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Patch 1.4.3 - Preview Blog - Page 90

Forum Index > SC2 General
4449 CommentsPost a Reply
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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.
Tritanis
Profile Joined November 2007
Poland344 Posts
February 10 2012 23:04 GMT
#1781
Give broodlords energy and a passive ability that spawns broodlings if the broodlord has sufficient energy, so the broodlord with full energy would have the same dps as now but without energy its dps would be reduced.

This way ghosts would still be effective at fighting BL (reducing their dps with EMP) and suddenly Protoss would have another way to fight lategame broodloord armies.

In return, BL hp nerf could be reverted.
I live, I serve, I die for the Metal
RedMorning
Profile Blog Joined June 2009
Canada117 Posts
February 10 2012 23:04 GMT
#1782
Ghost nerf is a terrible idea. If a Zerg lets a T snipe all their BL, they deserve it. Stopping snipes isn't that hard -.-
Doz
Profile Joined July 2010
United States145 Posts
February 10 2012 23:05 GMT
#1783
I get a kick out of all of the zergs saying saying that the snipe change is necessary because it counters everything, yet post-infestor/fungal buff, they were defending the position saying it was necessary to have 1 unit from which they could get so much mileage because they have weak anti-air. Don't worry, I could probably find 10,000 quotes from various forums about this if need be.

Basically, Zerg player logic has become: I can have the infestor which is great against just about any other unit in the game, but Terrans can't have a unit that's great against just about any other unit in the game because that would make it too easy for them to beat my attacks.

Do they even realize this is how they sound? How fucking hypocritical they are?
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
Shardz
Profile Joined August 2010
United States349 Posts
Last Edited: 2012-02-10 23:06:24
February 10 2012 23:05 GMT
#1784
On February 11 2012 07:59 Gijian wrote:
When snipe can't even kill a zergling, the ghost should go back to the academy.


Omg, that is too funny. I think it should still do 45 damage but -20 to massive. Using snipe on mutas seems pretty fair but I have to admit that using them on brood lords and ultras is pretty op.
Oh Hi
deadmau
Profile Joined September 2010
960 Posts
February 10 2012 23:05 GMT
#1785
On February 11 2012 07:58 Aela wrote:
GZ DRG for the next 3 GSL Championships.


Roffle, if he can make it past the beast of the east Parting.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 10 2012 23:06 GMT
#1786
The reason I dislike this snipe change is because its probably the first time they are REMOVING the role an unit has in the army. To this date most balance changes have been small so that a certain unit would be a little more viable or a little weaker in its designated rule. With this change Blizzard is basically saying "you can only use the ghost against casters", which in my opinion is way too radical of a change and wrecks the entire metagame of this match-up.

I also have a problem with making snipe an anti-caster ability. The ghost already has EMP, that's about as anti-caster as you can get. Its completely redundant.

I think there are some fixed they could do to snipe that would be much more reasonable. Simply making the ability NOT ignore armor would be a decent nerf and help units like the ultralisk. Are there even zergs out there that are really struggling lategame ZvT?
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2012-02-10 23:08:08
February 10 2012 23:07 GMT
#1787
Make snipe ignore shields. That way you have a balance between being able to snipe everything against zerg but with full hitpoints, and being able to snipe a few select units against toss but able to absolutely destroy those units.
hohoho
NNTP
Profile Joined September 2011
Canada47 Posts
February 10 2012 23:07 GMT
#1788
Ghost was good because it offers a very good unit vs T3 Zerg. Reason for which is that Zerg can force mass viking with broodlords then remax with ultras and since he would have 3/3 melee armour for zerglings and banelings anyway the ultras will have 3/4 or 3/5 if carapace was researched. then the vikings are pointless then.

If you survive the blords you can recycle your ghosts on ultras which makes the ghosts cost effective (they cost a lot in time and resources).

Now terrans have to mix it up and figure out when that remax will happen and wether it is a remax under flyer or armored ground form.

Perhaps there will be more mech play late game? I don't know!! i am okay with reducing damage vs armored units like ultras which realistically makes sense. A sniper round is not supposed to be a RPG blast lol but a sniper round that cant 1 shot kill someone is pointless. Before ghosts could 1 shot kill marines without combat shields and stimmed marines. Now it is rendered pointless to snipe T1 units. You could also drop stimmed marines and 1-2 ghosts to snipe scv and drones now adding that ghost in is kind of pointless... or maybe still drop it in to emp the orbital command then cloak/hide pick up marines and nuke when army redeploys somewhere else??
smoosh
Profile Joined July 2011
31 Posts
Last Edited: 2012-02-10 23:07:59
February 10 2012 23:07 GMT
#1789
There is one thing in this thread that I've read from several people but I feel (for purposes of intelligent discussion) has not been given enough attention.

Why not just make snipe cost more energy? I've thought this through and I think it solves every single problem that a damage nerf solves in a much more efficient manner. Here's why:

First and foremost, this would solve the apparent "imbalance" issue that Blizzard is trying to address of ghosts being too effective against zerg t3 units. Let's face it, the snipe ability was not put in the game to be mindlessly spammed against and instantly dispatch of units with hundreds of health. Immediately it is apparent that the increased energy cost makes the snipe ability less spammable. Now, you're probably thinking that terran still has the ability to spam ghost production and be protected against all forms of zerg t3, but let's think about this. Assuming terran spams the same amount of ghosts as they did before, the increased energy cost of snipe will require them to manage their energy better between emp, cloak, and snipe against a t3 zerg army (which is really the whole goal here).

Also, the increased energy cost of snipe hardly hurts the ghost's effectiveness against infestors which is their intended purpose in a late game terran unit composition. They will still be able to cloak and snipe/emp infestors quite effectively, they just won't be able to kill brood lords and ultralisks afterwards as well (enter vikings, marauders). A certain level of versatility that currently exists can also be maintained. If a terran can effectively keep the infestor count low through the course of the game without the use of ghost energy (high level play), he should, in a sense, be rewarded by now having the option to use all of his energy on snipe against brood lords and ultralisks (I'm a zerg player, and this seems fair to me).

As an afterthought, it also has less indirect effect on what didn't need to be fixed. What I mean by this is that Blizzard was not trying to fix snipe against units like zealots or marauder/marine or roach/hydra. Snipe is now completely useless against zealots (seriously, you might as well use your energy to emp single zealots) and it didn't need to be this way. The point is, an increase in energy cost, rather than a damage nerf, would've maintained some of the snipe ability's effectiveness in other areas of gameplay (where there was no problem with it).


As for the phoenix change, I haven't though about this one as much, but here's one adverse affect it will have aside from the problem it was meant to solve (late game muta) - we will now start to see more stargate openings and more infestors for a simple reason: mutas were one way zerg had to punish the stargate opening and now they can no longer serve this purpose. One less way to punish a stargate = more stargate. Probably as a result we'll see more carriers and (quicker?) motherships in the metagame which if you ask me is bad news for zerg TT.
NNTP
Profile Joined September 2011
Canada47 Posts
February 10 2012 23:08 GMT
#1790
On February 11 2012 08:06 Bagi wrote:
The reason I dislike this snipe change is because its probably the first time they are REMOVING the role an unit has in the army. To this date most balance changes have been small so that a certain unit would be a little more viable or a little weaker in its designated rule. With this change Blizzard is basically saying "you can only use the ghost against casters", which in my opinion is way too radical of a change and wrecks the entire metagame of this match-up.

I also have a problem with making snipe an anti-caster ability. The ghost already has EMP, that's about as anti-caster as you can get. Its completely redundant.

I think there are some fixed they could do to snipe that would be much more reasonable. Simply making the ability NOT ignore armor would be a decent nerf and help units like the ultralisk. Are there even zergs out there that are really struggling lategame ZvT?



Smart post! emp is and always was the anti-caster role...not snipe!!
Riquiz
Profile Joined June 2011
Netherlands402 Posts
February 10 2012 23:08 GMT
#1791
Great changes :D
Snipe might be a bit too brutal tho, bec broodlord infestor corruptor just owns vikings...
and even if they do hold > ultra transition O.O
Caster man does casting on yt/RiquizCasts
GinDo
Profile Blog Joined September 2010
3327 Posts
February 10 2012 23:08 GMT
#1792
On February 11 2012 07:49 aintz wrote:
ultras are manageable since marauders do just fine. its mainly just the broodlords that the terrans will have trouble dealing with. and a bl+ultra would just be too hard to handle (but if you let a zerg get both you probably dead anyways lol)


Well we could go MMM. With good micro and spreading and mass drops. Forget Tanks all together instead use marauders to tank.If they get BL get some vikings and when they get infestors ghosts. Ultras and BL are very immobile.+ Show Spoiler +
Wow I just realized that this seems alot like PvT -___-; Terran has officially lost its balls. Bring back Mech O_O; all we need is 2 food tanks
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Thylacine
Profile Joined August 2011
Sweden882 Posts
February 10 2012 23:09 GMT
#1793
Disgusting patch changes. This will make TvZ more like TvP - kill them before they get there. We've already seen thorzain trying to mass ghost and get smashed by infestor and roaches and broodlords...

Oh, and I still think terran needs buffs vs protoss.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
OwNaGeForce
Profile Joined September 2011
12 Posts
February 10 2012 23:09 GMT
#1794
On February 11 2012 07:49 aintz wrote:
ultras are manageable since marauders do just fine. its mainly just the broodlords that the terrans will have trouble dealing with. and a bl+ultra would just be too hard to handle (but if you let a zerg get both you probably dead anyways lol)


The game shouldn't be "oh, I wasn't able to prevent him from getting certain units, I guess I auto lose!" .... with this train of thought, all terrans should look to all-in zerg to prevent the game from going past the 16 minute mark.....

everyone enjoys the longer, macro games, so it seems like nerfing the only effective tier 3 unit terran has against zerg is sending the wrong message
ShatterZer0
Profile Joined November 2010
United States1843 Posts
February 10 2012 23:10 GMT
#1795
On February 11 2012 04:56 KawaiiRice wrote:
wow you must be joking haha wtf ^_^;? how will I stop bl infestor queen now? .....


LOL I just noticed that you can 3 shot queens with snipe. Snipe the Queens!


Oh man, lighten up guys, The game's going to be okay!
A time to live.
Dauntless
Profile Joined May 2010
Norway548 Posts
February 10 2012 23:10 GMT
#1796
I've published a version of GSL Daybreak with the patch changes on EU, if anyone wanna play around with the new changes.
I took the liberty to name the Phoenix range upgrade Extended Ion Cannons, and make it cost 150/150 and take 100 seconds to upgrade.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
February 10 2012 23:10 GMT
#1797
On February 11 2012 02:19 [17]Purple wrote:
I wish this means that snipe will now work beyond biological units as Protoss has a lot of Psionic units... Sentries, Archons, Warp Prism and Motherships. I would really love to snipe those.


I remember in another interview with David Kim he was saying that they were concerned zerg's late game infestor broodlord composition was a little to strong. I'm really surprised they are now making a change that strengthens it.
I might be the minority on TL, but TL is the minority everywhere else.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
February 10 2012 23:10 GMT
#1798
On February 11 2012 08:04 RedMorning wrote:
Ghost nerf is a terrible idea. If a Zerg lets a T snipe all their BL, they deserve it. Stopping snipes isn't that hard -.-



Sounds to me like you don't play zerg at all.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
February 10 2012 23:11 GMT
#1799
SNIPE TEH INFESEWRS

Actually, I'm thinking of trying out Terran. Infestors are a pain in the ass for me, I'll love this patch.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2012-02-10 23:28:19
February 10 2012 23:11 GMT
#1800
^^^ oh for crying out loud, i didn't even consider the effect on mutalisks...

ROFL are blizzard trying to turn it into WOW, where there's only 1 viable pvp build?

i guess this is what david kim meant when he said "lets make terran more intuitive for noobs" lmao. gee well noobs don't know what a ghost academy is, therefore we'll remove it to avoid confusion.


damn i'm pretty amused by the whole idea to be honest. i'm very hopeful that some genius terran can find a way to beat late game zerg after the update, because i'm getting bored of mass ghost anyway.
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