Re: Starcraft II Insights
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Originally Posted by
Triceron
I'm still doubting it'll stay at that price. I can see it being nerfed rather than keep this whacky balancing act they have of having a high-priced early game unit. Why make it early game when it's going to cost so much to make? 150 gas is nothing to sneeze at, when it can be spent on cheaper gas units or research. A Ghost will have its uses, but at such a high price early on there's no real reason for it to be available before a factory.
The Disruptor costs 50m 100g.
What i think is completely useless, is Snipe. Why to have an ability that deals 60 instant damage to Bio units, if the normal attack already deals 10(+10 dmg vs Light)? An ability to "stun" (limit a unit to move only, for some time, maybe make it slower) would be more useful here, and will suit the anti-spellcaster role better, as you cannot kill too much with 60 dmg, anyways. Ok, you can cast it multiple times, but at 75 energy, i don't think it's a good deal.
Re: Starcraft II Insights
Because it has longer range, and trying to shoot an important target 3 times instead of using snipe is stupid?
Face it, it's early game and snipe can be used on plenty of units.
Would you rather use 2 snipes on a mutalisk to kill it, or would you rather just shoot it 6 times?
Pretty sure your ghost would be dead by then.
Re: Starcraft II Insights
If you can cast Snipe in quick succession, with such a long range, I can see it being totally awesome in early game skirmishes and harassment. Why engage the Terran infantry at all if they can snipe down half your force before you're even in range of their Marauders/Marines? And good luck keeping your HT's safe from Ghosts.
I think it's a great ability.
Re: Starcraft II Insights
A major factor that goes into how useful snipe is, is its range.
I think Aldrius said it had 11 range? Which if that is true, then it's definitely a worthy ability in my eyes.
Also, it ignores armour, so no matter how many times you upgrade your unit, snipe will still do 60 damage, unlike its normal attack.
Re: Starcraft II Insights
Range is made moot by the fact the unit can cloak. Cloak allows it to position itself anywhere you need.
Also wasn't it mentioned snipe has a cooldown or startup time? This means you can't exactly snipe twice quick, unless you have multiple ghosts?
I only see snipe being a reason to put ghosts into bunkers, since cloak is useless and EMP/Nuke is highly situational.
Re: Starcraft II Insights
Range means a great deal if you can get the ghost on a cliff above an expansion or something. You can snipe a few workers and be gone without even needing to waste energy on cloak...
And you'd want range when engaging the Protoss ball, to take out those HT's before they can storm.
Re: Starcraft II Insights
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Range is made moot by the fact the unit can cloak. Cloak allows it to position itself anywhere you need.
What? Please, don't kid yourself. You think cloak is the answer to everything?
Why cloak when you can safely snipe at range? Cloaking is just wasting your energy if you can snipe with impunity from range.
And what if they have detection nearby? Range IS important, don't try to deny it.
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Also wasn't it mentioned snipe has a cooldown or startup time? This means you can't exactly snipe twice quick, unless you have multiple ghosts?
Yes, multiple ghosts would be ideal.
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Range means a great deal if you can get the ghost on a cliff above an expansion or something. You can snipe a few workers and be gone without even needing to waste energy on cloak...
No one would waste energy sniping workers. It costs 75 energy and wouldn't be cost effective against them. Just shoot them normally, they'll die in 2 shots, SCVs in 3.
Well, until armour gets upgraded.
Re: Starcraft II Insights
Isn't that the role of Reapers? Honestly I don't want the ghost to take the role of worker killer if it's going to compete with an existing unit made almost solely for that.
Re: Starcraft II Insights
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Isn't that the role of Reapers? Honestly I don't want the ghost to take the role of worker killer if it's going to compete with an existing unit made almost solely for that.
What? Where the hell did you get the idea that the ghost was taking the role of worker killing? Just because it has the capability to do so?
And just because it DOES have the capability to do so, doesn't mean it's better at doing it.
Just because you have multiple ways to do something doesn't mean that the Ghost is suddenly taking over another unit's role.
The ghost also comes sooner than the reaper and if it can be placed in a favourable position above an enemy's mineral line, can take out a few workers.
That doesn't necessarily mean that it's better. I'm sure most people would take a squad of reapers over ghosts any day for worker raiding, since they can easily traverse terrain, and they also have their charges as well.
Also, some defenses may very well halt any successful raids by reapers.
Ghosts have 6 range and unless Photon cannons are placed behind the mineral lines, ghosts will still be able to shoot at the workers with impunity.
Re: Starcraft II Insights
Take a look at what the situation of the Baneling and Roach are in right now. Both do the same thing, while the designers are trying to make each unique and not do the same thing. The more we are discussing the ghost, the more it is looking like 'reaper replacement'. Both target very similar units, having better anti-light/bio specialization than the marine.
I'm just presenting this as an observation.
If you're going to use a ghost for worker killing in any form, and it is effective, then it is yet another unit that is good at worker killing. This aspect was almost specifically designed for reapers, since they have cliff jumping, anti-light bonus and D8's. Competition between units of the same race is not a good thing.