• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:18
CEST 11:18
KST 18:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 24-30): Patches' balance mod takes over0New 3v3 BGH Ladder (and more) on ShieldBattery!36Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45
StarCraft 2
General
Weekly Cups (August 24-30): Patches' balance mod takes over Trial of Chaos Farming Strategies for Stronger Run SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion Starcraft vs Retro Category on Twitch ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini
Tourneys
Escore Tournament - Season 3 [ASL22] Ro24 Group F [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Browser Invoker Combo Trainer & Speedrun Simulator Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6899 users

LotV closed beta announced to start on March 31 - Page 30

Forum Index > Legacy of the Void
2700 CommentsPost a Reply
Prev 1 28 29 30 31 32 136 Next
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.
Elentos
Profile Blog Joined February 2015
55593 Posts
March 19 2015 16:33 GMT
#581
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.
Every 60 seconds in Africa, a minute passes.
Lexender
Profile Joined September 2013
Mexico2661 Posts
March 19 2015 16:33 GMT
#582
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.
Tenks
Profile Joined April 2010
United States3104 Posts
March 19 2015 16:34 GMT
#583
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.
Wat
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
March 19 2015 16:42 GMT
#584
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.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ElMeanYo
Profile Joined March 2011
United States1032 Posts
March 19 2015 17:02 GMT
#585
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.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
March 19 2015 17:08 GMT
#586
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
Mura Ma Man, Dark Da Dude, Super Shot Sos!
ElMeanYo
Profile Joined March 2011
United States1032 Posts
March 19 2015 17:10 GMT
#587
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.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
JimmyJRaynor
Profile Blog Joined April 2010
Canada17791 Posts
Last Edited: 2015-03-19 17:16:22
March 19 2015 17:15 GMT
#588
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.

Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ivancype
Profile Joined December 2012
Brazil485 Posts
March 19 2015 17:17 GMT
#589
New units are cool but I wonder what is Blizzard improving in the game client and for he experience when we are not playing.
The other race is OP
Muxtar
Profile Joined November 2014
Ukraine64 Posts
March 19 2015 17:19 GMT
#590
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.
Tenks
Profile Joined April 2010
United States3104 Posts
March 19 2015 17:20 GMT
#591
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
Wat
GinDo
Profile Blog Joined September 2010
3327 Posts
March 19 2015 17:21 GMT
#592
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.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
renkin
Profile Joined July 2010
France249 Posts
March 19 2015 17:27 GMT
#593
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 ?
Tenks
Profile Joined April 2010
United States3104 Posts
March 19 2015 17:33 GMT
#594
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.
Wat
plotspot
Profile Joined October 2014
800 Posts
March 19 2015 17:52 GMT
#595
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.

Elentos
Profile Blog Joined February 2015
55593 Posts
March 19 2015 18:09 GMT
#596
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.
Every 60 seconds in Africa, a minute passes.
neinspiratul
Profile Joined March 2015
Romania4 Posts
March 19 2015 18:20 GMT
#597
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 )
zzzzZzzZ
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 19 2015 18:20 GMT
#598
i think they need to put abilities on alot of units and making spells superrelevant cuz of the instant reaction of units.
Elentos
Profile Blog Joined February 2015
55593 Posts
March 19 2015 18:25 GMT
#599
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.
Every 60 seconds in Africa, a minute passes.
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
March 19 2015 18:26 GMT
#600
Look out for some cool articles ^^
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Prev 1 28 29 30 31 32 136 Next
Please log in or register to reply.
Live Events Refresh
Next event in 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 106
EnDerr 31
Trap 9
StarCraft: Brood War
Hyuk 2043
Bisu 795
Killer 374
Larva 212
HiyA 200
Sharp 150
Yoon 79
Mind 60
Bale 38
Hm[arnc] 27
[ Show more ]
Free 24
ajuk12(nOOB) 11
Sacsri 9
League of Legends
JimRising 499
Counter-Strike
shoxiejesuss698
olofmeister621
Other Games
ceh9780
KnowMe209
XaKoH 145
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH245
• LUISG 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1490
Upcoming Events
Sparkling Tuna Cup
42m
Afreeca Starleague
42m
Monday Night Weeklies
6h 42m
GSL
1d 1h
OSC
1d 3h
PiGosaur Cup
1d 14h
Kung Fu Cup
2 days
Replay Cast
2 days
The PondCast
3 days
IntoTheTV X SOOP
4 days
[ Show More ]
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
OSC
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.