Patch 1.4.3 - Preview Blog - Page 99
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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. | ||
RedTerror
New Zealand742 Posts
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OrChard
Hong Kong1119 Posts
(but requires 100+apm to control pheonix as before) ![]() | ||
RedTerror
New Zealand742 Posts
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Bagi
Germany6799 Posts
On February 11 2012 09:18 UBavarice wrote: Fucking great. This is was snipe is supposed to be about: Countering HT:s, not slaughtering a maxed zerg army. WD Blizz! EMP already counters HT's, having 2 abilities do the the same exact thing is kinda redundant don't you think? | ||
Shantastic
United States435 Posts
On February 11 2012 09:13 Diomedes7 wrote: There is nothing at all "retarded" with those comparisons. Those casters are commonly regarded as equivalent for each of the races because of similar cost and tech. It's still incorrect to regard them as isolated variables. The reason High Templar are so good is that they're the only late-game caster for Protoss. That's the same reason Infestors are so good. Ghosts are incredibly good in late-game TvZ, as are Ravens. The problem is that people only treat units in terms of "damage done," when there's a whole concept of controlling game-flow beneath it. Getting ravens denies burrowed baneling play; HUGE win. Getting ravens denies late-game DTs, helping your marine production and conservation when it comes down to small engagements where your marines are the first thing getting roasted. Getting ravens forces more careful positioning of your opponent's units, and if you get the perfect HSM because Zerg made a single mistake in positioning, it could essentially be GG (as is the case with nukes). Making mistakes NEEDS to be punished, and with late-game snipe as powerful as it is, that just wasn't happening with Terrans. But my point is that a unit is not just evaluated by what it does, but by how what it does facilitates the jobs of other units. Fungal softens up enemy units for your main army to kill. Storm softens up units for your main army to kill. Snipes are the only cast that stacks, allowing mass ghosts to destroy everything that's good about a late-game Zerg composition from beyond the range of any of Zerg's ground units. The only way to fix that without putting a cooldown on Snipe is to make it a bad idea to get enough Ghosts to kill all those BLs or Ultras in 3 seconds. | ||
PolskaGora
United States547 Posts
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Mvrio
689 Posts
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XerrolAvengerII
United States510 Posts
Downward spiral of doooommm... I miss the days when ghosts costed 150/150 and you made them in small numbers, and that was all you needed... now it seems terran is gonna use pure ghost as it's army with nothing else since that is all that works... CONSIDER, if you make enough ghosts to use snipe on units? wouldn't u just cloak them and auto attack the ultras/broodlords??? i mean, use snipe to kill infesters and overseers and then pew pew them ultras... Actually, i would be fine with this if they buffed grounded vikings, like 14 damage from 12... then vikings wouldn't be cardboard when they hit the deck TT thank god i don't play terran anymore ROFL xD infestors ALL DAY ERRY DAY! I TAKE THAT BACK! LET SNIPE HIT BIO AND MECH AND YOU"VE GOT ME SOLD!! I mean, y couldn't they have just done 50 ( minus 25 vs massive) ??? that would have kept some of that spell's versatility | ||
OPnitemare
United States23 Posts
On February 11 2012 08:05 Doz wrote: 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? Infestor kill time vs viking: 12 seconds Care to guess what the kill time of ghosts vs a brood lord is? Cuz I'd be willing to bet its a heck of a lot less than 12 seconds. Also if you can keep the infestors away, you can stop them from landing more fungals, as you have 12 seconds or so to do so. Whereas with a Brood lord vs a ghost, the ghost can kill it within 2 seconds. | ||
Boiler Bandsman
United States391 Posts
On February 11 2012 09:09 NNTP wrote: LOL Kamikaze units, vikings the new Scourge units of sc2 for the Terran instead of zerg lol do the viking pilots drink sake and wear a bandana with the terran dominion flag on under their helmets just before deployment ? ![]() *edit* actually suiciding stimmed rines with HSM following them sounds more cost effective and they are faster than vikings when stimmed... might try it out. Will let you guys know how the Suicide bomber marine tactic works out lol It won't...the rine will get stuck in lings/broodlings/fungals and won't get into the high-value targets. Viking just flies over them. | ||
RedBack
Australia102 Posts
User was temp banned for this post. | ||
oxxo
988 Posts
On February 11 2012 09:20 OPnitemare wrote: Infestor kill time vs viking: 12 seconds Care to guess what the kill time of ghosts vs a brood lord is? Cuz I'd be willing to bet its a heck of a lot less than 12 seconds. Also if you can keep the infestors away, you can stop them from landing more fungals, as you have 12 seconds or so to do so. Whereas with a Brood lord vs a ghost, the ghost can kill it within 2 seconds. Can't take them in isolation. Esp considering fungal = multiple vikings and you aren't sitting there with no support for your brood lords are you? | ||
tdt
United States3179 Posts
Snipe change is ridiculous GL Terran ever winning a late game vs BL/infestor/corruptor. You die now. | ||
shizna
United Kingdom803 Posts
it's certainly not an answer to broodlord nor ultralisks.... so i think the raven is quite irrelevant to the discussion. it would take 3 ravens to kill a single broodlord and damage a few others, or 6 raven to kill a single ultralisk (which run faster than seeker missile anyway)... that's even assuming you can somehow get to 6 range of your target with infestors around. a change i would reeeeeeeeeeally like to see is a buff to queens speed off creep... so queens would actually be more viable utility units in late game... transfuse vs snipe. that would be a far better prospect than a "lets gimp ghosts completely in tvz, i want terran to use vikings to counter air because i have OCD" approach. i thought queen speed nerf was stupid in the first place... it's so easy to counter.... what the hell are HT and ghost if not HARD COUNTER to queen rush? ![]() | ||
ma70
253 Posts
On February 11 2012 09:21 RedBack wrote: So Terran nerfs and protoss buffs.... sounds like a standard patch......... sigh Protoss getting buffed is far from standard. | ||
Vindicare605
United States16039 Posts
On February 11 2012 09:18 UBavarice wrote: Fucking great. This is was snipe is supposed to be about: Countering HT:s, not slaughtering a maxed zerg army. WD Blizz! Except Ghosts already have a better anti-caster spell in EMP. Having Snipe being designed as an anti-caster weapon only is totally pointless and redundant. I read a good idea just now on the battle.net forums. Keep snipe's damage the same but have it do half damage to Massive. That would accomplish Blizzard's goal of making it less powerful against Zerg tier 3 but keep its viability against the rest of the units rather than gutting the spell against everything except HTs, and Infestors which you would normally just EMP in the first place. | ||
GreyMasta
Canada197 Posts
While eating chips. And drinking some sweet sweet Friday evening's beer. So good! Thanks TL (and its mods). ![]() | ||
Ghostcom
Denmark4781 Posts
On February 11 2012 09:13 Diomedes7 wrote: There is nothing at all "retarded" with those comparisons. Those casters are commonly regarded as equivalent for each of the races because of similar cost and tech. There is plenty of stuff retarded with those comparisons. Those casters are supposed to fill different roles and their spellarsenal reflects this. The races are different and thus it doesn't make sense to make a comparison like he did. | ||
Zarahtra
Iceland4053 Posts
On February 11 2012 09:18 Roblin wrote: my point is that some pages back (like page 80 or something, didn't check) someone claimed that if a terran gets a bunch of ghosts you should get zerglings as a zerg I believe he said: "fight T3 with T1, as terrans fought everything with marines" and he claimed that attacking with 100 zerglings would kill ghosts. my point is that zerglings dont kill ghosts. You should get zerglings. What you should _NOT_ do is attack a 4 times more valuable army. If you insist, you should make blings and roll over the ghosts, since the player wont have the speed to snipe 100 blings aswell as spread against them(esp since ghosts are pretty darn slow). | ||
Devolved
United States2753 Posts
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