Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 39

Thread: Feedback needs to go.

  1. #11

    Default Re: Feedback needs to go.

    Ghost is a counter to HP? No offence, but this statement is stupid.
    Ghost is mainly a counter to Immortals. And everything that has energy and shields.(

  2. #12

    Default Re: Feedback needs to go.

    2 Ghosts can snipe a HT before feedback goes off with shift queing (range of 10 versus range of 9).

    EMP has the effective range of 9 as well due to AOE.

  3. #13

    Default Re: Feedback needs to go.

    Well the simple TvP solution seems to be give Snipe a range of 9, and have it do better damage for a higher cost.

    so you get a solid 'who shoots first' with neither side having better range.
    With EMP, I cant see any real reason to waste energy on snipe in a Protoss matchup - Queens, Infestors and maybe a couple of other select Zerg units on the other hand....Queens alone could mean huge economic frustration for a Zerg player.

    .
    Last edited by Caliban113; 03-24-2010 at 06:37 PM. Reason: Ecomnemonic
    "Wait.....no Gzhee-Gzhee.....?.....whu......Why no Ghzhee-Gzhee?!?!?!?!"


    RIP - Leslie Nielsen

  4. #14
    Member
    Join Date
    Jan 2010
    Posts
    373

    Default Re: Feedback needs to go.

    I think some of you are missing my point - it's not the relative power of High Templar vs Ghosts that's the problem, it's that they're clear counters to each other. Giving Feedback to HT's is like Blizzard deciding that Immortals do too well against Siege Tanks, so they give Tanks a special anti-Immortal gun. It doesn't make sense. Immortals are supposed to do well against Tanks, just as Ghosts are supposed to do well against Templar.

    Quote Originally Posted by Kknewkles View Post
    Ghost is a counter to HP? No offence, but this statement is stupid.
    Ghost is mainly a counter to Immortals. And everything that has energy and shields.(
    What? Ghosts have Snipe, EMP, +dmg to Light, and Cloak to get them in position. Everything about them is anti-Templar/Toss.
    Last edited by milo; 03-24-2010 at 06:17 PM.

  5. #15

    Default Re: Feedback needs to go.

    Ghost is a counter to HP? No offence, but this statement is stupid.
    If you mean HT... no it isn't. Ghost is clearly intended as an anti-caster unit.

    Even though I agree EMP is a bit too effective against Protoss as it is.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  6. #16

    Default Re: Feedback needs to go.

    Quote Originally Posted by Aldrius View Post
    The problem with Wormhole Transit was pretty obvious...

    The problems with Planet Cracker I think are pretty self-evident as well.

    Temporal Rift, though, I thought was really awesome. Much more selectively useful than Vortex, but still a strong ability IMO.



    No it isn't... the ghost would still have snipe for dealing with High Templar. Though I think EMP needs some changes anyway... dunno if it's quite so powerful that it needs to be removed.

    Though in Feedback's case if they removed it they'd almost definitely have to replace it with something. Ghost has got a lot of options outside of EMP, the High Templar not so much.



    No you couldn't.

    I agree the ability was more useful than people were giving it credit for, but you could not protect one of your own units with it. It wouldn't let you cast it on your own units.
    Well what prevents them from making Phase Shit affect friendly units? pretty much like almost every other ability in SC2??? And what was wrong with Wormhole transit again? is it so OP to save your unit that you have invested so much in? And Planet Cracker needed you to be ABOVE your enemy to unleash pretty exposed to enemy fire,and it can be easlity avoided cuz the MS is slow anyway...And at least they were both unique and interesting...
    Last edited by arthas; 03-24-2010 at 06:23 PM.

  7. #17

    Default Re: Feedback needs to go.

    You guys just got the real problem behind HT, and ghost, these casters are pretty much anti-casters, and so, they just keep killing themselves. Still, i like the fact that someone who just plays better will surely take advantage of this.

  8. #18

    Default Re: Feedback needs to go.

    Quote Originally Posted by arthas View Post
    Well what prevents them from making Phase Shit affect friendly units?
    Nothing, but it didn't.

    And what was wrong with Wormhole transit again? is it so OP to save your unit that you have invested so much in?
    Yes. And being able to go pretty much anywhere on the map like that was really strong. Not saying they couldn't figure out ways to balance it, but it was really cheap to be able to fly in, cause all kinds of damage and then just teleport away in the blink of an eye.

    And Planet Cracker needed you to be ABOVE your enemy to unleash pretty exposed to enemy fire,and it can be easlity avoided cuz the MS is slow anyway...And at least they were both unique and interesting...
    Exactly. It's way too do-or-die a spell. Plus it's just another generic AoE attack...


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  9. #19

    Default Re: Feedback needs to go.

    Your right, I don't like the overlap, but Protoss is gimp enough as it is.

  10. #20
    Member
    Join Date
    May 2009
    Posts
    1,335

    Default Re: Feedback needs to go.

    Oooooh, didn't know Feedback had range 9 . That's longer than the cast range for Psi Storm, I believe .

Similar Threads

  1. Command & Conquer 4 Feedback
    By Crazy_Jonny in forum Off-Topic Lounge
    Replies: 5
    Last Post: 03-28-2010, 01:55 AM
  2. SC:L Art Contest Almost-Winners and Feedback
    By mr. peasant in forum StarCraft Discussion
    Replies: 11
    Last Post: 08-14-2009, 09:07 PM
  3. Beta Link Repository Feedback
    By Gifted in forum Off-Topic Lounge
    Replies: 4
    Last Post: 07-14-2009, 05:42 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •