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Designated Balance Discussion Thread - Page 839

Forum Index > SC2 General
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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 Ireland26036 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
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