View Full Version : Snipers
Code X Red
06-19-2007, 05:22 AM
Wouldn't it be awesome to have terran snipers? The possibilities could be vast, snipers could have the ability to see cloaked units/structures and attack from vast distances. The sniper could have limited health, balanced by uncomparable firepower for a basic unit? What do you think?
[LightMare]
06-19-2007, 05:28 AM
well, ghosts are sort of snipers, but not quite. for a sniper to work, there would be a long period of time before each fire. at least 3-5 seconds. and for it to be worth the wait, the shot should deal a great amount of damage. that's an awesome idea!
CrisisDarkerXIV
06-19-2007, 05:30 AM
Well, one problem is, it'll take away most of the use of old detector units. Is the sniper gonna be cloaked too? Because that would be a no-no.
Code X Red
06-19-2007, 05:38 AM
I thought the sniper should have to be deployed even after being trained at the barracks. What I mean by this, is while the sniper moves it is most vulnerable, health states drop. While moving the sniper would be uncloaked until deployed agian. While deployed the sniper would be cloaked but when fireing, uncloaked. This would give the opponent a chance to strike back later.
[LightMare]
06-19-2007, 05:49 AM
naw naw. i just want a really long range infantry unit.
Shockwave
06-19-2007, 06:52 AM
I thought the sniper should have to be deployed even after being trained at the barracks. What I mean by this, is while the sniper moves it is most vulnerable, health states drop. While moving the sniper would be uncloaked until deployed agian. While deployed the sniper would be cloaked but when fireing, uncloaked. This would give the opponent a chance to strike back later.
How about forget the cloak idea. This is what i have in mind.
1) The sniper is trained at the barracks.
2) When the sniper is standing up, he has limited or no attack.
3) When an enemy is in sight, you have the "prone" button [to lie down, aiming the gun].
4) The sniper shoots, 100% chance of hitting the target/ doing damage if the target is static, 50-70% chance of hitting if the target is moving (or, still 100% chance of hitting the moving target, but less damage dealt).
5) Once target is eliminated, the sniper stands up to be deployed in another area.
The sniper would be great for taking out those zergling rushes, also great for weakening zealot shields as they are appoaching the base.
Taking in what Code Red X said, the sniper should be highly vulnerable when standing.
T-man
06-19-2007, 07:48 AM
There was talk in another thread of giving the Ghost a chance-to-headshot on infantry. As in, the Ghost would have a certain percent chance of one-shotting any Zerglings, Hydras, Zealots, Marines, Firebats, Medics, etc. but would still do normal concussion damage to mech/flying.
wolfblood
06-27-2007, 01:24 PM
lol id like to see somebody oneshot a goliath, and if you played dawn of war, those snipers might work?
ImaGiNe.
06-29-2007, 02:57 PM
For a unit that sounds so simple to create, I am sure the process would be complicated. You would have to take into account several aspects such as vision, range control, and other things usually associated with snipers. How will the sniper be a sniper if he can not see? Will his vision range be extremely high? Would he be seen after shooting an enemy (revealed in the fog of war? Because I certainly would not want to have my units being chipped away without my prior knowledge.) Would a sniper attack trigger the ever so insightful "Your forces are under attack!" message? What about his attack range and how much of it can he dominate? Would a group of snipers placed in just the right nooks and crannies control the flow of the game? If Blizzard somehow found a solution to all these issues, I still think that if a Terran Sniper is made possible, it would seriously off set the delicate balance of game play. Look at this possible scenario:
- - - - - - - - - -
POSSIBLE SCENARIO: Sniper Team on Resource Watch
A smart player decides to place a few snipers just in range (and well hidden) of an enemies resource gatherers (probes, SCVs, or drones) The snipers pick away at the workers wreaking havoc on the enemy economy, but the player who controls the workers is unaware of the apparent doom of his entire work force.
- - - - - - - - - -
A group of snipers is going to be hell and I sure as hell would not like cheap units with superior attack ranges be knocking on my expensive ones. I am going to have to say that I do not support the use of Snipers in StarCraft 2. Though the idea is a good one. :thumbup:
Ghost
06-29-2007, 03:04 PM
There was talk in another thread of giving the Ghost a chance-to-headshot on infantry. As in, the Ghost would have a certain percent chance of one-shotting any Zerglings, Hydras, Zealots, Marines, Firebats, Medics, etc. but would still do normal concussion damage to mech/flying.
I think that was me =D
Anyway, my idea on the sniper was this:
1. Range much of that like siege tanks, this means it also has minumum range.
2. Massive sight range. (with upgrade)
3. Produced in barracks
4. Headshot chance of 5% (increased to 10%) only works on medium sized biological.
5. Will have to enter a "Hide" position to fire.
6. Will have farther sight in high ground
7.Will not be called sniper, (make it something like Dead-Eye, to give it that blizz touch)
thitian
06-29-2007, 03:25 PM
then u put 4 snipers in a bunker and let them shoot 3 times and bang a fleet of mutas is gone...
(well it doesnt make sense if it can only hit ground units)
am i the only one who thinks the last thing terran needs is another freaking strong ground unit-_-
PowerkickasS
06-29-2007, 03:54 PM
There was talk in another thread of giving the Ghost a chance-to-headshot on infantry. As in, the Ghost would have a certain percent chance of one-shotting any Zerglings, Hydras, Zealots, Marines, Firebats, Medics, etc. but would still do normal concussion damage to mech/flying.
I think that was me =D
well if you wanna compete for bragging rights! i mentioned it before you, problem is i was half-joking around involving fps doug -______-
but snipers would be nice. actually would be great if they replace terran ground detectors since a huge wave of strategies would revolve so nicely and action/tension-packed around the sniper. such a valuable unit so vulnerable
paragon
06-29-2007, 05:29 PM
Ghost is a sniper... they don't need another sniper and they don't need a unit with a ridiculous range.
PowerkickasS
06-29-2007, 05:30 PM
it must be the dumbest sniper ever to exist.....
EDIT:
There was talk in another thread of giving the Ghost a chance-to-headshot on infantry. As in, the Ghost would have a certain percent chance of one-shotting any Zerglings, Hydras, Zealots, Marines, Firebats, Medics, etc. but would still do normal concussion damage to mech/flying.
I think that was me =D
well if you wanna compete for bragging rights! i mentioned it before you, problem is i was half-joking around involving fps doug -______-
but snipers would be nice. actually would be great if they replace terran ground detectors since a huge wave of strategies would revolve so nicely and action/tension-packed around the sniper. such a valuable unit so vulnerable
xD
Dx
Ghost
06-29-2007, 05:37 PM
There was talk in another thread of giving the Ghost a chance-to-headshot on infantry. As in, the Ghost would have a certain percent chance of one-shotting any Zerglings, Hydras, Zealots, Marines, Firebats, Medics, etc. but would still do normal concussion damage to mech/flying.
I think that was me =D
well if you wanna compete for bragging rights! i mentioned it before you, problem is i was half-joking around involving fps doug -______-
but snipers would be nice. actually would be great if they replace terran ground detectors since a huge wave of strategies would revolve so nicely and action/tension-packed around the sniper. such a valuable unit so vulnerable
xD
Ghost
06-29-2007, 05:40 PM
Ghost is a sniper... they don't need another sniper and they don't need a unit with a ridiculous range.
Well as I meantioned in another thread, ghosts arent really damage dealers like snipers should be, maybe they will make the ghosts better snipers in SC2?
paragon
06-29-2007, 05:48 PM
Sure give them head shot like some other people in this thread said.
Fenix
06-29-2007, 05:55 PM
Ghosts are not snipers. They're Black Ops units. They only semblance they have to a sniper is their ability to hide and attack in plain sight (Cloaked of course).
The Terran Army needs a sniper unit, but what all-y'all are describing is a Siege Tanks in human form. You have the "Prone" command, which is almost exactly like the "Siege Mode" command. You have a 3-5 second cooldown. The sight range and 1-Hit-Kill chance are good. Throw out the rest.
Ghost
06-29-2007, 06:20 PM
Ghosts are not snipers. They're Black Ops units. They only semblance they have to a sniper is their ability to hide and attack in plain sight (Cloaked of course).
The Terran Army needs a sniper unit, but what all-y'all are describing is a Siege Tanks in human form. You have the "Prone" command, which is almost exactly like the "Siege Mode" command. You have a 3-5 second cooldown. The sight range and 1-Hit-Kill chance are good. Throw out the rest.
Nicely defined and yes.
Fenix
06-29-2007, 06:30 PM
Right now, this is what I'm thinking.
Terran Assassin.
Range of Siege Mode.
Passive Camo. IE, it doesn't cloak, but when standing still, it's harder for the player to see it.
5% 1-Hit-Kill, upgradeable to 10%, gains a 5% bonus when on high ground
Trained at Barracks, Covert Ops required, similar to a Ghost.
Large mineral cost, middle gas cost.
Penetrating damage or the SC equivalent.
High damage, bonus from high ground.
Must stop and aim for two (Debatable) seconds before firing.
1 second cooldown, meaning if the first shot does not kill the target, the Assassin does not have to re-aim.
Low health, maybe equivalent to Ghost's.
Low armor.
Middle to high move speed, as it has nothing to carry but a gun.
All of this is liable to change, but right now, this is what I'm thinking.
EDIT: 1-Hit-Kill also goes for mech units. In the Terran sense, there's someone driving. Take out the driver, and the vehicle is useless. With the Protoss, same with the Immortal, Stalker, air units, and possibly the Colossus.With the pure robotic units, there has to be a central control system. Take that out....
Maybe half the percentage of the chance?
EDIT 2: On the passive camo, enemy units still auto acquire, but need a 2 point closer range.
Ghost
06-29-2007, 06:33 PM
Right now, this is what I'm thinking.
Terran Assassin.
Range of Siege Mode.
Passive Camo. IE, it doesn't cloak, but when standing still, it's harder for the player to see it.
5% 1-Hit-Kill, upgradeable to 10%, gains a 5% bonus when on high ground
Trained at Barracks, Covert Ops required, similar to a Ghost.
Large mineral cost, middle gas cost.
Penetrating damage or the SC equivalent.
High damage, bonus from high ground.
Must stop and aim for two (Debatable) seconds before firing.
1 second cooldown, meaning if the first shot does not kill the target, the Assassin does not have to re-aim.
Low health, maybe equivalent to Ghost's.
Low armor.
Middle to high move speed, as it has nothing to carry but a gun.
All of this is liable to change, but right now, this is what I'm thinking.
Cool, but now a days snipers require spotters, so maybe it can be a two man team unit lie the mortar teams in WC3.
[LightMare]
06-29-2007, 07:29 PM
who knows. snipers could be really interesting...
paragon
06-29-2007, 07:29 PM
Cool, but now a days snipers require spotters, so maybe it can be a two man team unit lie the mortar teams in WC3.
Add 500 years and the spotter will be part of your scope. Actually, add like -2 years because I'm pretty sure thats already been developed. All the spotter does is check wind, range, etc...
Also, that sounds like the company of heroes sniper which is relatively high manpower cost considering it is only one unit while every other infantry is a squad and also relatively high build time. And when it gets killed the enemy gets a lot of EXP. But it can usually one hit kill any infantry (veteran axis sniper can kill 2 guys quickly, one after the other, if they are close to each other)
TEDurden
06-30-2007, 04:37 AM
I say just give Ghosts an Assassinate ability like Sniper in DotA. For all you poor people that don't play DotA, Assassinate is basically a high powered attack at huge range (longer range than normal attack) that takes a second or two to activate. Just give this a really high energy cost and it should take care of most of the balance issues.
[LightMare]
06-30-2007, 05:41 AM
Ghosts are not snipers. They're Black Ops units. They only semblance they have to a sniper is their ability to hide and attack in plain sight (Cloaked of course).
The Terran Army needs a sniper unit, but what all-y'all are describing is a Siege Tanks in human form. You have the "Prone" command, which is almost exactly like the "Siege Mode" command. You have a 3-5 second cooldown. The sight range and 1-Hit-Kill chance are good. Throw out the rest.
Nicely defined and yes.
Right now, this is what I'm thinking.
Terran Assassin.
Range of Siege Mode.
Passive Camo. IE, it doesn't cloak, but when standing still, it's harder for the player to see it.
5% 1-Hit-Kill, upgradeable to 10%, gains a 5% bonus when on high ground
Trained at Barracks, Covert Ops required, similar to a Ghost.
Large mineral cost, middle gas cost.
Penetrating damage or the SC equivalent.
High damage, bonus from high ground.
Must stop and aim for two (Debatable) seconds before firing.
1 second cooldown, meaning if the first shot does not kill the target, the Assassin does not have to re-aim.
Low health, maybe equivalent to Ghost's.
Low armor.
Middle to high move speed, as it has nothing to carry but a gun.
All of this is liable to change, but right now, this is what I'm thinking.
EDIT: 1-Hit-Kill also goes for mech units. In the Terran sense, there's someone driving. Take out the driver, and the vehicle is useless. With the Protoss, same with the Immortal, Stalker, air units, and possibly the Colossus.With the pure robotic units, there has to be a central control system. Take that out....
Maybe half the percentage of the chance?
now this sniper idea has REALLY hit the spot! great idea fenix
Fenix
06-30-2007, 06:40 AM
As always, I try my best.
And I forgot to add. On the passive camo, enemy units still auto acquire, but need a 2 point closer range.
[LightMare]
06-30-2007, 07:15 AM
As always, I try my best.
And I forgot to add. On the passive camo, enemy units still auto acquire, but need a 2 point closer range.
ideas get better every time :D
Ghost
06-30-2007, 07:17 AM
Cool, but now a days snipers require spotters, so maybe it can be a two man team unit lie the mortar teams in WC3.
Add 500 years and the spotter will be part of your scope. Actually, add like -2 years because I'm pretty sure thats already been developed. All the spotter does is check wind, range, etc...
Also, that sounds like the company of heroes sniper which is relatively high manpower cost considering it is only one unit while every other infantry is a squad and also relatively high build time. And when it gets killed the enemy gets a lot of EXP. But it can usually one hit kill any infantry (veteran axis sniper can kill 2 guys quickly, one after the other, if they are close to each other)
damn, i keep forgeting all this is happening like in the future dude.
[LightMare]
06-30-2007, 07:18 AM
i don't think a spotter would be necessary with 400 years in the future
Ghost
06-30-2007, 07:20 AM
i don't think a spotter would be necessary with 400 years in the future
Yea, as i said, i keep forgetting all this is happening in the future.
[LightMare]
06-30-2007, 07:21 AM
i don't think a spotter would be necessary with 400 years in the future
Yea, as i said, i keep forgetting all this is happening in the future.
sometimes i do to :P do you still want a sig? PM me the style and the things you want on it
Ghost
06-30-2007, 07:22 AM
Yesh thank you, im deciding on it right now xD ill pm you
paragon
06-30-2007, 01:35 PM
The sniper would have to be ineffective against anything that isn't infantry.
damn, i keep forgeting all this is happening like in the future dude.
In the future, nobody can hear you scream.
I would love to see Snipers in the mix of Terran forces in SC2.
Simply put, I think that Blizzard is going to revamp some of the Ghost's abilities in SC2.
In SC1, they were heavily underused. The main reason due to that they were way up the tech-tree. Blizzard simply needs to make the Ghost a more useable unit simply because there were like a symbol of the Terran forces. They even made a game based on these Ghost unit (Starcraft:Ghost). Blizzard will probably make the Ghost have some cool new abilities in SC2.
I like TEturdans idea. For those who have played DOTA, you would know the Sniper's ultimate ability. It would be awesome if the Ghosts in SC2 have something similiar to that.
paragon
07-01-2007, 02:46 AM
I would love to see Snipers in the mix of Terran forces in SC2.
Simply put, I think that Blizzard is going to revamp some of the Ghost's abilities in SC2.
In SC1, they were heavily underused. The main reason due to that they were way up the tech-tree. Blizzard simply needs to make the Ghost a more useable unit simply because there were like a symbol of the Terran forces. They even made a game based on these Ghost unit (Starcraft:Ghost). Blizzard will probably make the Ghost have some cool new abilities in SC2.
I like TEturdans idea. For those who have played DOTA, you would know the Sniper's ultimate ability. It would be awesome if the Ghosts in SC2 have something similiar to that.
Half made StarCraft: Ghost. And then gave up on it.
I personally "overused" the Ghost. And the damage, attack, hp seems to be the same or similar to what it was in StarCraft because I don't think they kill any of the zerglings when they rush towards the three ghosts in the gameplay trailer.
Ghost
07-01-2007, 02:50 AM
The sniper would have to be ineffective against anything that isn't infantry.
damn, i keep forgeting all this is happening like in the future dude.
In the future, nobody can hear you scream.
Unless they r using anti-vehicle rifles, and to that scream thing, scary.
paragon
07-01-2007, 02:57 AM
The sniper would have to be ineffective against anything that isn't infantry.
damn, i keep forgeting all this is happening like in the future dude.
In the future, nobody can hear you scream.
Unless they r using anti-vehicle rifles, and to that scream thing, scary.
Ah yes I love anti-vehicle rifles. I told one of my friends about them and he was like "WHAT!?!?!!"
Fenix
07-01-2007, 03:07 AM
K, so I rethought a couple things, maybe it'll be better, maybe worse.
Terran Assassin.
2 points less than the range of Siege Mode, upgradeable to equivalent range
Passive Camo. IE, it doesn't cloak, but when standing still, it's harder for the player to see it. Enemies autoaquire at a 2 point closer range than normal (Upgrade)
3% 1-Hit-Kill, upgradeable to 7%, gains a 5% bonus when on high ground. 1-Hit-Kill also goes for mech units. In the Terran sense, there's someone driving. Take out the driver, and the vehicle is useless. With the Protoss, same with the Immortal, Stalker, air units, and possibly the Colossus.With the pure robotic units, there has to be a central control system. Take that out and the robot dies. Maybe half the percentage of the chance?
Trained at Barracks, Covert Ops required, similar to a Ghost, upgrades Passive Camo at CO, but also gains upgrades from Academy, such as range.
High mineral cost, middle gas cost.
Penetrating damage or the SC equivalent.
High damage, bonus from high ground.
Must stop and aim for two seconds before firing, enemy will see a "laser sight" on the targeted unit.
1 second cooldown, meaning if the first shot does not kill the target, the Assassin does not have to re-aim.
If the Assassin has to move, he/she must re-aim
Low health, maybe 100?
Low armor.
Middle to high move speed, as it has nothing to carry but a gun.
Large sight range
Better? Worse? I worked in a couple upgrades
Wow Fenix, I love your idea for the Sniper.
Hopefully, Blizzard has something similiar to that for the Terran in SC2 and gets fully announced at BlizzConn.
I can already imagine. If the assassin is going to be in game, mass Tanks and Assassins is going to be soo hard to counter because nothing can get close to it before it gets blown away.
paragon
07-01-2007, 03:25 AM
K, so I rethought a couple things, maybe it'll be better, maybe worse.
Terran Assassin.
2 points less than the range of Siege Mode, upgradeable to equivalent range
So 10 and then 12 upgraded. Ghost being 7 this would be a pretty good increase.
Passive Camo. IE, it doesn't cloak, but when standing still, it's harder for the player to see it. Enemies autoaquire at a 2 point closer range than normal (Upgrade)
So it isn't completely invisible? Okay.
3% 1-Hit-Kill, upgradeable to 7%, gains a 5% bonus when on high ground. 1-Hit-Kill also goes for mech units. In the Terran sense, there's someone driving. Take out the driver, and the vehicle is useless. With the Protoss, same with the Immortal, Stalker, air units, and possibly the Colossus.With the pure robotic units, there has to be a central control system. Take that out and the robot dies. Maybe half the percentage of the chance?
May be too high for some units. You don't want your big expensive units being 1 hit killed.
Trained at Barracks, Covert Ops required, similar to a Ghost, upgrades Passive Camo at CO, but also gains upgrades from Academy, such as range.
Maybe have academy required to too further differentiate from the ghost.
High mineral cost, middle gas cost.
High as in 300 or high as in 100? Middle as in 150 or middle as in 75?
Penetrating damage or the SC equivalent.
What would this mean? Bonus vs small?
High damage, bonus from high ground.
Everything gets a bonus from high ground
Must stop and aim for two seconds before firing, enemy will see a "laser sight" on the targeted unit.
1 second cooldown, meaning if the first shot does not kill the target, the Assassin does not have to re-aim.
If the Assassin has to move, he/she must re-aim
Sounds good.
Low health, maybe 100?
Low armor.
100 is not low health. Marine has 40 and Ghost has 45. That would be low.
And low armor is 0 as many units start with 0.
Middle to high move speed, as it has nothing to carry but a gun.
Large sight range
So like a ghost.
Better? Worse? I worked in a couple upgrades
Seems like at least a half decent idea.
Fenix
07-01-2007, 03:33 AM
About the big expensive thing 1-Hit Kill. With the Terran and 'toss, I think the 1.5% and 4.5% are reasonable, and since they're big units or air units (Battlecruiser, Colossus, Mothership), the high ground bonus is negated. I dunno what with Zerg though. Not my job though lol. Maybe it'll hit me.
Mebbe 250 for mineral, 100 for Vespene?
High ground bonus would be larger than other unit's bonuses.
Yeah, against small units. It would make it so you don't counter Siege Tanks with Snipers. It would give them a more anti-personal use. Picking off workers, protecting tanks against Zealot Charges, that sort of thing
And for the HP, I haven't played in a bit, so I can't remember what's normal HP. I think the Ghost's 45 is solid, maybe 50.
[LightMare]
07-01-2007, 04:00 AM
K, so I rethought a couple things, maybe it'll be better, maybe worse.
...
quite a bit more than half decent. it's a great idea.
Edited. Do not quote huge amounts unnecessarily. Penalized - 500 minerals
paragon
07-01-2007, 04:04 AM
Oh I also think it shouldn't be able to 1 hit kill Battlecruisers, Motherships, and Tempests as these have more than one pilot.
The rest sounds good.
And you know, you'll always be able to actually make this unit with the StarCraft 2 StarEdit.
[LightMare]
07-01-2007, 04:05 AM
Oh I also think it shouldn't be able to 1 hit kill Battlecruisers, Motherships, and Tempests as these have more than one pilot.
The rest sounds good.
And you know, you'll always be able to actually make this unit with the StarCraft 2 StarEdit.
well yeah. 1 hit kill to ground units i'd say. how about relatively low health units?
Fenix
07-01-2007, 04:06 AM
Oh I also think it shouldn't be able to 1 hit kill Battlecruisers, Motherships, and Tempests as these have more than one pilot.
The rest sounds good.
And you know, you'll always be able to actually make this unit with the StarCraft 2 StarEdit.
Aside from the Passive Camo, and 1-Hit Kills, yeah, I know.
paragon
07-01-2007, 04:14 AM
Aside from the Passive Camo, and 1-Hit Kills, yeah, I know.
All possible with triggers I bet.
Fenix
07-01-2007, 04:17 AM
Triggers, yeah, Passive Camo, no.
The idea behind the Passive....The actual computer can see it, but the human player has a tougher time. Like, it will have the faded look a friendly cloak has.
paragon
07-01-2007, 04:37 AM
You'll need a custom texture for it but it's doable.
All the custom texture needs is 50%-75% alpha over it so that it is only partly visible. Also, team color would probably need to be disabled for this mode due to disagreements between alpha channel being used for visibility of the regular texture and the team color.
However, once you have this, give it siege ability from the siege tank but make it not visible so the player cannot activate it. When the unit stops moving, activate the siege ability and it turns into the other unit that is faded. Also, make it so that if a unit targets it, it has to move closer in order to attack it.
Fenix
07-01-2007, 04:38 AM
Oh. Cool.
I'm too lazy to do that.
Ghost
07-01-2007, 04:52 AM
I thought i'd mention that the i hit kill should not work on toss units that have a shield operational.
Fenix
07-01-2007, 04:54 AM
Hm, well, with the penetration type damage....Or maybe when shields are half and below?
Ghost
07-01-2007, 04:56 AM
Hm, well, with the penetration type damage....Or maybe when shields are half and below?
Toss are pretty expensive so I really think that the shields would have to be either really low or not there at all.
Fenix
07-01-2007, 04:59 AM
Dude, the damage of the Sniper will basically destroy shields. They'd be the anti-personal version of the Siege Tank. Not 70 DMG of course, but pretty dang high.
Ghost
07-01-2007, 05:02 AM
If thats the case sure, or just give them an upgrade making them able to pierce shield with the expense of range?
Fenix
07-01-2007, 05:04 AM
You just gave me an idea....Be somewhat difficult to trigger in....
At max range (10, 12), it hits the shield. At 4 (Or whatever) below max or within (6, 8), it ignores shields, or only partially hits them.
Ghost
07-01-2007, 05:06 AM
You just gave me an idea....Be somewhat difficult to trigger in....
At max range (10, 12), it hits the shield. At 4 (Or whatever) below max or within (6, 8), it ignores shields, or only partially hits them.
Yea, it would be something like this:
Point Blank-
When striking a target protected by a shield, the terran assassin will sacrifice range in order to assure a kill.
Fenix
07-01-2007, 05:08 AM
Yeah, 'cept it wouldn't be an ability, just the way the physics are.
paragon
07-01-2007, 05:09 AM
You just gave me an idea....Be somewhat difficult to trigger in....
At max range (10, 12), it hits the shield. At 4 (Or whatever) below max or within (6, 8), it ignores shields, or only partially hits them.
Might just need 2 different attacks. Assuming the better attack would be used over the weaker one.
One attack is range 6 - 8 and strips the shield or ignores it. The longer range attack (which could also have a minimum range of 6 - 8 so that it isn't used instead of the other one) could hit the shield.
Ghost
07-01-2007, 05:10 AM
Oh, i see
Fenix
07-01-2007, 05:11 AM
You just gave me an idea....Be somewhat difficult to trigger in....
At max range (10, 12), it hits the shield. At 4 (Or whatever) below max or within (6, 8), it ignores shields, or only partially hits them.
Might just need 2 different attacks. Assuming the better attack would be used over the weaker one.
One attack is range 6 - 8 and strips the shield or ignores it. The longer range attack (which could also have a minimum range of 6 - 8 so that it isn't used instead of the other one) could hit the shield.
Yeah, that would be the easy way to trigger it.
Ghost
07-01-2007, 05:14 AM
Hm, but still that isnt blizz style. Im all confused now, maybe it should just ignore shields from the start.
Fenix
07-01-2007, 05:15 AM
Pff, no way dude. The 'toss need shields. I think Paragon's idea is swell.
Ghost
07-01-2007, 05:17 AM
I like it too, but all I am aying is that if blizz does this, its gonna be like O.O
Cuz its never benn done by blizz b4.
Fenix
07-01-2007, 05:23 AM
That's the point. Innovation dude.
Ghost
07-01-2007, 05:25 AM
That's the point. Innovation dude.
True, i mean the new IK system came out of the blue
SirBaron
07-01-2007, 05:28 AM
Good suggestions, this is how i imagined the Ghost from the start. :P Well, in addition to the psionic abilities then.
Itsmyship
07-01-2007, 05:30 AM
Good suggestions, this is how i imagined the Ghost from the start. :P Well, in addition to the psionic abilities then.
I always imagined Ghosts as just the Terran form of Delta Force or something...that's why i love their abilites...its all covert ops-ish
Ghost
07-01-2007, 05:32 AM
Good suggestions, this is how i imagined the Ghost from the start. :P Well, in addition to the psionic abilities then.
I always imagined Ghosts as just the Terran form of Delta Force or something...that's why i love their abilites...its all covert ops-ish
The ONLY thing i find discouragin about ghosts is the fact that theyr damage is far from average.
Fenix
07-01-2007, 05:32 AM
Totally. Which is why we all thought up the Sniper.
Ghost
07-01-2007, 05:35 AM
Totally. Which is why we all thought up the Sniper.
I just realized, optical flare would totally own a sniper... if the medic can get close enough xD
And, fenix, as you thought up the camo ability, care to elaborate a little more?
burkid
07-01-2007, 05:35 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Ghost
07-01-2007, 05:36 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Lol yea, if it werent for their cloak and lockdown SCVs could stand up against them lol
Fenix
07-01-2007, 05:40 AM
I just realized, optical flare would totally own a sniper... if the medic can get close enough xD
And, fenix, as you thought up the camo ability, care to elaborate a little more?
Ya, Optical Flare = Balance.
The camo thing. Right.
As I said, it's an upgrade. To enemy players, it looks like a friendly cloaked unit, half transparent, right? It's not cloaked though. However, enemy units still autoaquire, start shooting it on their own. BUT. They need to be two points closer then their max range to attack it.
SirBaron
07-01-2007, 05:42 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
burkid
07-01-2007, 05:44 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
true, but then those lings might be fully upgraded too.
Ghost
07-01-2007, 05:49 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
true, but then those lings might be fully upgraded too.
So might the ghosts
burkid
07-01-2007, 05:50 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
true, but then those lings might be fully upgraded too.
So might the ghosts
hey! im trying to hope ghosts are better! wait... that means theyd be more effective vs toss... i think they were upgraded too!
SirBaron
07-01-2007, 05:53 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
true, but then those lings might be fully upgraded too.
true, but then those Ghosts might be fully upgraded to a whoopin' 13 damage, YEAH!
burkid
07-01-2007, 05:55 AM
i hate ghosts 10 "concussion" damage, it does 2-3 damage to most things.
Yeah that is the absolutely most crappiest crap in a big pile of sh1t. 10 damage for such a high-tier unit is liek... noez. Gief bett0r damag1ng manz. And judging by what we've seen in the gameplay trailer... if the Ghost can't kill a Zergling in two shots, then nothing have changed.
true, but then those lings might be fully upgraded too.
true, but then those Ghosts might be fully upgraded to a whoopin' 13 damage, YEAH!
see above ^^
Fenix
07-01-2007, 05:55 AM
Right, so....Snipers!! :thumbup:
burkid
07-01-2007, 05:58 AM
Right, so....Snipers!! :thumbup:
one could hope.
Itsmyship
07-01-2007, 05:59 AM
Hehe, all this talk of snipers keeps reminding me of this
http://youtube.com/watch?v=EGFIPQ4izWQ :P
burkid
07-01-2007, 06:00 AM
hahaha
paragon
07-01-2007, 03:21 PM
Speaking of ghosts, I would love it if they had a faster rate of fire. As they are like black ops/delta force/rangers/etc... units it would be cool if they had a silenced semi automatic gauss rifle. So basically, one shot at a time but a much faster cooldown than they have now.
burkid
07-01-2007, 04:27 PM
Speaking of ghosts, I would love it if they had a faster rate of fire. As they are like black ops/delta force/rangers/etc... units it would be cool if they had a silenced semi automatic gauss rifle. So basically, one shot at a time but a much faster cooldown than they have now.
that would be nice
paragon
07-01-2007, 04:35 PM
And make so much more sense since it clearly isn't a sniper.
burkid
07-01-2007, 04:46 PM
And make so much more sense since it clearly isn't a sniper.
and if it was a sniper, it really should be something other than bolt action. i mean come on here we are 500 years in the future and they are still using bolt action...
paragon
07-01-2007, 04:56 PM
Yeah I always thought it was dumb how slow they shot.
Lord David
07-01-2007, 05:04 PM
And make so much more sense since it clearly isn't a sniper.
and if it was a sniper, it really should be something other than bolt action. i mean come on here we are 500 years in the future and they are still using bolt action...
Well they're still using projectile based weaponry on ground troops in spite of having "perfected" laser based weaponry. ;)
Anyhow, I like these ideas about Terran Snipers/Assassins. Maybe have them as ground only attack units? (with range duh) assassinating small ground infantry units, to shooting out a Siege Tank, to killing an Ultralisk. (the amount of supply needed to create the unit, should determine the amount of shots it takes to kill the unit. (which is still less then using a high damage conventional unit)
The only ground unit that will probably be immune would be the Protoss Reaver (which is of course robotic (although as it has been said, the destruction of the CPU should be sufficient to disable it))
paragon
07-01-2007, 05:57 PM
Well they're still using projectile based weaponry on ground troops in spite of having "perfected" laser based weaponry. ;)
They haven't perfected laser weaponry.
Anyhow, I like these ideas about Terran Snipers/Assassins. Maybe have them as ground only attack units? (with range duh) assassinating small ground infantry units, to shooting out a Siege Tank, to killing an Ultralisk. (the amount of supply needed to create the unit, should determine the amount of shots it takes to kill the unit. (which is still less then using a high damage conventional unit)
This is a good idea. Having it attack air would be dumb.
The only ground unit that will probably be immune would be the Protoss Reaver (which is of course robotic (although as it has been said, the destruction of the CPU should be sufficient to disable it))
The Colossus is also robotic.
Fenix
07-01-2007, 07:31 PM
Well they're still using projectile based weaponry on ground troops in spite of having "perfected" laser based weaponry. ;)
Anyhow, I like these ideas about Terran Snipers/Assassins. Maybe have them as ground only attack units? (with range duh) assassinating small ground infantry units, to shooting out a Siege Tank, to killing an Ultralisk. (the amount of supply needed to create the unit, should determine the amount of shots it takes to kill the unit. (which is still less then using a high damage conventional unit)
The only ground unit that will probably be immune would be the Protoss Reaver (which is of course robotic (although as it has been said, the destruction of the CPU should be sufficient to disable it))
I stated earlier that it would have a reduced damage against non-personal type units so they wouldn't use it to counter tanks. Honestly, who sends a Sniper to deal with tanks? Ground infantry yes, Ultralisk hell yes. And about the cooldown....It makes me wonder if your read the whole thread?
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