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Thread: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

  1. #51
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Did no one read the post where I said they stated that snipe currently only one-shots workers and zerglings?
    Where did they say this?

    As far as I'm aware, snipe still does 60 damage to biological targets and ignores armour.

    Why would it only 1 shot workers and Zerglings? That's completely stupid and idiotic. A ghost can already 2 shot a drone and a probe with his normal attack, as well as Zerglings.

    Using up even 50 Energy to 1 shot a worker or Zergling is pointless when you could just shoot it twice.

  2. #52

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Ok, so at 60 damage, it one shots what? Workers, Zerglings, Marines, Reapers, and uh...Larva.


  3. #53

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Quote Originally Posted by Pandonetho View Post
    You're not even on topic here. Stop ignoring my points, by bringing up irrelevant points.

    First of all, no, Barracks --> Ghost Academy.

    Second of all, everything else I said that you didn't refute.

    And unless you think at "academy" level tech that you're going to be needing to EMP things left and right, snipe will be plenty useful.
    http://www.gosugamers.net/starcraft/...chtree_big.jpg

    Is this not the latest tech tree? Arrow does not go from Barracks -> Ghost Academy.

    And I keep telling you, using Snipe to pick off soft targets is like saying you should lock down every mechanical unit you see with a ghost. Who besides a pro gamer has the skill to lockdown mass dragoons while being able to dance their regular attack force and maintain energy for cloak possible EMPs? Snipe is an APM sink, and the TYPICAL player will not have the skills to use this ability to full effect. Yes it's as easy as point and click, but lets see you point and click 10 lockdowns with 5 ghosts and see if you can do it.

    It's easier if the ghost had higher damage and you simply let them auto attack stuff to death. Softening up Ultralisks with that is a waste of time when there's MANY more appropriate counters you could use, such as Siege Tanks, Ravens, Banshees, etc.

    Snipe is a tool used against units that are easily killed anyways. What is snipe compared to 5 hellions harassing the same force and killing a few at a time? Even then the hellion doesn't have to micro point-and-shoot, it's using its own attack which is VASTLY superior as a counter. Even Reapers with well-placed D8's, or hell their regular attack, would kill workers faster than a couple snipes.

    Snipe is only good in the hands of a pro gamer, one who can use them better than a regular player would micro say a group of reapers or a group of hellions.

    A P M SINK.
    Last edited by Triceron; 07-15-2009 at 02:34 PM.

  4. #54

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    huh grrrr, is he that former Canadian gosu player? If yes well that's nice! Great articles.

  5. #55
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Ok, so at 60 damage, it one shots what? Workers, Zerglings, Marines, Reapers, and uh...Larva.
    It also 2 shot kills Marauders, Infestors, Mutalisks etc.

    Also, I forgot to mention this before. But you said that you heard somewhere that it can only 1 shot kill workers and Zerglings? Well if it can one shot kill an SCV, it does 60 damage already doesn't it? Durrr.

    Is this not the latest tech tree? Arrow does not go from Barracks -> Ghost Academy.
    Nevermind, it used to come right after the Barracks.

    And I keep telling you, using Snipe to pick off soft targets is like saying you should lock down every mechanical unit you see with a ghost. Who besides a pro gamer has the skill to lockdown mass dragoons while being able to dance their regular attack force and maintain energy for cloak possible EMPs? Snipe is an APM sink, and the TYPICAL player will not have the skills to use this ability to full effect. Yes it's as easy as point and click, but lets see you point and click 10 lockdowns with 5 ghosts and see if you can do it.
    Um what? Sniping mutalisks is plenty useful.
    Also, with smart casting I can't imagine this ability being too hard to utilise. With it coming after the factory though, it changes my opinions on a few things.
    It's easier if the ghost had higher damage and you simply let them auto attack stuff to death. Softening up Ultralisks with that is a waste of time when there's MANY more appropriate counters you could use, such as Siege Tanks, Ravens, Banshees, etc.
    It already does good damage against units that it's supposed to fight. It just does better damage with snipe, or do you want ghosts that 2 shot kill every light unit they encounter?

    Snipe is a tool used against units that are easily killed anyways. What is snipe compared to 5 hellions harassing the same force and killing a few at a time? Even then the hellion doesn't have to micro point-and-shoot, it's using its own attack which is VASTLY superior as a counter. Even Reapers with well-placed D8's, or hell their regular attack, would kill workers faster than a couple snipes.
    Hellions and Reapers first of all don't have the range. Second of all, they don't do very well against units like marauders, infestors, mutalisks, etc. They also can't CLOAK.

    Yes, I'm pretty sure reapers are pretty good at killing workers, but ghosts are pretty decent as well seeing as how they can 2 shot drones and probe. I don't think anyone would use snipe against workers.


    Snipe is only good in the hands of a pro gamer, one who can use them better than a regular player would micro say a group of reapers or a group of hellions.
    Right, let's go making claims about what abilities casuals can't use effectively and what abilities are only good for pros. You must be one of those analysts that are so genius.
    Last edited by Pandonetho; 07-15-2009 at 04:24 PM.

  6. #56

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    It doesn't come after the factory.

    The tech tree layout just blows. The arrow clearly fans out to the ghost academy, mercenary haven and factory. The arrow does not go FROM the factory to the academy.

  7. #57
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    oh, you're right.

    So there we have it, ghost comes at the same time the medic does in SC1.

  8. #58

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    My whole POINT has been Snipe's beneficial properties to high APM players. This is my criticism from a casual player's perspective.

    I play Terrans, and I love their abilities and spells. I've played situations where I had the right counter for the right situation, but the feat of pulling things off was much more difficult than it seems (ie Lockdown on 6 carriers) and the strategy of creating the hard counter rather than relying on an ability was MUCH more effective.

    The ghost is a support unit. It really shouldn't have a high damage ability on it that isn't its regular attack.
    Last edited by Triceron; 07-15-2009 at 05:20 PM.

  9. #59

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    They do pretty good damage, why do they need snipe to further push what they're already decent at?
    RANGE. And time.

    Keep your ghosts at a safe range where they can kill things without exposing themselves. While also doing burst damage.

  10. #60

    Default Re: Starcraftwire/incgamer - Lategame Protoss/Terran Gameplay Impressions

    Quote Originally Posted by Aldrius View Post
    RANGE. And time.

    Keep your ghosts at a safe range where they can kill things without exposing themselves. While also doing burst damage.
    IF you have the skill to do that.

    I'm not adverse to alternatives to the ability and making it more accessable. Make it like stim, press it once and your next ghosts next attack will be more powerful. Having to target units to make the most out of snipe is too much micro than there should be.

    It's not an AoE ability, and it doesn't do a lot of damage to legitimize the micro involved.

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