• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:29
CET 19:29
KST 03:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool0Weekly Cups (March 9-15): herO, Clem, ByuN win22026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 9-15): herO, Clem, ByuN win Weekly Cups (August 25-31): Clem's Last Straw? Blizzard Classic Cup - Tastosis announced as captains Potential Updates Coming to the SC2 CN Server
Tourneys
2026 KungFu Cup Announcement [GSL CK] #2: Team Classic vs. Team Solar [GSL CK] #1: Team Maru vs. Team herO RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BW General Discussion BSL 22 Map Contest — Submissions OPEN to March 10
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
FTM 2019 new update 24.2.2
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2315 users

[Test] Feedback vs Snipe -> 53% Feedback winrate

Forum Index > SC2 General
Post a Reply
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2012-07-26 11:52:15
July 26 2012 01:35 GMT
#1
Since the other thread with the HT vs HT discovery was no good option to post in it as it might require another thread.

The following statement in that thread made me do a row of tests:
On July 26 2012 07:48 GodZo wrote:
so bad, the first that make ghost or templar win the battle? Oo


I tested ghost's snipe versus HT's feedback.
- Snipe has 1 range more, but a cast time of 0.5 seconds (= duration before spell effect (damage) is executed).
-> So the mechanics behind the spells are different as snipe is no instant effect spell.

In HT vs HT battles the order of the units in which they are checked for possible ability executions defines the outcome which has been proven by the other thread's OP.
The OP's rule should/might be true for snipe vs snipe, but that remains untested for now.

In my tests I used triggers to create and order the units.


First test settings:

First I gave both players full map vision, then I created one unit, waited, created the second unit, waited, ordered both to use the spells on each other.

My results are that it depends on the unit's distance at the time when the units receive their orders.
At first the ghost might always lose to the HT, but after altering one factor, the outcome changed.

After moving the ghost's spawnpoint slightly more left or right, the ghost started to damage the HT. That means snipe was successfully casted before the feedback killed the ghost. Since that did not happen with every starting distance, the distance at the point of the order receiving is a factor in the result of the battle.

-> Altering the spawning order had no effect on the result.

-> Ghost snipe vs HT feedback is kind of random as it depends on the distance.

BUT the distances in which one spell is executed before the other one might not be equally distributed (-> not 50%).
So you might end up with a result of 70 to 30% for one unit to win the battle. But maybe it's 60 to 40, maybe it's 90 to 10...


-> FURTHER testing were required!

I tested this in 1.4.4 with "multi" dependency. So all balance changes should have been applied.
In a short test in 1.5 the ghost never dealt damage to the HT, but I didn't alter the spawnpoints. I noticed that the distance could be a factor as the ghost dealt damage in my 1.4.4 test attempt (which contains the balance changes).



TIME FOR A MASSIVE SCALE TEST with random distances:

In the new test I would create an area in which I would spawn the units on a random position within the area.
Then I would order both units to use their spell on each other. In the end I would try to run the test a lot of times on the map at once and test it over and over again using random points.
In the end we might have a good idea which unit has how big chances to win.

So I made a test map which had the following settings:

Settings:
- Every unit spawns in a random circular area.
- The area has a radius of 3.
- The distance between the center points of each area is 17.
- Ghost and Templar have each 50% chance to spawn first (random integer between 0 and 1).
- Fight is always approximated west vs east.
- West unit is always created first. (But west unit's type is random.)
- Both units receive their order at the same time.

Result:
[image loading]

Templar has a win chance of approx 56% versus ghost snipe in 1.4.4 in these test settings. But they might be flawed as both units spawn in circular areas. So some distances will appear more often than other ones.


Test settings #2:

After setting the east unit's area to 0 (= always same spawnpoint), the templar's winrate was 53%.
Using a circular area might be a problem, too, as the distances aren't distributed evenly.

Now I'm using points for both units.
But the west unit has a random x-offset. It is now created with a random distance of 12.0 - 17.0.
-> The result is 53% as seen in the next screenshot.

[image loading]

=> Templar has a win chance of approx 53% versus ghost snipe in 1.4.4.


Further tests with the random distance:
- Changing the random distance to [12.0 ; 16.0] results in the same win chance for the HT.
- Changing the random distance to [12.0 ; 15.0] results in the same win chance for the HT.

This was only a test with west vs east. Maybe it's different in north vs south or in north-west vs south-east.

It's possible to get some stable results for the templar win percentage within a short duration with my test map as seen on the screenshots.
If you want me to alter the test or add some features for it or if you want me to publish it on battle.net (EU), just ask.

edit:
I used High Templars that die to 1 snipe. If the HT survives it, your ghost is dead (or has no more energy) anyway. So this is a real dueling situation.

EMPing the HTs might be a better solution. The best attempt to snipe them would be to distract the enemy or trying to snipe them while they have units in the area in front of them towards the ghost (= using the fact that range 10 > range 9).
If the ghost receives his snipe command to late (like 1-2 game frames [I think it runs on 16 game frames per ingame second]) the HT should always win.

~ Ahli
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
July 26 2012 01:52 GMT
#2
This is good information. I have always been frustrated trying to snipe HTs and getting feedbacked even though snipe has higher range, and this it's more common than not.

Another good experiment would be doing this test with 2 ghosts vs 1 templar, since it takes 2 snipes to kill an HT.
dynwar7
Profile Joined May 2011
1983 Posts
July 26 2012 02:04 GMT
#3
Wait, so, are you saying that even with Sniper's +1 superior range, Feedback is always triggered first because of Snipe's 0.5 sec of casting animation, whereas feedback is instant?

So, in that case it is always better to EMP them even if there is only one HT? EMP on the other hand IS instant right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-07-26 02:05:37
July 26 2012 02:05 GMT
#4
On July 26 2012 11:04 dynwar7 wrote:
Wait, so, are you saying that even with Sniper's +1 superior range, Feedback is always triggered first because of Snipe's 0.5 sec of casting animation, whereas feedback is instant?

So, in that case it is always better to EMP them even if there is only one HT? EMP on the other hand IS instant right?


Well, the cast is instant but there is a projectile. But you will have used some ghost energy, yes.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
GinDo
Profile Blog Joined September 2010
3327 Posts
July 26 2012 02:09 GMT
#5
On July 26 2012 11:04 dynwar7 wrote:
Wait, so, are you saying that even with Sniper's +1 superior range, Feedback is always triggered first because of Snipe's 0.5 sec of casting animation, whereas feedback is instant?

So, in that case it is always better to EMP them even if there is only one HT? EMP on the other hand IS instant right?


You have to realize though that Snipe Kills the HT and prevents it from becoming an Archon.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
dynwar7
Profile Joined May 2011
1983 Posts
July 26 2012 02:26 GMT
#6
But what I said above is correct right? That sniper has +1 range more but has 0.5 animation delay? Whereas feedback is instant?

If that is the case...what do you guys think is better between snipe vs emp?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
July 26 2012 02:35 GMT
#7
I suppose it's very situational.
It's not that hard to deny observers on your cloaked ghosts so when you're sure you can get away with it you should snipe.
The only exception is when they have detection or if he has a couple of templar stacked up and you cant snipe them all.

Just be aware that if you emp you must do so with the plan of attacking right after, otherwise it's not much use.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Eps
Profile Joined April 2011
Canada240 Posts
July 26 2012 02:36 GMT
#8
On July 26 2012 11:26 dynwar7 wrote:
But what I said above is correct right? That sniper has +1 range more but has 0.5 animation delay? Whereas feedback is instant?

If that is the case...what do you guys think is better between snipe vs emp?


If it's just 1 HT, I feel that EMP is a waste of energy spent on it. Let's say you disable that HT, that's 1 EMP that you won't be using against the Toss deathball.
Not to mention another factor. HT has 200 energy, Feedback is 50. You'd need to EMP that HT twice before it's fully neutralized. And that's a lot of missing AOE shield damage potential gone from your own ball.

If I see a lone HT going out to feedback, I'll stick with Snipes or move Ghosts back and send a small bio-pack.
This is all theory-crafting on a 1v1 basis, which shouldn't really be happening at any time in the game. If you EMP that HT twice, well that Ghost just wasted most of it's energy, it can't EMP again. It's dead supply. And then you have to deal with the rest of the HT and Toss Deathball.
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
July 26 2012 03:00 GMT
#9
On July 26 2012 11:36 Eps wrote:
Show nested quote +
On July 26 2012 11:26 dynwar7 wrote:
But what I said above is correct right? That sniper has +1 range more but has 0.5 animation delay? Whereas feedback is instant?

If that is the case...what do you guys think is better between snipe vs emp?


If it's just 1 HT, I feel that EMP is a waste of energy spent on it. Let's say you disable that HT, that's 1 EMP that you won't be using against the Toss deathball.
Not to mention another factor. HT has 200 energy, Feedback is 50. You'd need to EMP that HT twice before it's fully neutralized. And that's a lot of missing AOE shield damage potential gone from your own ball.

If I see a lone HT going out to feedback, I'll stick with Snipes or move Ghosts back and send a small bio-pack.
This is all theory-crafting on a 1v1 basis, which shouldn't really be happening at any time in the game. If you EMP that HT twice, well that Ghost just wasted most of it's energy, it can't EMP again. It's dead supply. And then you have to deal with the rest of the HT and Toss Deathball.


But this OP basically shows that's wrong and you should probably stim a marauder or two and kill it, since a good player will feedback you.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Zer atai
Profile Joined September 2011
United States691 Posts
July 26 2012 03:09 GMT
#10
very interesting. Thanks for doing all this.
Want to sport eSports? Disable adblock. P.S. En Taro Adun!!
Shiori
Profile Blog Joined July 2011
3815 Posts
July 26 2012 03:14 GMT
#11
On July 26 2012 12:00 Clarity_nl wrote:
Show nested quote +
On July 26 2012 11:36 Eps wrote:
On July 26 2012 11:26 dynwar7 wrote:
But what I said above is correct right? That sniper has +1 range more but has 0.5 animation delay? Whereas feedback is instant?

If that is the case...what do you guys think is better between snipe vs emp?


If it's just 1 HT, I feel that EMP is a waste of energy spent on it. Let's say you disable that HT, that's 1 EMP that you won't be using against the Toss deathball.
Not to mention another factor. HT has 200 energy, Feedback is 50. You'd need to EMP that HT twice before it's fully neutralized. And that's a lot of missing AOE shield damage potential gone from your own ball.

If I see a lone HT going out to feedback, I'll stick with Snipes or move Ghosts back and send a small bio-pack.
This is all theory-crafting on a 1v1 basis, which shouldn't really be happening at any time in the game. If you EMP that HT twice, well that Ghost just wasted most of it's energy, it can't EMP again. It's dead supply. And then you have to deal with the rest of the HT and Toss Deathball.


But this OP basically shows that's wrong and you should probably stim a marauder or two and kill it, since a good player will feedback you.

Generally speaking when a HT moves forward, it does so to throw down a Storm, not play with Ghosts (which by rights should be cloaked).
Ahli
Profile Joined May 2012
Germany355 Posts
July 26 2012 11:23 GMT
#12
On July 26 2012 11:04 dynwar7 wrote:
Wait, so, are you saying that even with Sniper's +1 superior range, Feedback is always triggered first because of Snipe's 0.5 sec of casting animation, whereas feedback is instant?

So, in that case it is always better to EMP them even if there is only one HT? EMP on the other hand IS instant right?

Snipe has superior range, but requires 1 second cast time. So if the High templar hasn't a feedback command on that ghost, the snipe will be faster.

If both units have their command active and both units approach each other in open space (as the HT needs to move 1 distance unit further before it can cast feedback), the outcome is slightly favored for HT.

If the HT is blocked, it will die or receive the damage of the snipe because of the superior range of snipe.

If the HT is not blocked, it has a 53% chance to win.

If the Ghost screws up to cast the spell before entering its 10 range radius (like 1 or 2 game frames to late), the HT will win as the ghost dies while channeling.

The outcome is not defined in the moment of the cast. It is defined by the points from where the command is given. I assume that some internal rounding with the speed and positions creates the results I experience. So, in theory the outcome is predictable.

This distance isn't controllable for a human in the heat of the battle, so it's impossible to predict it (unless you write a program that calculates that).

Ghost's EMP is not an instant effect. It launches a missile that requires to travel to its destination point, but it is traveling at a high speed.
EMP has a range of 10 and EMP's effect area has a radius of 1.5. So it has a theoretical range of 11.5 versus a single unit, but effectively it's less. Else it will be easy to miss moving targets as the effect is not instant.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 26 2012 11:31 GMT
#13
So the ghost always get's off 1 snipe before the feedback hits but only lands the second snipe roughly half the time?

So the ghost needs to have more than 125 energy to die to the HT right? If you send a relatively new ghost it should always live i guess
reapsen
Profile Blog Joined May 2010
Germany559 Posts
July 26 2012 11:44 GMT
#14
Can it occur that both die? As snipe has the cast time of 0.5 seconds. If in this time Feedback is casted, both should be dead, right?
Jarree
Profile Joined January 2012
Finland1004 Posts
July 26 2012 11:45 GMT
#15
On July 26 2012 20:31 Markwerf wrote:
So the ghost always get's off 1 snipe before the feedback hits but only lands the second snipe roughly half the time?

So the ghost needs to have more than 125 energy to die to the HT right? If you send a relatively new ghost it should always live i guess

... No. He tested the templar with no health so it would die to the first snipe. In real game where templar has full shields and full health it always wins.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
July 26 2012 11:47 GMT
#16
I think it's fine, micro is impossible to perfect because it's reactive so 53% is better than I expected.
I will never ever play Mech against Protoss. - MVP
Jarree
Profile Joined January 2012
Finland1004 Posts
July 26 2012 11:54 GMT
#17
On July 26 2012 20:47 Zaphid wrote:
I think it's fine, micro is impossible to perfect because it's reactive so 53% is better than I expected.

Indeed, but if you follow the usual theory crafting here everyone says snipe outranges feedback so you should never even be able to feedback. Anyone who actually plays the matchup knows that's not the case, but i guess nobody knew exactly how it worked. So i think it's a good test.
Hds
Profile Joined July 2011
France200 Posts
July 26 2012 11:57 GMT
#18
This is very interesting, thanks for the thread.

But I wouldn't imagine that Fb has 53% chance to hit first, against the Snipe, wow
Watily! ♥
Osteriet
Profile Joined November 2011
Denmark149 Posts
July 26 2012 12:43 GMT
#19
So if calculating in that you need two snipes against each HT, and then put two ghosts into the test vs 1 HT, the HT will kill one of the ghosts in around 70-80% of the cases (thus at least paying for itself) ?
Jarree
Profile Joined January 2012
Finland1004 Posts
July 26 2012 14:04 GMT
#20
On July 26 2012 21:43 Osteriet wrote:
So if calculating in that you need two snipes against each HT, and then put two ghosts into the test vs 1 HT, the HT will kill one of the ghosts in around 70-80% of the cases (thus at least paying for itself) ?

I'd say closer to 99%, because both ghosts would have to be at the exact same distance from the HT for that to apply. Of course HT has to feedback the closer ghost first.
Please log in or register to reply.
Live Events Refresh
Next event in 5h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 249
TKL 186
UpATreeSC 180
ProTech136
RushiSC 80
BRAT_OK 51
OGKoka 29
MindelVK 16
Codebar 11
StarCraft: Brood War
Britney 19734
Calm 3495
Mini 558
EffOrt 546
Soma 286
Shuttle 218
Dewaltoss 148
actioN 139
Rush 121
zelot 24
[ Show more ]
Rock 19
Hm[arnc] 17
GoRush 14
soO 14
IntoTheRainbow 13
ajuk12(nOOB) 9
NaDa 8
Dota 2
qojqva4082
canceldota92
League of Legends
JimRising 441
Counter-Strike
fl0m4790
pashabiceps1385
byalli249
Super Smash Bros
Mew2King58
Heroes of the Storm
Khaldor140
Other Games
Grubby1878
FrodaN988
ceh9479
B2W.Neo422
Beastyqt228
Fuzer 143
ArmadaUGS131
KnowMe126
Trikslyr80
QueenE45
Organizations
Dota 2
PGL Dota 2 - Main Stream207
Other Games
BasetradeTV100
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Reevou 4
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 26
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota282
League of Legends
• TFBlade484
• Shiphtur366
Other Games
• imaqtpie881
• WagamamaTV266
Upcoming Events
OSC
5h 31m
The PondCast
15h 31m
KCM Race Survival
15h 31m
WardiTV Team League
17h 31m
OSC
18h 31m
Replay Cast
1d 5h
KCM Race Survival
1d 15h
WardiTV Team League
1d 17h
Korean StarCraft League
2 days
RSL Revival
2 days
Maru vs Zoun
Cure vs ByuN
[ Show More ]
uThermal 2v2 Circuit
2 days
BSL
3 days
RSL Revival
3 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Sharp vs Scan
Rain vs Mong
Wardi Open
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Soulkey vs Ample
JyJ vs sSak
Afreeca Starleague
6 days
hero vs YSC
Larva vs Shine
Liquipedia Results

Completed

Proleague 2026-03-16
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.