There's this tactic called Sniping Banelings. Ironically, Snipe can't snipe a baneling. lol fml
Patch 1.4.3 - Preview Blog - Page 82
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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. | ||
ToastieNL
Netherlands845 Posts
There's this tactic called Sniping Banelings. Ironically, Snipe can't snipe a baneling. lol fml | ||
Vehemus
United States586 Posts
On February 11 2012 07:10 architecture wrote: These are some of the stupidest arguments. Snipe NEEDS to counter massive units. That's the fucking point. Who builds a 200-100 unit to shoot low tier units? Shoot 4 lings, you spent 200-100 to kill 100-0. It's also why Ghost is perfectly fine AS IS. If he has fucking 20 ghosts, STOP making ultras and BL. Make fucking bane/lings, trades armies, and then watch him scramble to reproduce. And what if the Terran has Tank / Ghost? | ||
Cloud9157
United States2968 Posts
Should edit before more people get butthurt. Forgot Archons aren't Bio, was only thinking about the +25 to psionic. | ||
eedzor
Sweden3 Posts
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Heavenly
2172 Posts
On February 11 2012 07:08 Vehemus wrote: Do you watch the GSL? There are no mirror matchups. It's group play all the way up to round of 8. Only one group in the round of 32 and one in the round of 16 had guaranteed Terran eliminations. Um yes, do you watch the GSL? Just because there are groups doesn't mean there aren't mirror matchups, i.e. Ganzi being the one who eliminated MVP. Hence, a mirror matchup being what knocked out one of the terrans. If MVP or some others had advanced instead, the ro16 could have lead to a much different racial distribution. Plus terrans that didn't deserve to be in Code S were in there, remember Polt saying that he wanted to eliminate some terrans from Code S a few months ago because he felt many of them didn't deserve to be there? How hard was it in the last few months for protoss to have made it into Code S anyway? So the ones in there are quite good. How much did they practice PvT to account for the high numbers of terrans, compared to terrans practicing TvP when protoss was the minority? One 32 man tournament isn't enough to determine balance anyway, it comes down to personal player skill. Try to acknowledge the skill of the winners instead of using it as a balance whine. | ||
Omnidroid
New Zealand214 Posts
Phoenix change is good, might encourage more Fleet Beacon units. Ghost snipe was scary against all lategame zerg units, especially with that scroll button trick, dunno if Blizz knows about it though? 25 might be too much I reckon they probably will raise it to 30-35+ 15 bonus. This + the map changes makes me a happy SC2 player. | ||
Salteador Neo
Andorra5591 Posts
On February 11 2012 07:10 architecture wrote: Who builds a 200-100 unit to shoot low tier units? Protoss. Actually Collosus are way more expensive ![]() | ||
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architecture
United States643 Posts
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Reason.SC2
Canada1047 Posts
On February 11 2012 07:07 Mystgun wrote: The snipe nerf addresses one big issue but creates a bunch of smaller ones that make it a less viable skill in general: - Plenty of units you can't 1-shot anymore with snipe, including lings, workers, and shield-less marines - dramatically less useful against terran infantry (not that they were cost effective to begin with, but they can kill a marauder with 3 snipes instead of 5) - 4(!) snipes to kill an emp'd zealot instead of 2 I don't think this is the right approach to fixing snipe. a 50-energy snipe that did the same damage as before is arguably better since you can get away w/ less micro but retain the spirit of energy management. ... because not being able to 1-shot lings has ever been or will ever be an issue? Considering banshee harass and hellion drops are in the terran arsenal, I hardly see the nerf of ghost snipe economy raids (which practically never happened to begin with) to be at all a problem Why do you even care about snipe as being a worse counter to bio? It was always terrible and cost-inefficient against bio. This will not affect any competitive games other than the TLO style ghost rush which from the games I've seen has a 0% win rate against legit competition. Why are you making ghosts? To kill zealots? Maybe you should rethink the viability of building a 200/100 cost caster to counter 100/0 cost mineral dumps. | ||
singul4rity
United States54 Posts
On February 11 2012 07:12 Cloud9157 wrote: Hmm, I just realized that Blizzard just gave Terran an answer to Chargelot/Archon... Ghosts counter Archons now I guess. Snipe only works on biological units. Archons are not biological units. | ||
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architecture
United States643 Posts
On February 11 2012 07:13 Salteador Neo wrote: Protoss. Actually Collosus are way more expensive ![]() How many lings/marines do colossus/storm kill? How many does snipe kill? The point of ghost was to trade 1:1 against Hive Z. | ||
Vei
United States2845 Posts
On February 11 2012 02:10 Vardant wrote: This to me says HoTS in 2013 more than anything. The changes look really nice though. sigh yeah ![]() | ||
Condor Hero
United States2931 Posts
On February 11 2012 07:12 Cloud9157 wrote: Hmm, I just realized that Blizzard just gave Terran an answer to Chargelot/Archon... Ghosts beat Archons even harder now i guess. Why? You can't snipe mechanical units. | ||
Atlas247
Canada318 Posts
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hasuterrans
United States614 Posts
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. Blizzard nerfs snipe b/c terran users are massing ghosts and playing defensive in response to zerg hive tech but has done nothing since SC2 came out about protoss users turtling the entire game into a deathball. Good zergs are using queens late game to heal their broods and with good micro the infestor/bl/queen combination is extremely difficult to combat. Regardless, the snipe nerf won't unbalance the game, it will just require terran users to play better than they are now to compensate. On a personal note, I'm getting really tired of the terran nerfs. I'd prefer they buff the other races and add micro requirements to the units to balance out the buffs instead of constantly nerfing terran. | ||
DMKraft
476 Posts
![]() f they thought it was too easy to mass ghosts, why not make them harder to mass, as opposed to now being a unit whos main purpose is stop casters. Ghost is barely a caster in its own right now but a unit you have to get to stop enemy casters. Massing vikings will only work against badly controlled BLs and then you die to the ultra transition. The problem was zergs used to go BL to force viking, T got vikings, T lost to ultra switch, zerg rejoice. Then it became zerg goes BL, T get ghost and viking and kill BL then stand a chance against ultras, zerg tears. When they go mass ghost already, zerg should of gone mass roach or ling or something but they never adjusted past the ultra transition. | ||
Cloud9157
United States2968 Posts
On February 11 2012 07:13 Salteador Neo wrote: Protoss. Actually Collosus are way more expensive ![]() Thats true, but Colossi kinda have splash damage while Ghosts are really a single target unit. | ||
Aco1064
United States4 Posts
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architecture
United States643 Posts
Carpet bomb with banes. Bane carpet bomb is basically the most expensive army you can get / food, and guarantee an army reset. | ||
Reason.SC2
Canada1047 Posts
On February 11 2012 07:13 Salteador Neo wrote: Protoss. Actually Collosus are way more expensive ![]() Colossi have splash dmg and are meant to play that role. Ghosts are a cloakable, anti-caster utility unit that also has the nuke ability. Its like comparing apples to opium | ||
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