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Patch 1.4.3 - Preview Blog - Page 176

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 174 175 176 177 178 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2012-02-13 00:09:58
February 13 2012 00:06 GMT
#3501
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.
juicyjames *
Profile Joined August 2011
United States3815 Posts
February 13 2012 00:16 GMT
#3502
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-13 00:18:07
February 13 2012 00:17 GMT
#3503
On February 13 2012 08:41 aebriol wrote:
Show nested quote +
On February 13 2012 08:26 Thrombozyt wrote:
The easiest fix would have been to give snipe a three second cooldown. That means the first broodlord falls quickly, but then it takes time and gives the zerg the chance to eliminate the ghosts.

Also to the poster above:
Tanks are really detrimental vs ling. They don't hold on their own and they do more damage to your marines/ghosts that to the lings. Tanks are there to take out banes and that's it. After that, they can unsiege.

... tanks detrimental vs lings? Without tanks you can just play upgraded lings with no banes and win ...


Pure lings will lose to pure Marines with same ups and enough medivacs unless you allow yourself to get sorounded and even then Marines will put on the hurt before they die. Trust me if Zerg had no banes nobody would build tanks unless he Mechs .
s3rp
Profile Joined May 2011
Germany3192 Posts
February 13 2012 00:22 GMT
#3504
On February 13 2012 08:45 Kyuki wrote:
Show nested quote +
On February 13 2012 07:48 TheDwf wrote:
On February 13 2012 07:24 Kyuki wrote:
I have to stop reading this thread... It's so scary reading all the terran whine and the bandwaggoning that comes with it. Even the posts that people seem to think have put alot of thought in them are just hidden whine-posts with absolutly no thoughtprocess behind what could be done differently. Not a single fucking one says that there needs be new ways of playing to explore and instead just throw around some hapless TC that they are oh-so-sure wont work just to justify their whine.

It's mindboggeling...

I really hope the crying won't be reason enough to not implement these changes, and I hope this will spur as a inspiration to other Terrans to be innovative when it comes to lategame compositions.

Good ol' “all those who disagree [with me] are only whiners”. Thing is, instead of posting something as useless as you did, how about using real arguments? Care to answer this, for instance?

That post was exactly the type of posts I was refering to. You conceal your whine with some sort of idea as to why other options or solutions (like raven usage) wont work or have not been used. You even mention the easier access to ghosts compared to ravens as a reason (or rather you use time as a resource) why it's better to go ghost. You create this scenario you think is reasonable and absolute as to why you wont have time to make enough ravens and survive whatever magic the zerg throws at you.

Need I remind you that the mutalisk was never used in ZvP until quite recently. It was "risky" and it was just a bad unit vs toss. Things changed, but the unit stayed exactly the same. I'd argue that changes like this might spur creative players to find other ways to play the game, and that will happen, but just reading through this thread (and most patch threads) is just scary because people jump to sick conclusions sooo fast without even touching the game in the proposed state.

This has nothing to do with "those who disagree are wrong!" I just hate the crying. Grow some fucking balls and figure something else out.

Maybe HSM needs a range increase, maybe something else needs tuning, but overall for gameplay and design I think all of the changes to this patch are good.

Your points about the mule and the gold are really bad imho. Again you talk about how gas is not useful for Terran, or not AS useful for terran as the other races, which just indicates that you never tried to create very gas heavy lategame compositions and shouldnt really talk about them. You also ignore the fact that all structures cost minerals which gold minerals and mules will put your infrastructure in a lategame state just SO much earlier than the other races. Those things you just ingore. And how terran have slower production is just a false statement. It's almost as if you think protoss have unlimited energy and no cooldown on their warpgates, or zerg have unlimited sets of larvae.

All I can say is Meh!


Well Gas isn't as useful unless you play a composition where you can just move out near max .
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
February 13 2012 00:25 GMT
#3505
On February 13 2012 09:16 juicyjames wrote:
Show nested quote +
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/
moo...for DRG
Whitewing
Profile Joined October 2010
United States7483 Posts
February 13 2012 00:27 GMT
#3506
On February 13 2012 09:25 neoghaleon55 wrote:
Show nested quote +
On February 13 2012 09:16 juicyjames wrote:
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/


It's not unprecedented, look at the void ray: it gets bonus damage vs. armored and a damage bonus vs. massive.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
PureBalls
Profile Joined January 2012
Austria383 Posts
Last Edited: 2012-02-13 00:32:15
February 13 2012 00:31 GMT
#3507
On February 13 2012 09:25 neoghaleon55 wrote:
Show nested quote +
On February 13 2012 09:16 juicyjames wrote:
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/

You forgot about voidrays. Bonus vs armored and on top of that a bonus vs massive.


Edit: too slow :-/
Belisarius
Profile Joined November 2010
Australia6233 Posts
February 13 2012 00:33 GMT
#3508
On February 13 2012 09:27 Whitewing wrote:
Show nested quote +
On February 13 2012 09:25 neoghaleon55 wrote:
On February 13 2012 09:16 juicyjames wrote:
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/


It's not unprecedented, look at the void ray: it gets bonus damage vs. armored and a damage bonus vs. massive.


The void ray is actually really unique, because its massive bonus is an unlisted percentile as well, not a +X. That single patch gives me hope that blizzard are willing to bend their own rules.

A minus vs massive would be perfect, and I think the uproar over this one will get a response of some kind. I just hope it's different to the NP response.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 13 2012 00:34 GMT
#3509
On February 13 2012 09:27 Whitewing wrote:
Show nested quote +
On February 13 2012 09:25 neoghaleon55 wrote:
On February 13 2012 09:16 juicyjames wrote:
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/


It's not unprecedented, look at the void ray: it gets bonus damage vs. armored and a damage bonus vs. massive.


Excellent point!


KULA_u
Profile Joined March 2010
Switzerland107 Posts
February 13 2012 00:37 GMT
#3510
all uptrades rock, except fir the range upgrade, which i don't really get.

I don't think it will do much against the problem of mass muta: phoenixes will still rape mutas in low numbers but against high numbers of mutas, phoenixes will still not be too awesome, just because there will be far fewer. I think if they really want to make the phoenix a good anti air light (muta) unit, they should just throw the "move&shoot" and "extra range" shenanigans away and simply go with one of two things: Either give it a small splash (i.e. corsair with phoenix ability) OR extra armor upgrade (this makes it more resilient against muta-spalsh and maybe even a place in PvT.
PureBalls
Profile Joined January 2012
Austria383 Posts
February 13 2012 00:39 GMT
#3511
On February 13 2012 09:33 Belisarius wrote:
Show nested quote +
On February 13 2012 09:27 Whitewing wrote:
On February 13 2012 09:25 neoghaleon55 wrote:
On February 13 2012 09:16 juicyjames wrote:
On February 13 2012 09:06 Belisarius wrote:
Why psionic?

It just seems so random. Snipe now effectively does 50% damage vs everything except templar, which are already dealt with by EMP.

Why not +light? It never really seemed like snipe was abusive against banes or even mutas, because of how many clicks it took to snipe down a big clump. That's what snipe should be all about: accurately dealing with small targets one-by-one. That's what snipers do. Why not a damage reduction to massive? Or, if you want to go the NP-nerf route, why not make it straight-up not castable on massive?

I'm glad they think snipe spam lategame TvZ is a problem, but I feel like there's a half-dozen better ways to fix it. +psionic is worthless.

"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#26



It seems the only way to get this to work would be
snipe 30+15 light +15psionic
or 50-20 massive

But using minuses or double classification is unprecedented, I doubt Blizzard would be willing to break such rule.
:/


It's not unprecedented, look at the void ray: it gets bonus damage vs. armored and a damage bonus vs. massive.


The void ray is actually really unique, because its massive bonus is an unlisted percentile as well, not a +X. That single patch gives me hope that blizzard are willing to bend their own rules.

A minus vs massive would be perfect, and I think the uproar over this one will get a response of some kind. I just hope it's different to the NP response.

+20% vs massive. And if I'm not mistaken, its +20 to the vs armored damage, not the base damage.
Gheizen64
Profile Joined June 2010
Italy2077 Posts
February 13 2012 00:40 GMT
#3512
On February 13 2012 09:37 KULA_u wrote:
all uptrades rock, except fir the range upgrade, which i don't really get.

I don't think it will do much against the problem of mass muta: phoenixes will still rape mutas in low numbers but against high numbers of mutas, phoenixes will still not be too awesome, just because there will be far fewer. I think if they really want to make the phoenix a good anti air light (muta) unit, they should just throw the "move&shoot" and "extra range" shenanigans away and simply go with one of two things: Either give it a small splash (i.e. corsair with phoenix ability) OR extra armor upgrade (this makes it more resilient against muta-spalsh and maybe even a place in PvT.


This.

User was warned for this post
Seen as G.ZZZ [COPPER SCUM] on Steam
SxYSpAz
Profile Joined February 2011
United States1451 Posts
February 13 2012 00:41 GMT
#3513
On February 11 2012 02:11 Zen5034 wrote:
Show nested quote +
On February 11 2012 02:06 wichenks wrote:
Patch 1.4.3 was just discussed by David Kim in the situation report:

http://us.battle.net/sc2/en/blog/4448820/Situation_Report_Patch_143-2_10_2012#blog

Snipe damage changed from 45 to 25 +25 Psionic
We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.


Lol. David Kim so PC.

Anyway, thanks for posting this.

if he's not he probably gets death threats. lol
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 13 2012 00:42 GMT
#3514
On February 13 2012 09:37 KULA_u wrote:
all uptrades rock, except fir the range upgrade, which i don't really get.

I don't think it will do much against the problem of mass muta: phoenixes will still rape mutas in low numbers but against high numbers of mutas, phoenixes will still not be too awesome, just because there will be far fewer. I think if they really want to make the phoenix a good anti air light (muta) unit, they should just throw the "move&shoot" and "extra range" shenanigans away and simply go with one of two things: Either give it a small splash (i.e. corsair with phoenix ability) OR extra armor upgrade (this makes it more resilient against muta-spalsh and maybe even a place in PvT.


Good ideas.

ssregitoss
Profile Joined September 2004
Turkey241 Posts
February 13 2012 01:03 GMT
#3515
hey TL guys when it comes totalk about balance.there is no better place then here.please respect the game designers.they are the creators of game so they know better than us.
Yergidy
Profile Blog Joined April 2010
United States2107 Posts
February 13 2012 01:04 GMT
#3516
On February 13 2012 09:41 SxYSpAz wrote:
Show nested quote +
On February 11 2012 02:11 Zen5034 wrote:
On February 11 2012 02:06 wichenks wrote:
Patch 1.4.3 was just discussed by David Kim in the situation report:

http://us.battle.net/sc2/en/blog/4448820/Situation_Report_Patch_143-2_10_2012#blog

Snipe damage changed from 45 to 25 +25 Psionic
We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.


Lol. David Kim so PC.

Anyway, thanks for posting this.

if he's not he probably gets death threats. lol

He probably already gets death threats. rofl
One bright day in the middle of the night, Two dead boys got up to fight; Back to back they faced each other, Drew their swords and shot each other.
Gheed
Profile Blog Joined September 2010
United States972 Posts
February 13 2012 01:08 GMT
#3517
On February 13 2012 10:03 ssregitoss wrote:
hey TL guys when it comes totalk about balance.there is no better place then here.please respect the game designers.they are the creators of game so they know better than us.


What, precisely, in the past decade makes you think Blizzard knows better than the players? Pro players, not random people on forums.
Conreik
Profile Joined September 2011
France51 Posts
February 13 2012 01:22 GMT
#3518
Do we all agree that the Snipe nerf should be like this :

- Snipe does 50 dmg - 25 (or less) on massive ?
Rabbet
Profile Joined December 2009
Canada404 Posts
February 13 2012 01:30 GMT
#3519
I can't believe the ghost nerf really. I understand the game needs to be balanced for high level play where koreans can micro 20 ghosts to kill a very expensive zerg army, but a normal player makes mistakes and ghosts can still die very quickly if not properly protected vs fungal/baneling/zerglings.

The other problem with nerfing ghosts is the infrastructure terran needs to properly counter a changing T3 zerg army. Scout broodlords, make another reactored starport, fine. Scout ultras you need to 3+ tech labs on barracks or 2 factory tank production to stop them, fine. But both? How about when you kill the broodlords and you have 10 vikings flying around doing nothing? Or better yet 20 mauraders that become useless?

Time to switch to zerg I guess, or quit the game altogether.
PureBalls
Profile Joined January 2012
Austria383 Posts
February 13 2012 01:31 GMT
#3520
On February 13 2012 10:22 Conreik wrote:
Do we all agree that the Snipe nerf should be like this :

- Snipe does 50 dmg - 25 (or less) on massive ?

I could live with 50 - 20 vs massive
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