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.(
03-24-2010, 05:58 PM
#11
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.(
03-24-2010, 05:59 PM
#12
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.
03-24-2010, 06:13 PM
#13
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.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.
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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
03-24-2010, 06:14 PM
#14
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.
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.
03-24-2010, 06:15 PM
#15
If you mean HT... no it isn't. Ghost is clearly intended as an anti-caster unit.Ghost is a counter to HP? No offence, but this statement is stupid.
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!
03-24-2010, 06:21 PM
#16
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.
03-24-2010, 06:24 PM
#17
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.
03-24-2010, 06:29 PM
#18
Nothing, but it didn't.
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 what was wrong with Wormhole transit again? is it so OP to save your unit that you have invested so much in?
Exactly. It's way too do-or-die a spell. Plus it's just another generic AoE attack...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...
The Mother of all Queens!
Thanks to Dynamik- for the signature!
03-24-2010, 06:54 PM
#19
Your right, I don't like the overlap, but Protoss is gimp enough as it is.
03-24-2010, 07:01 PM
#20
Oooooh, didn't know Feedback had range 9. That's longer than the cast range for Psi Storm, I believe
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