• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:27
CET 22:27
KST 06:27
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool44Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Soulkey's decision to leave C9 JaeDong's form before ASL
Tourneys
[ASL21] Ro24 Group B 2026 Changsha Offline Cup [ASL21] Ro24 Group A ASL Season 21 LIVESTREAM with English Commentary
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1508 users

Designated Balance Discussion Thread - Page 839

Forum Index > SC2 General
Post a Reply
Prev 1 837 838 839 840 841 1266 Next
Kyrao
Profile Joined July 2010
United States161 Posts
December 17 2013 09:28 GMT
#16761
Changing Snipe from 25+25 psi to 30+20 psi does the following in TvZ:

Sniping Broodlords:
@45 per snipe (old) -> 5 snipes to kill
@30 per snipe (suggested) -> 8 snipes to kill
@25 per snipe (current) -> 9 snipes to kill

Sniping Ultras:
@45 per snipe (old) -> 12 snipes to kill
@30 per snipe (suggested) -> 17 snipes to kill
@25 per snipe (current) -> 20 snipes to kill

Sniping Hydras:
@45 per snipe (old) -> 2 snipes to kill
@30 per snipe (suggested) -> 3 snipes to kill
@25 per snipe (current) -> 4 snipes to kill

Sniping Roaches:
@45 per snipe (old) -> 4 snipes to kill
@30 per snipe (suggested) -> 5 snipes to kill
@25 per snipe (current) -> 6 snipes to kill

Sniping Mutas:
@45 per snipe (old) -> 3 snipes to kill
@30 per snipe (suggested) -> 4 snipes to kill
@25 per snipe (current) -> 5 snipes to kill

Sniping Vipers:
3 snipes to kill: No change (psionic)

Sniping Overseers:
@45 per snipe (old) -> 5 snipes to kill
@30 per snipe (suggested) -> 7 snipes to kill
@25 per snipe (current) -> 8 snipes to kill

Sniping Banelings:
@45 per snipe (old) -> 1 snipe to kill
@30 per snipe (suggested) -> 1 snipe to kill
@25 per snipe (current) -> 2 snipes to kill
Ana_
Profile Joined May 2012
Finland453 Posts
December 17 2013 09:42 GMT
#16762
On December 17 2013 18:26 Kyrao wrote:
Show nested quote +
On December 17 2013 18:09 vthree wrote:
On December 17 2013 16:53 darkness wrote:
On December 16 2013 21:07 Kyrao wrote:
What do you guys think about changing snipe from 25+25 psi to 30+20 psi so that ghosts can snipe banelings again? How fucking awesome would that be?

Ghosts are so one dimensional right now.... I mean, a lot of T pros even skip them in TvP because they cost so much (200/100 apiece) and have next to no utility after they either get burned alive by the collossi lasers or insta gibbed by feedbacks...



Ghosts are always useful even for EMP alone.


There is a difference between useful and one dimensional. IE. HTs would be useful even if they just had storm, but having feedback as well gives them more utility. Both snipe and EMP are anti-casters right now.


Also, the fact that once you cast all your energy away, you can morph them into a tanky splash nuker makes them even less one-dimensional... Whereas a ghost does less dps than two stimmed marines (even against light) and costs 200/100 v 50/150 for a HT. Balance.


Remember EMP destroys shields on Toss units.
Sticks and stones may break my bones but words will never hurt me.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 17 2013 09:49 GMT
#16763
Get Snipe back to 25 vs Massive, 45 normal (+5 Psionic)
Exactly the same as it has been before Snipe was thrashed to deal with broodlords - this also makes snipe kinda good vs zealots
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Bagi
Profile Joined August 2010
Germany6799 Posts
December 17 2013 10:05 GMT
#16764
You will never see ghosts built in TvZ, minor snipe buffs against non-massive won't change that.
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2013 10:06 GMT
#16765
On December 17 2013 18:28 Kyrao wrote:
Changing Snipe from 25+25 psi to 30+20 psi does the following in TvZ:

Sniping Broodlords:
@45 per snipe (old) -> 5 snipes to kill
@30 per snipe (suggested) -> 8 snipes to kill
@25 per snipe (current) -> 9 snipes to kill

Sniping Ultras:
@45 per snipe (old) -> 12 snipes to kill
@30 per snipe (suggested) -> 17 snipes to kill
@25 per snipe (current) -> 20 snipes to kill

Sniping Hydras:
@45 per snipe (old) -> 2 snipes to kill
@30 per snipe (suggested) -> 3 snipes to kill
@25 per snipe (current) -> 4 snipes to kill

Sniping Roaches:
@45 per snipe (old) -> 4 snipes to kill
@30 per snipe (suggested) -> 5 snipes to kill
@25 per snipe (current) -> 6 snipes to kill

Sniping Mutas:
@45 per snipe (old) -> 3 snipes to kill
@30 per snipe (suggested) -> 4 snipes to kill
@25 per snipe (current) -> 5 snipes to kill

Sniping Vipers:
3 snipes to kill: No change (psionic)

Sniping Overseers:
@45 per snipe (old) -> 5 snipes to kill
@30 per snipe (suggested) -> 7 snipes to kill
@25 per snipe (current) -> 8 snipes to kill

Sniping Banelings:
@45 per snipe (old) -> 1 snipe to kill
@30 per snipe (suggested) -> 1 snipe to kill
@25 per snipe (current) -> 2 snipes to kill



Problem with snipe is similar to old chain fungal:
- if it is really good, you just chain snipe anything that it is good against without the opponent having anything to hold against it
- if it is not good, you only use it as an energy dump after the ghost has done what it was built for (e.g. EMP casters, Protoss shields, cloak assault with observes snipe)

The 30damage instead of 25 is a nice suggestion and I wouldn't mind it if they tried it, but I fear it falls into the same category as it is now: you are not going to use it against banelings, broodlords, Mutas, Hydras, etc. So you will (maybe) only use ghosts when there are mass Infestors or Vipers on the field (which is very rare to begin with, and even now when it happens, there are usually better alternatives than a "sudden ghost switch").


I think a much better approach would be to redesign the snipe ability like they did with Fungal or HSM, which are still powerful damage spells but possible to handle for the opponent by micro (whereas they were before like snipe, spells that could wreck most armies completely on their own if you got enough of the associated casters).
E.g. make it so that the targets must not move "too much" in the short channeling animation for a (buffed) snipe to hit.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 17 2013 10:18 GMT
#16766
What about restoring the damage to a flat 45 vs everything, but adding a short ~2 second aiming animation to lower the overall DPS without reducing the high initial burst damage? To add more micro interactions, perhaps if the ghost takes any damage during this time the snipe is canceled?
vibeo gane,
emanresU
Profile Joined November 2012
Germany393 Posts
December 17 2013 10:21 GMT
#16767
On December 17 2013 18:09 vthree wrote:
Show nested quote +
On December 17 2013 16:53 darkness wrote:
On December 16 2013 21:07 Kyrao wrote:
What do you guys think about changing snipe from 25+25 psi to 30+20 psi so that ghosts can snipe banelings again? How fucking awesome would that be?

Ghosts are so one dimensional right now.... I mean, a lot of T pros even skip them in TvP because they cost so much (200/100 apiece) and have next to no utility after they either get burned alive by the collossi lasers or insta gibbed by feedbacks...



Ghosts are always useful even for EMP alone.


There is a difference between useful and one dimensional. IE. HTs would be useful even if they just had storm, but having feedback as well gives them more utility. Both snipe and EMP are anti-casters right now.

Snipe may be counter caster emp is much more effective though and I think it suffers from severe overlap, (like FF and time warp imo).
There is nothing more cool than being proud of the things you love. -Sean "Day[9]" Plott
Big J
Profile Joined March 2011
Austria16289 Posts
December 17 2013 10:24 GMT
#16768
On December 17 2013 19:18 -NegativeZero- wrote:
What about restoring the damage to a flat 45 vs everything, but adding a short ~2 second aiming animation to lower the overall DPS without reducing the high initial burst damage? To add more micro interactions, perhaps if the ghost takes any damage during this time the snipe is canceled?


That would be agiant nerf for TvP. HTs would just always feedback them while channeling
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2013-12-17 10:32:45
December 17 2013 10:28 GMT
#16769
On December 17 2013 18:26 Kyrao wrote:
Show nested quote +
On December 17 2013 18:09 vthree wrote:
On December 17 2013 16:53 darkness wrote:
On December 16 2013 21:07 Kyrao wrote:
What do you guys think about changing snipe from 25+25 psi to 30+20 psi so that ghosts can snipe banelings again? How fucking awesome would that be?

Ghosts are so one dimensional right now.... I mean, a lot of T pros even skip them in TvP because they cost so much (200/100 apiece) and have next to no utility after they either get burned alive by the collossi lasers or insta gibbed by feedbacks...



Ghosts are always useful even for EMP alone.


There is a difference between useful and one dimensional. IE. HTs would be useful even if they just had storm, but having feedback as well gives them more utility. Both snipe and EMP are anti-casters right now.


Also, the fact that once you cast all your energy away, you can morph them into a tanky splash nuker makes them even less one-dimensional... Whereas a ghost does less dps than two stimmed marines (even against light) and costs 200/100 v 50/150 for a HT. Balance.

Ghosts have nuke though and can be invisible, i think terrans should try to use that more.
edit: but i guess in the current form it's not worth it
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 17 2013 10:32 GMT
#16770
On December 17 2013 19:28 The_Red_Viper wrote:
Show nested quote +
On December 17 2013 18:26 Kyrao wrote:
On December 17 2013 18:09 vthree wrote:
On December 17 2013 16:53 darkness wrote:
On December 16 2013 21:07 Kyrao wrote:
What do you guys think about changing snipe from 25+25 psi to 30+20 psi so that ghosts can snipe banelings again? How fucking awesome would that be?

Ghosts are so one dimensional right now.... I mean, a lot of T pros even skip them in TvP because they cost so much (200/100 apiece) and have next to no utility after they either get burned alive by the collossi lasers or insta gibbed by feedbacks...



Ghosts are always useful even for EMP alone.


There is a difference between useful and one dimensional. IE. HTs would be useful even if they just had storm, but having feedback as well gives them more utility. Both snipe and EMP are anti-casters right now.


Also, the fact that once you cast all your energy away, you can morph them into a tanky splash nuker makes them even less one-dimensional... Whereas a ghost does less dps than two stimmed marines (even against light) and costs 200/100 v 50/150 for a HT. Balance.

Ghosts have nuke though and can be invisible, i think terrans should try to use that more.

Paying 100/100 for something that does nothing some forcefields do not and risking a 200/100 unit with it? Hoping the opponent fucks up? Good game plan...
Mura Ma Man, Dark Da Dude, Super Shot Sos!
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 17 2013 10:40 GMT
#16771
I don't say this is reliable at the moment, but that the Ghost is so much more one dimensional than the ht is just bs.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Deleted User 137586
Profile Joined January 2011
7859 Posts
December 17 2013 11:19 GMT
#16772
On December 17 2013 19:40 The_Red_Viper wrote:
I don't say this is reliable at the moment, but that the Ghost is so much more one dimensional than the ht is just bs.


Because?
Cry 'havoc' and let slip the dogs of war
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2013-12-17 13:04:21
December 17 2013 13:03 GMT
#16773
On December 17 2013 19:40 The_Red_Viper wrote:
I don't say this is reliable at the moment, but that the Ghost is so much more one dimensional than the ht is just bs.


Lol ? HT are useful against :
Bio, Ghosts, Vikings, Ravens, Banshess, Medivacs, Battlecruisers, SCV
Hydras, Zerglings, Infestors, Vipers, Broodlords, Locusts/SH, Drones, Queens.
They can morph into archons afterward that are useful against :
Everything.

Ghost are used for what ? EMP the protoss army and sniping HT. That's all. You'll never see ghost becoming a common thing in TvZ because Vikings deal better with Viper and mass infestors just suck.
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
December 17 2013 13:11 GMT
#16774
On December 17 2013 19:40 The_Red_Viper wrote:
I don't say this is reliable at the moment, but that the Ghost is so much more one dimensional than the ht is just bs.


I see high templars in all protoss matchups. I only see ghosts in TvP. Some terrans even skip them all together in favor of bigger bio ball and count on storm dodging instead of landing EMPs.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-12-17 13:15:41
December 17 2013 13:15 GMT
#16775
Yeah, the HT is a general AOE damage caster that even has a good spell for countering energy units and can morph into another essential protoss unit. Its an unit that will always be worth its cost if you can afford it in your army.

The ghost is strictly an anti-caster ever since the snipe nerf and does very little outside that niche, nuking maybe. You build ghosts to counter large numbers of casters only.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 17 2013 13:29 GMT
#16776
On December 17 2013 20:19 Ghanburighan wrote:
Show nested quote +
On December 17 2013 19:40 The_Red_Viper wrote:
I don't say this is reliable at the moment, but that the Ghost is so much more one dimensional than the ht is just bs.


Because?


I guess i argued more about the semantics of "one dimensional" , the ghost itself would have much potential, the cost for that is just too high i guess.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
WombaT
Profile Blog Joined May 2010
Northern Ireland26433 Posts
December 17 2013 14:00 GMT
#16777
I'd actually like to see the Dark Archon back. I'm not sure what abilities I'd stick on it, possibly feedback and Maelstrom again and give HTs something else.

The model and lore make it too damn cool. It also makes a Dark Shrine something that feels a bit more fleshed out.

It might be broken for all I know. Having storm, maelstorm and feedback split across multiple units could make things interesting, and more control-based. HTs can deal their direct damage, DAs would be more of a support caster. It also makes the caster dance in TvP a bit more interesting positionally.

Just throwing some ideas out, don't kill me folks :p

I like gate + caster armies in PvT, they feel a lot more fair and Skill-based than Collosus comps, from both sides.

There is little you can do as a Terran against a critical number of Collosus if you've misjudged Viking numbers. As a Protoss if he's got a ton of Vikings to wipe your Collosus out there's little you can do as well.

Pure Temp/Gate vs Bio and Ghosts it feels certainly that sheer control and positioning are definitely rewarded more
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
SeXyBaCk
Profile Joined January 2012
Switzerland174 Posts
December 17 2013 14:42 GMT
#16778
Pls make 2 ghosts mergeable to thor. Simply. 2 ghost=thor. Same as archon.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
December 17 2013 14:54 GMT
#16779
I've seen a few good pro Terrans use Nuke in big macro games to hit 4th bases that the P has cannoned up. With the whole army dance going on it's quite difficult to find the red dot and deal with the nuke because you risk fucking up and taking a bad engagement with your main army.

I've also seen ghosts used to EMP enemy Medivacs in TvT and to nuke PFs as well as to force an unsiege on a tank line.

Ghosts/Nuke are a lot more useful than people think they are. it's not just the "anti HT"
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
December 17 2013 14:55 GMT
#16780
On December 17 2013 23:42 SeXyBaCk wrote:
Pls make 2 ghosts mergeable to thor. Simply. 2 ghost=thor. Same as archon.


Haha, good one.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Prev 1 837 838 839 840 841 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 575
elazer 235
UpATreeSC 102
StarCraft: Brood War
Shuttle 580
Mini 247
firebathero 127
EffOrt 102
NaDa 9
Dota 2
canceldota163
Counter-Strike
pashabiceps2447
byalli793
Super Smash Bros
C9.Mang0160
Heroes of the Storm
Liquid`Hasu370
Other Games
Grubby3370
FrodaN917
ceh9571
Beastyqt541
shahzam444
B2W.Neo346
ToD198
ViBE46
Organizations
Dota 2
PGL Dota 2 - Main Stream43
StarCraft 2
angryscii 20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hinosc 14
• Reevou 7
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 48
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift2878
Other Games
• imaqtpie816
• Shiphtur154
Upcoming Events
PiGosaur Cup
2h 33m
Replay Cast
11h 33m
Afreeca Starleague
12h 33m
hero vs YSC
Larva vs Shine
Kung Fu Cup
13h 33m
Replay Cast
1d 2h
KCM Race Survival
1d 11h
The PondCast
1d 12h
WardiTV Team League
1d 14h
OSC
1d 14h
Replay Cast
2 days
[ Show More ]
WardiTV Team League
2 days
RSL Revival
3 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
3 days
Platinum Heroes Events
3 days
BSL
3 days
RSL Revival
4 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
4 days
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
Light vs Calm
Royal vs Mind
Wardi Open
5 days
Monday Night Weeklies
5 days
OSC
6 days
Sparkling Tuna Cup
6 days
Afreeca Starleague
6 days
Rush vs PianO
Flash vs Speed
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.