Most people dont use snipe except for BLs, so it doesnt effect TvZ too much.
I like the APM switchback as well. Can't really complain as a terran.
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Please DISCUSS the changes and the impact they will have on gameplay. Straight up whining and bitching will get you a ban, no exceptions. | ||
slytown
Korea (South)1411 Posts
Most people dont use snipe except for BLs, so it doesnt effect TvZ too much. I like the APM switchback as well. Can't really complain as a terran. | ||
MelodyBW
Ukraine154 Posts
On February 11 2012 10:45 slytown wrote: I like the mule change but I think gold bases should be done with period. Most people dont use snipe except for BLs, so it doesnt effect TvZ too much. I like the APM switchback as well. Can't really complain as a terran. Most people use snipe against infestor ultras and BL. also, this idiotic nerf also affects TvT and TvP since now it takes 2 snipes to kill a marine / scv and +7 snipes to kill a zealot. | ||
Shield
Bulgaria4824 Posts
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XerrolAvengerII
United States510 Posts
On February 11 2012 10:42 shizna wrote: great point gosi made about blizzard's balancing action is to fast and almost telling us how to play the game, which is indeed boring. i didn't expect it to hit me so hard, but the thought of snipe being a complete anti-caster spell on the same unit which has EMP... urgh... to be honest it makes me feel like not even playing anymore and like i've wasted so many hours of my time learning to mix ghosts into my play over the last few weeks. with a nerfed snipe, bio doesn't have any late game dps unit when marines become almost obsolete. it's like blizzard are forcing terran to have that stomach churning concoction of thors, vikings, tanks, ravens, ghosts, marines, marauders and medivacs.... such a colourful pool of vomic composition, all of that effort and you still have a rediculously hard time versus broodlord/ultra infestor or archon/zealot templar. I feel exactly the same, i wish blizzard would do more with the avoided units than trying to only make the existing units work, it's like they are fine when 2 or 3 units are good, and you can ignore the rest (an exaggeration) but i feel like the design of SNIPE and SEEKER missile are just TERRIBLe, not anything about OP or UP, just BAD DESIGN... I would like to see reapers become a strong tier 3 bio combat unit, or battle cruisers being used in more than 1 matchup (+2 vs bio? i bet you would see people try cruiser's if they had +2 vs bio) It's kinda sad... Although, i would totally be down if blizzard made it something like 50 energy for 50 damage (+50 vs psionic)... at least then it would be GREAT for those few units it is strong against TT well, time to go back to practicing infestor timings!!! :D PCE Y'ALL | ||
MelodyBW
Ukraine154 Posts
On February 11 2012 10:46 darkness wrote: Do HTs get affected by the new snipe? Do they still die in the same amount of shots? 2? yes | ||
Dingobloo
Australia1903 Posts
On February 11 2012 10:46 darkness wrote: Do HTs get affected by the new snipe? Do they still die in the same amount of shots? 2? Yes On February 11 2012 09:50 Dingobloo wrote: Some Snipe Numbers: Protoss: Zealots: now 6 snipes up from 4 High Templar: 2 no change. Terran: SCV: 2 up from 1 Marauders: now 5 snipes up from 3 Marine (no combat): now 2 up from 1 Marine (combat): now 3 up from 2 Ghost: 2 down from 3 Reaper: 2 no change Zerg: (does not include regen) Larva: 1 no change Drone: 2 up from 1 Ling: 2 up from 1 Queen: 4 no change (Queens are Psionic) Roach: 6 up from 3 Baneling: 2 up from 1 Hydralisk: 4 up from 2 Infestor: 2 no change. Mutalisk: 5 up from 3 Corruptor: 8 up from 5 and from the post: Ultralisk: 19 up from 11 Broodlord: 10 up from 6 | ||
lachy89
Australia264 Posts
APM change > Awesome Pheonix Change > I like it Mule Change > Seems fine to me Ghost Change > a bit too much, make snipe unusable on Massive and be done with it. | ||
MaNaVoId
492 Posts
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jgelling
55 Posts
On February 11 2012 10:46 darkness wrote: Do HTs get affected by the new snipe? Do they still die in the same amount of shots? 2? It's +5, but there's no real net change: 2 snipes. Even with shield regen, it was, is and remains 2 snipes. Infestors, however, will now die in 2 non-simultaneous snipes, whereas before unless the snipes were perfectly timed it would take 3 consecutive snipes to kill an infestor. Terrans should at least note that's a pretty interesting buff to snipe. | ||
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Whitewing
United States7483 Posts
On February 11 2012 10:46 darkness wrote: Do HTs get affected by the new snipe? Do they still die in the same amount of shots? 2? HT's are psionic, they have 40 shields and 40 hp. The snipe change does buff snipe against infestors however, reducing snipes needed by 1. | ||
JoeAWESOME
Sweden1080 Posts
Mutas were a bit too strong at the lower levels and sometimes at the higher levels! Hopefully this will make it easier for protoss to deal with mass muta! + ghosts countered all of zergs tier 3 units! | ||
Bommes
Germany1226 Posts
On February 11 2012 10:48 Dingobloo wrote: Show nested quote + On February 11 2012 10:46 darkness wrote: Do HTs get affected by the new snipe? Do they still die in the same amount of shots? 2? Yes Show nested quote + On February 11 2012 09:50 Dingobloo wrote: Some Snipe Numbers: Protoss: Zealots: now 6 snipes up from 4 High Templar: 2 no change. Terran: SCV: 2 up from 1 Marauders: now 5 snipes up from 3 Marine (no combat): now 2 up from 1 Marine (combat): now 3 up from 2 Ghost: 2 down from 3 Reaper: 2 no change Zerg: (does not include regen) Larva: 1 no change Drone: 2 up from 1 Ling: 2 up from 1 Queen: 4 no change (Queens are Psionic) Roach: 6 up from 3 Baneling: 2 up from 1 Hydralisk: 4 up from 2 Infestor: 2 no change. Mutalisk: 5 up from 3 Corruptor: 8 up from 5 and from the post: Ultralisk: 19 up from 11 Broodlord: 10 up from 6 Infestor took 3 snipes to kill although they have 90 health because of hp regeneration. | ||
On_Slaught
United States12190 Posts
On February 11 2012 10:48 lachy89 wrote: Zerg player APM change > Awesome Pheonix Change > I like it Mule Change > Seems fine to me Ghost Change > a bit too much, make snipe unusable on Massive and be done with it. Seems like making Snipe unusable on Massive Units would have been a solution that made much more sense. The 2 shot infestor is nice tho. | ||
Murlox
France1699 Posts
We felt that the Snipe ability was countering broodlords and ultralisks slightly too well, but we wanted the Snipe ability to remain viable in the matchup. It’s important to keep in mind that zerg’s late game strength is not derived exclusively from their tier 3 units; much of their late game strength comes as a result of their ability to combine these higher tech units with other units, especially infestors. Accordingly, we elected to lower the ability’s base damage to increase the number of Snipes required to kill ultralisks and broodlords and supplement it by having it deal additional damage to Psionic units to reduce the number of snipes required to kill infestors. We wanted to improve Snipe’s effectiveness against infestors since EMPs can be difficult to land due to the unit’s size, so we decided to increase the amount of total damage it deals to against Psionic units only. Making the ability deal 30 + 15 Light would reduce its effectiveness versus broodlords and ultralisks, but it would not provide the desired effect versus infestors. In fact, changing the bonus damage to + Light would make it more difficult to kill infestors, and we believe this would further weaken terran late game versus zerg. We understand that this change will require terran players to use more Snipes versus a variety of other units; however, we do not feel as if this will have a noticeable effect on balance since the ability isn’t used frequently versus units other than broodlords, ultralisks, infestors, and high templar. Our desire is not to redesign the ability or redefine the ghost’s role in the TvZ matchup, but to reduce its effectiveness versus broodlords and ultralisks while increasing its effectiveness versus infestors. We appreciate all the constructive feedback we’ve received thus far. As a reminder, you’ll be able to test these changes first-hand once Patch 1.4.3 is placed on the PTR in the coming weeks, so we encourage you to try it out and let us know what you think. http://us.battle.net/sc2/en/forum/topic/4044464943?page=2 --- On a side note, make banelings psionic!!! | ||
Niazger
Germany41 Posts
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TechN9ne
United States24 Posts
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Turbogangsta
Australia319 Posts
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AysiktiriX
358 Posts
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NoobCrunch
79 Posts
On February 11 2012 10:51 On_Slaught wrote: Show nested quote + On February 11 2012 10:48 lachy89 wrote: Zerg player APM change > Awesome Pheonix Change > I like it Mule Change > Seems fine to me Ghost Change > a bit too much, make snipe unusable on Massive and be done with it. Seems like making Snipe unusable on Massive Units would have been a solution that made much more sense. The 2 shot infestor is nice tho. That is assuming that ghost snipe was imbalanced in the first place. | ||
deadmau
960 Posts
On February 11 2012 10:51 Murlox wrote: Additional blizzard employee comment : Show nested quote + We felt that the Snipe ability was countering broodlords and ultralisks slightly too well, but we wanted the Snipe ability to remain viable in the matchup. It’s important to keep in mind that zerg’s late game strength is not derived exclusively from their tier 3 units; much of their late game strength comes as a result of their ability to combine these higher tech units with other units, especially infestors. Accordingly, we elected to lower the ability’s base damage to increase the number of Snipes required to kill ultralisks and broodlords and supplement it by having it deal additional damage to Psionic units to reduce the number of snipes required to kill infestors. We wanted to improve Snipe’s effectiveness against infestors since EMPs can be difficult to land due to the unit’s size, so we decided to increase the amount of total damage it deals to against Psionic units only. Making the ability deal 30 + 15 Light would reduce its effectiveness versus broodlords and ultralisks, but it would not provide the desired effect versus infestors. In fact, changing the bonus damage to + Light would make it more difficult to kill infestors, and we believe this would further weaken terran late game versus zerg. We understand that this change will require terran players to use more Snipes versus a variety of other units; however, we do not feel as if this will have a noticeable effect on balance since the ability isn’t used frequently versus units other than broodlords, ultralisks, infestors, and high templar. Our desire is not to redesign the ability or redefine the ghost’s role in the TvZ matchup, but to reduce its effectiveness versus broodlords and ultralisks while increasing its effectiveness versus infestors. We appreciate all the constructive feedback we’ve received thus far. As a reminder, you’ll be able to test these changes first-hand once Patch 1.4.3 is placed on the PTR in the coming weeks, so we encourage you to try it out and let us know what you think. http://us.battle.net/sc2/en/forum/topic/4044464943?page=2 --- On a side note, make banelings psionic!!! I don't play Terran, but is this a reasonable reason for the snipe change? As a protoss, I thought it was drastic, but it's my opinion only. On February 11 2012 10:53 TechN9ne wrote: I love all the changes!!!! A more effective way to deal with Muta's thank god! You do realize, that you need Fleetbeacon AND to upgrade the Penix Range? Good luck getting that off 2-base in time to deal with muta. It's a positive change, but it's not what zergs are crying a shitstorm over. | ||
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