• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:11
CET 02:11
KST 10:11
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
2026 KongFu Cup Announcement3BGE Stara Zagora 2026 cancelled11Blizzard Classic Cup - Tastosis announced as captains15Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18
StarCraft 2
General
Blizzard Classic Cup - Tastosis announced as captains BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament 2026 KongFu Cup Announcement [GSL CK] Team Maru vs. Team herO StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BSL 22 Map Contest — Submissions OPEN to March 10 ASL21 General Discussion Are you ready for ASL 21? Hype VIDEO Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
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: 1450 users

Designated Balance Discussion Thread - Page 867

Forum Index > SC2 General
Post a Reply
Prev 1 865 866 867 868 869 1266 Next
Bagi
Profile Joined August 2010
Germany6799 Posts
January 02 2014 17:19 GMT
#17321
On January 03 2014 02:11 Whitewing wrote:
Show nested quote +
On January 03 2014 02:08 Bagi wrote:
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness

Nobody used EMP for that purpose when it had larger radius.

I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.


It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.

How about splitting up your units pre-emptively, keeping track where his ghosts are and try to get feedbacks off? Kinda like terrans try to deal with templar?

It might seem like a lot of damage on paper but considering all the tools protoss has it seems almost necessary at this point. The lategame is a joke.
TheDwf
Profile Joined November 2011
France19747 Posts
January 02 2014 17:20 GMT
#17322
On January 03 2014 02:13 DarkPlasmaBall wrote:
Show nested quote +
On January 03 2014 01:54 ffadicted wrote:
^ I agree with white wing. Things are crappy, but the terran teenage drama queen levels have gotten to ridiculous heights lately.


Agreed, although it's been pretty bad ever since they stopped winning everything (back in the GomTvT days).

Show nested quote +
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness


As a Protoss player, I wouldn't mind seeing Terran's EMP radius get a little larger as long as range is decreased. It would be nice to have the high templar (the slower, non-cloaked spellcaster) be able to get their first shots off on the ghost, rather than the way it's always been (ghosts getting first dibs on shooting off spells first, often immediately nullifying the high templar).

The ghost resource cost is really not bad though. Maybe lowering the mineral cost a tiny bit and raising the gas cost would be better for Terrans, but it's currently not awful.

? Feedback vs Snipe is like 53/47 in favor of the Templar from memory.
nottapro
Profile Joined August 2012
202 Posts
January 02 2014 17:22 GMT
#17323
On January 03 2014 02:11 Whitewing wrote:
Show nested quote +
On January 03 2014 02:08 Bagi wrote:
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness

Nobody used EMP for that purpose when it had larger radius.

I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.


It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.



So what buff would you propose to the ghost to make Terran more viable late game vs Protoss?
DarkPlasmaBall
Profile Blog Joined March 2010
United States45348 Posts
January 02 2014 17:22 GMT
#17324
On January 03 2014 02:20 TheDwf wrote:
Show nested quote +
On January 03 2014 02:13 DarkPlasmaBall wrote:
On January 03 2014 01:54 ffadicted wrote:
^ I agree with white wing. Things are crappy, but the terran teenage drama queen levels have gotten to ridiculous heights lately.


Agreed, although it's been pretty bad ever since they stopped winning everything (back in the GomTvT days).

On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness


As a Protoss player, I wouldn't mind seeing Terran's EMP radius get a little larger as long as range is decreased. It would be nice to have the high templar (the slower, non-cloaked spellcaster) be able to get their first shots off on the ghost, rather than the way it's always been (ghosts getting first dibs on shooting off spells first, often immediately nullifying the high templar).

The ghost resource cost is really not bad though. Maybe lowering the mineral cost a tiny bit and raising the gas cost would be better for Terrans, but it's currently not awful.

? Feedback vs Snipe is like 53/47 in favor of the Templar from memory.


How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
January 02 2014 17:29 GMT
#17325
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL
DarkPlasmaBall
Profile Blog Joined March 2010
United States45348 Posts
January 02 2014 17:32 GMT
#17326
On January 03 2014 02:29 Pirfiktshon wrote:
Show nested quote +
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL


...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-01-02 17:39:19
January 02 2014 17:33 GMT
#17327
On January 03 2014 02:22 nottapro wrote:
Show nested quote +
On January 03 2014 02:11 Whitewing wrote:
On January 03 2014 02:08 Bagi wrote:
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness

Nobody used EMP for that purpose when it had larger radius.

I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.


It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.



So what buff would you propose to the ghost to make Terran more viable late game vs Protoss?


The ghost doesn't really need looking at, I feel it's strong enough as is. I would look to fix terran air units more than anything to give terran bio a transition to late game or more late game support. A BC buff would not be inappropriate or uncalled for (the carrier could use a buff too for that matter, but BC > Carrier anyway so no biggie), neither would it be inappropriate to have auto-turret damage scale with mech weapon upgrades. Current ghost actually fits in with mech and air play better than bio because of it's lower gas cost and higher mineral cost.

But yeah, the ghost should always beat the High templar if controlled properly: both ghost spells outrange the high templar, you have scan to get a vision lead or snipe observers w/ cloak, and the ghost is the faster unit.

On January 03 2014 02:32 DarkPlasmaBall wrote:
Show nested quote +
On January 03 2014 02:29 Pirfiktshon wrote:
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL


...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.


I think he's EMP'ing from max range and missing when they micro, then the templar moves in and feedbacks. If you're looking to kill templar, use snipe, not EMP. EMP is for clumps of templar, and for doing damage to the shields of the protoss army.

Also, Gumiho is the only person I've seen doing this, but he used to put ghosts into medivac, and use the speed boost to get the ghosts into perfect position with scan to see what he's doing.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2014-01-02 18:30:45
January 02 2014 17:45 GMT
#17328
The fight is not as easy as it sounds for the Ghost, DarkPlasmaBall. It's not just about range. Feedback casting time is instant. Snipe, while not being a projectile like EMP, is very slow to cast, the Ghost executes a long animation (he kneels) which lasts at least 1 second, and by the time he fires, the high templar has moved in range for Feedback. Then the result is kinda non-deterministic, sometimes the Ghost gets to snipe first, sometimes the templar gets to feedback first, it's not clear-cut.
But what you have to remember is that you have to snipe the templar twice to really neutralize him, while you only need to feedback a ghost once.
EMP has better range, but EMP is a projectile, and doesn't remove all the templar energy.

In the end, I would say it's a question of whether or not the templar energy count is high or low. If it's high and templars are spread, then you're in deep shit as Terran because all your anti-templar spells must hit twice to be of any effect, while if your ghosts are full, it's even better for Protoss because now Feedback becomes lethal.
In any case, "Ghosts beat templars" is not completely true, it's more complicated. I would even say that the real battle happens in the air, where the vikings try to snipe the scanned observers, so that your ghosts can cloak and reliably take care of business.

Edit: I think the Ghost is fine too, even if I would like the 150/150 -> 200/100 cost change to be reverted sometimes. It could be a sound use of all the gas excess we have in the late game.
Bagi
Profile Joined August 2010
Germany6799 Posts
January 02 2014 17:52 GMT
#17329
The problem with buffs to "air switches" and other stuff that is currently completely unused is a complete crapshoot. They've tried to do it with mech and the combined upgrades buff, but obviously it hasn't resulted into anything at all really.

So how much do you buff battlecruisers if you want to make them the saving grace of lategame TvP? Remove energy, back to 10 damage per shot? Does it break TvZ? Do buffs to ravens break TvZ? Is TvT going to became all-out air wars past the 15 minute mark if you go too far?

That's my problem with ambiguous suggestions like "buff BCs or something", they are impractical and frankly a waste of fucking time. Buff the unit that has time and time again proven essential but isnt performing in its current role, the ghost.
nottapro
Profile Joined August 2012
202 Posts
Last Edited: 2014-01-02 17:56:27
January 02 2014 17:55 GMT
#17330
On January 03 2014 02:33 Whitewing wrote:
Show nested quote +
On January 03 2014 02:22 nottapro wrote:
On January 03 2014 02:11 Whitewing wrote:
On January 03 2014 02:08 Bagi wrote:
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness

Nobody used EMP for that purpose when it had larger radius.

I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.


It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.



So what buff would you propose to the ghost to make Terran more viable late game vs Protoss?


The ghost doesn't really need looking at, I feel it's strong enough as is. I would look to fix terran air units more than anything to give terran bio a transition to late game or more late game support. A BC buff would not be inappropriate or uncalled for (the carrier could use a buff too for that matter, but BC > Carrier anyway so no biggie), neither would it be inappropriate to have auto-turret damage scale with mech weapon upgrades. Current ghost actually fits in with mech and air play better than bio because of it's lower gas cost and higher mineral cost.

But yeah, the ghost should always beat the High templar if controlled properly: both ghost spells outrange the high templar, you have scan to get a vision lead or snipe observers w/ cloak, and the ghost is the faster unit.

Show nested quote +
On January 03 2014 02:32 DarkPlasmaBall wrote:
On January 03 2014 02:29 Pirfiktshon wrote:
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL


...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.


I think he's EMP'ing from max range and missing when they micro, then the templar moves in and feedbacks. If you're looking to kill templar, use snipe, not EMP. EMP is for clumps of templar, and for doing damage to the shields of the protoss army.

Also, Gumiho is the only person I've seen doing this, but he used to put ghosts into medivac, and use the speed boost to get the ghosts into perfect position with scan to see what he's doing.



Hmm ok, to me BC's seem too ultra late game, they require a huge investment, transition and don't help the mid/late game. So I still think it needs to be the ghost, we can just agree to disagree on this one, I don't think an argument is necessary. Feel free to have the last word and defend your opinion, but don't expect much of a response from me.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-01-02 18:11:04
January 02 2014 18:09 GMT
#17331
...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.


This is not a Long High Speed chase down Belshir vestige center as the rest of the battle happens this happens with in 1/2 a second.... LOL You seriously have no idea what good templar control is..... As a ghost you have to Emp then shoot as brought out before hand if templar has high energy its GG my friend especially when you have temps Spread out and they know how to juke its a nightmare........

Edit: and Saying this is a once in a lifetime shot I Have played friends in Micro Battles to test this I can have 4 HTs with Full energy vses 8 ghosts full energy HTs with this knowledge win 80-90% of the time LOL
Survivor61316
Profile Joined July 2012
United States470 Posts
January 02 2014 18:24 GMT
#17332
On January 03 2014 02:13 DarkPlasmaBall wrote:
Show nested quote +
On January 03 2014 01:54 ffadicted wrote:
^ I agree with white wing. Things are crappy, but the terran teenage drama queen levels have gotten to ridiculous heights lately.


Agreed, although it's been pretty bad ever since they stopped winning everything (back in the GomTvT days).

Show nested quote +
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness


As a Protoss player, I wouldn't mind seeing Terran's EMP radius get a little larger as long as range is decreased. It would be nice to have the high templar (the slower, non-cloaked spellcaster) be able to get their first shots off on the ghost, rather than the way it's always been (ghosts getting first dibs on shooting off spells first, often immediately nullifying the high templar).

The ghost resource cost is really not bad though. Maybe lowering the mineral cost a tiny bit and raising the gas cost would be better for Terrans, but it's currently not awful.

Why should ht have the ability to trade evenly in the energy war with the ghosts? That makes absolutely no sense.. The only purpose for making ghosts in the first place is to drain ht energy; it has no real utility beyond that. On the other hand, the first goal on ht is to drop storms on Terran bio. Also, Toss can warp in a ton of ht all at once, and let their energy start to build immediately, whereas ghosts cost more, and take longer to build. And then we're talking about losing 100 energy through emp, to losing all your energy from fb and possibly losing the ghost. There is absolutely no reason that a unit with a stronger anti-energy spell, and more utility in army fights should be getting the first shots off.
Liquid Fighting
Rowrin
Profile Joined September 2011
United States280 Posts
January 02 2014 18:36 GMT
#17333
On January 03 2014 02:18 Whitewing wrote:
Show nested quote +
On January 03 2014 02:16 Pirfiktshon wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness


Thats just the point the Price plays a HUGE part into the effectiveness..... For Instance having a Zergling cost 200 minerals but kept the same stats would mean making lings would not be effective at all and zerg would suffer tremendously because of it....

The simple fact comes into Cost vses Utility of Trade.... it's hard to measure a utility of Trade with the situation of a ghost but! its not hard to see now that 200/100 is really not worth making something that can die to 50 Energy instantly..... when it takes 400/200 to instantly kill a Temp LOL That's if the Temp doesn't do the Juke move and just kill all 3 ghosts....


What? You can just snipe it twice from outside it's range: snipe has range 10, feedback has range 9, and the ghost is the faster of the two units. If you're losing these micro wars, it's user error on your part.


Fail. A ghost will NEVER land a snipe before feedback. This is old news since even WOL. If protoss can see the ghost and queue up a feedback, snipe wont even cast. Despite snipe having a miniscule longer range, it has a .5 or 1 second cast time meaning it is always interupted by feedback.

It actually takes 3 to 4 ghosts to sucessfully snipe a ht if toss queues feedbacks on the ghosts.

So no it is not user error, unless terran catches toss sleeping snipe is very ineffective vs templars.
Survivor61316
Profile Joined July 2012
United States470 Posts
January 02 2014 18:42 GMT
#17334
On January 03 2014 02:32 DarkPlasmaBall wrote:
Show nested quote +
On January 03 2014 02:29 Pirfiktshon wrote:
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL


...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.

Your level of ignorance astounds me.. First of all lets not pretend like obs dont virtually render cloak useless, so you can stop saying that now. Secondly, snipe is only one range outside of fb, and it takes time for the spell to cast, whereas fb can instantly cast (meaning a ht can just take the first snipe on the chin and keep moving in range to fb). And if Toss doesnt want ot take a snipe, the juke occurs when the ht backs out of snipe range and stops, and just as the ghost tries to close the distance to 10 again the ht turns around and the range is effectively closed to 9 (both units moved closer by 1)..bam dead ghost. Third of all, as a Terran if you're spending too much time on microing your spell casters, there is always the threat that Toss will just deathball amove onto you, so you have to make sure your bio and vikings are being microed simultaneously with the ghosts. Its no secret that Toss' lategame army is favored over Terran's, its been that way for a very long time..idk what your trying to argue here.
Liquid Fighting
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
January 02 2014 18:42 GMT
#17335
I think if we put this in automation 10000 do 40 Ghosts vs 4 Templars with this trick in mind with Templars infin energy i think 4 temps win hhahahahha

That is Snipes vs FB
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
January 02 2014 18:50 GMT
#17336
I would just like to state that this discussion of balance is really coming down the the Utility of units and the Cost. I think the highest level players are just so freaking good at kiting with Marauder that this is not seen as a problem but I think this play is all but getting figured out and we are going to see a complete and Utter domination on higher levels in the next couple months if nothing is done about it... I'm talking 20% winrate across the board Proleague WCS Ladder and thats just for the terran that are left..... seeing how we are getting a Toss filled scene hahaha ( Noone can deny the Percentage of P players in GM being a little fishy.... if you don't see a problem with that then you truly are blind ....)
Code
Profile Blog Joined June 2009
Canada634 Posts
Last Edited: 2014-01-02 18:53:14
January 02 2014 18:52 GMT
#17337
I always thought the Ghost should move a lot faster than it does. Its supposed to be a lightly armoured "assasin" type unit compared to the Marine or Marauder in their big power suits...yet they move the same speed until they inject their magic drugs and run 100 mph faster.

I would leave the Ghosts' abilities the same and see if giving them a speed boost would help them juke or "dance" a bit better. They could dodge storms easier, cloak would be a lot more powerful, stutter stepping would be a bit stronger, but they would still have the lag-time before snipe so with good control from toss they could still be feedbacked.

Nothing crazy, say Dark Templar speed 2.8 or 2.9 or whatever it is.

Thoughts?
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
January 02 2014 18:56 GMT
#17338
I always thought the Ghost should move a lot faster than it does. Its supposed to be a lightly armoured "assasin" type unit compared to the Marine or Marauder in their is big power suits...yet they move the same speed until they inject their magic drugs and run 100 mph faster.

I would leave the Ghosts' abilities the same and see if giving them a speed boost would help them juke or "dance" a bit better. They could dodge storms easier, cloak would be a lot more powerful, stutter stepping would be a bit stronger, but they would still have the lag-time before snipe so with good control from toss they could still be feedbacked.

Nothing crazy, say Dark Templar speed 2.8 or 2.9 or whatever it is.

Thoughts?


Such a kind hearted soul <3 <3

No toss would want to have to fight a Cloaked unit that did so much damage that they couldn't have themselves hahahaha....

In all seriousness this would help but I don't think blizzard likes the idea of a Terran unit being so fast....
Whitewing
Profile Joined October 2010
United States7483 Posts
January 02 2014 19:30 GMT
#17339
On January 03 2014 02:55 nottapro wrote:
Show nested quote +
On January 03 2014 02:33 Whitewing wrote:
On January 03 2014 02:22 nottapro wrote:
On January 03 2014 02:11 Whitewing wrote:
On January 03 2014 02:08 Bagi wrote:
On January 03 2014 01:45 ffadicted wrote:
Can't really increase radius on EMP imo, a range increase big enough to be meaningful will mean a good terran can easily abuse range + radius to win every single feedback/EMP battle.
IDK if I like that idea so much tbh. I don't think Ghosts are the problem, maybe their price, but not their effectiveness

Nobody used EMP for that purpose when it had larger radius.

I'm not at all shocked that protoss players are against changes that could result in meaningful buffs for terran though.


It was nerfed in the first place because EMP was doing too much damage against Protoss. Back at the old radius, a single EMP was often doing 1000+ damage at instant speed that could not be avoided, dodged, or really micro'd against at all.



So what buff would you propose to the ghost to make Terran more viable late game vs Protoss?


The ghost doesn't really need looking at, I feel it's strong enough as is. I would look to fix terran air units more than anything to give terran bio a transition to late game or more late game support. A BC buff would not be inappropriate or uncalled for (the carrier could use a buff too for that matter, but BC > Carrier anyway so no biggie), neither would it be inappropriate to have auto-turret damage scale with mech weapon upgrades. Current ghost actually fits in with mech and air play better than bio because of it's lower gas cost and higher mineral cost.

But yeah, the ghost should always beat the High templar if controlled properly: both ghost spells outrange the high templar, you have scan to get a vision lead or snipe observers w/ cloak, and the ghost is the faster unit.

On January 03 2014 02:32 DarkPlasmaBall wrote:
On January 03 2014 02:29 Pirfiktshon wrote:
How is that the case when ghosts outrange high templar?

But sure, ghosts probably aren't that great if you're not actually casting spells with them and using them as effectively as possible... when I accidentally run my spellcasters into my opponent's army, I lose games too.


Well when you start playing higher up games its not about that... Its about the "Juke" my friend.

If you aren't familiar with this it goes a little like this..... Ghost winds up for the Pitch Templar Backs Up for the Juke Then FBs on ghosts so the Ghosts Rewinds up for the Pitch and then is batted before he can even throw the ball

Pretty much the Only safe 100% way to kill a Temp is To Emp out of range i think its a total of 3 times before they have no energy then snipe LOL


...what?

Obviously you should be paying attention to your spellcasters when you send them off to cast a spell... do you just chase high templar back into Protoss armies or something, and then wonder why your ghost got killed?

Pretty sure a ghost can "juke" far better than a high templar can, considering the ghost is faster, invisible, and has longer range.


I think he's EMP'ing from max range and missing when they micro, then the templar moves in and feedbacks. If you're looking to kill templar, use snipe, not EMP. EMP is for clumps of templar, and for doing damage to the shields of the protoss army.

Also, Gumiho is the only person I've seen doing this, but he used to put ghosts into medivac, and use the speed boost to get the ghosts into perfect position with scan to see what he's doing.



Hmm ok, to me BC's seem too ultra late game, they require a huge investment, transition and don't help the mid/late game. So I still think it needs to be the ghost, we can just agree to disagree on this one, I don't think an argument is necessary. Feel free to have the last word and defend your opinion, but don't expect much of a response from me.


Fair enough, but BC's only seem that late because the transition has no function now with shitty BC's. If a BC transition was actually useful, terrans would figure out how to make it work.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
4Servy
Profile Joined August 2008
Netherlands1542 Posts
January 02 2014 19:33 GMT
#17340
Blizzard solution to everything is already to make everything faster
Prev 1 865 866 867 868 869 1266 Next
Please log in or register to reply.
Live Events Refresh
BSL
20:00
S22 - Ladder Tour #1
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft477
Nina 98
Ketroc 59
SpeCial 14
StarCraft: Brood War
Sea 10285
Dota 2
canceldota58
League of Legends
JimRising 448
Counter-Strike
taco 166
Super Smash Bros
hungrybox817
Heroes of the Storm
Khaldor226
Other Games
summit1g11749
FrodaN3071
ViBE119
PiLiPiLi5
Organizations
Other Games
gamesdonequick2465
ComeBackTV 144
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 42
• davetesta21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21277
League of Legends
• Doublelift4645
• Scarra1438
Upcoming Events
Sparkling Tuna Cup
8h 49m
RSL Revival
8h 49m
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
10h 49m
Patches Events
15h 49m
BSL
18h 49m
GSL
1d 6h
Wardi Open
1d 10h
Monday Night Weeklies
1d 15h
OSC
1d 22h
WardiTV Team League
2 days
[ Show More ]
PiGosaur Cup
2 days
Kung Fu Cup
3 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Team League
4 days
Replay Cast
4 days
KCM Race Survival
5 days
WardiTV Team League
5 days
Korean StarCraft League
6 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-13
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 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

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
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
BLAST Open Spring 2026
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.