The Ghost Nerf is Being Done Wrong - Page 5
Blogs > qxc |
Lord_J
Kenya1085 Posts
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red4ce
United States7313 Posts
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almins
Wales39 Posts
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Torenhire
United States11681 Posts
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Lizarb
Denmark307 Posts
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Gheed
United States972 Posts
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Johnny_Vegas
United States239 Posts
On February 15 2012 04:22 Demonhunter04 wrote: They could just do "35 (+15 vs non-massive)" Figured as much haha. "non-massive" might not be a category allowable for assigning bonus damage to either. My point is qxc's suggestion is obviously the best, but maybe Blizz can't figure out how to make a change like that without changes to the editor. | ||
Torenhire
United States11681 Posts
On February 15 2012 04:26 almins wrote: i don't play terran so correct me if im wrong but in all the games ive played all the games ive watched ive never seen ghosts being used before late game at all except vs ht. ive never seen it being used to snipe marines, Marauder Reaper etc. and i don't believe that is what youre ment to snipe. the ghost is used for dealing with hts, infestors and zerg t3 atm from all the games ive watched, so my questions is why bring up problems with snipeing marines etc when its not used? i think that with the nerf to snipe on zerg t3 is good as it was a bit op when used in mass. but why bring up stuff its never used for? its like saying medivacs are useless for healing mutas or something. TT Not entirely true - people are starting to use ghost snipes vs marines and whatnot. It's not a widescale staple thing yet where you see it 3 times in a BO7. Part of QXC's post is that this ghost nerf would completely eliminate the chance of that ever happening. What few people are experimenting or trying it would have ZERO reason to once this nerf goes through. It's like Blizzard is axing a whole bunch of the ghost's potential all at once with this nerf, where it's completely unnecessary to do so. Ghosts are OP vs Zerg T3, I will 100% admit to that. It needs to be fixed. We do NOT, however, need to "fix" it vs the entire game, just the particular instance (Zerg T3) Minus to massive would solve this problem. Suddenly snipe does half damage to Zerg T3 (and other massives), and still retains its usefulness vs early ghost TvT and other fast ghost builds. | ||
Mirhi
United States389 Posts
Ghosts have long been overpowered against both Protoss and Zerg (ever since the resource change). EMP is still devastating to Protoss and snipe is still a very good skill against literally every Zerg unit. Just let it go man. | ||
Demonhunter04
1530 Posts
On February 15 2012 04:29 Johnny_Vegas wrote: "non-massive" might not be a category allowable for assigning bonus damage to either. My point is qxc's suggestion is obviously the best, but maybe Blizz can't figure out how to make a change like that without changes to the editor. Like KawaiiRice said, you can do subtractions anyway. | ||
Azaryah
United States55 Posts
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ROOTCatZ
Peru1226 Posts
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BronzeLeague
United States17 Posts
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Demonhunter04
1530 Posts
On February 15 2012 04:33 coL.CatZ wrote: awesome post kfc lol | ||
Johnny_Vegas
United States239 Posts
On February 15 2012 04:27 Gheed wrote: Snipe is a spell, not an attack. It doesn't have to follow the x + y to z formula. They can just write out on the spell description that "The Ghost snipes a single, biological target for 45 damage. Does 25 less damage to massive units. This ability can be queued for multiple instant snipes." or something to the effect. The semantic argument is the least persuasive one for not changing the ghost in the way qxc describes. It doesn't matter what's written on the spell description, as that is not what the SC2 engine uses, that's just flavor text for the player. I'm saying that until someone really familiar with the SC2 editor explains otherwise, its a possibility that Blizz can't make a change like qxc suggests because of a limitation in the engine. Considering no such "subtraction" damage yet exists in the game, I think its a very real possibility. Also there is no bonus damage in the game that only affects non-massive, or for that matter, non-air, etc... | ||
LucidityDark
United Kingdom139 Posts
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Denzil
United Kingdom4193 Posts
On February 15 2012 04:13 Demonhunter04 wrote: 45 hp marines shouldn't survive one snipe either imo though. Snipe should be changed to have a 20% chance to headshot and the ghost should immediately proceed to high 5 the closest Near by ghost | ||
Demonhunter04
1530 Posts
On February 15 2012 04:35 LucidityDark wrote: Why buff to 50 damage with snipe? You could 3 shot zealots, or emp and 2 shot. Potentially zealots would lose 2/3rds of their health if enough ghosts are out and that would mutilate toss armies automatically. The current change seems fine as ghosts become what they were designed to be, a highly specialised unit capable of murdering casters. Having it murder other stuff really effectively too is strange in my opinion. Due to zerg regeneration, it takes 3 45 damage snipes to kill a 90 hp infestor (it regens 1 hp after getting sniped). The only other interactions affected by a buff to 50 damage would be vs roaches and zealots, both of which would be killed by 3 snipes instead of getting sniped 3 times and then having 10 or 15 hp leftover, respectively. On February 15 2012 04:37 Denzil wrote: Snipe should be changed to have a 20% chance to headshot and the ghost should immediately proceed to high 5 the closest Near by ghost The idea behind snipe ignoring armor is that the sniper round hits a vulnerable spot like the head or neck that is also weakly armored. Funny idea though . | ||
Alanore
Turkey26 Posts
Think this way, now we can not even one-shot "a zergling". Let me ask you a question Blizzard. You are making a "solo operative" unit and give him ability called "snipe" and this sniper can NOT one-shot any unit at all. Are you kidding!? I can understand if SC2 engine don't allow "subtraction damage" (if this is true, it's broken at the beggining) but i want to ask another question. How can you expect to make "balance" by only "adding" something at one side ? | ||
Crowned
United States368 Posts
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