hydras and templars should not die from 2 snipes once upgraded +1 carapace Spell damage isn't affected by armour upgrades.
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Canada8157 Posts
Look out for some cool articles ^^
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