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Applying disruptor change logic to ghost

Forum Index > SC2 General
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bmoneyAK
Profile Joined September 2010
81 Posts
January 13 2018 11:27 GMT
#1
The ghost is not in a great place and Blizz is looking to change that.

The are experimenting with making disruptors easier to use and this is effectively a buff. Why not improve the ability to micro them within a bio ball army? I think this would be effectively a buff that would
result in a more use and more interactive engagements.
_indigo_
Profile Joined August 2010
Slovenia170 Posts
January 13 2018 14:10 GMT
#2
I think this would make people use ghosts a lot more and they are a fun unit to use, but sometimes not practical because of all the things to do, click, split and kite.

I'd say give them stim already so you can used them with bio groups and still show kiting, splitting and all that fancy stuff bio needs to do to survive.
I have seen it all, and everything is just as senseless as chasing the wind.
Charoisaur
Profile Joined August 2014
Germany10418 Posts
January 13 2018 14:18 GMT
#3
On January 13 2018 23:10 _indigo_ wrote:
I think this would make people use ghosts a lot more and they are a fun unit to use, but sometimes not practical because of all the things to do, click, split and kite.

I'd say give them stim already so you can used them with bio groups and still show kiting, splitting and all that fancy stuff bio needs to do to survive.

I don't see the point. You'd still want to have them on a seperate hotkey to get the most use out of their spells.
And they are pretty fast anyways.
Maru vs Serral game 3 never forget!
washikie
Profile Joined February 2011
United States418 Posts
Last Edited: 2018-01-13 15:45:55
January 13 2018 15:43 GMT
#4
I think how hard ghosts are to use with bio is one of the cool things about them. I just wish the other races had equally difficult caster micro they needed to do. in late game fights. Imagine if storm and parasitic bomb had interruptible cast times, ( I know this would wreck pvz ballance).
"when life gives Hero lemons he makes carriers" -Artosis
Inazuma
Profile Joined June 2016
17 Posts
Last Edited: 2018-01-13 15:59:27
January 13 2018 15:58 GMT
#5
I think the only reason ghost are hard to use is because if they're in a bio army, they're the first unit to be displayed and you can't stim the ball if there's a single ghost in it. This makes quick stim-splitting impossible if you accidentally select a ghost along with the units that need to move.

Rework the UI so that Marine/Marauder show up first in army groups so that you can stim the whole ball even if there are ghosts in it.

Buffing Ghost spell range to like 12 or something also would make it easier to use.
CannedCornn
Profile Joined January 2018
3 Posts
January 13 2018 17:19 GMT
#6
On January 14 2018 00:58 Inazuma wrote:
I think the only reason ghost are hard to use is because if they're in a bio army, they're the first unit to be displayed and you can't stim the ball if there's a single ghost in it. This makes quick stim-splitting impossible if you accidentally select a ghost along with the units that need to move.

Rework the UI so that Marine/Marauder show up first in army groups so that you can stim the whole ball even if there are ghosts in it.

Buffing Ghost spell range to like 12 or something also would make it easier to use.


Putting them on a separate hotkey completely mitigates this -_- or you could just use tab. You can literally just make them follow a marine if it's too hard.
sOs please
bmoneyAK
Profile Joined September 2010
81 Posts
January 14 2018 09:50 GMT
#7
I think inazuma hit it. It is very hard to box and stim as you have to tab over past the ghost. If they messed with the way this works a bit and made it easier we wouldn't be faced with a choice between units that dominate the late game (old raven) and support units that get no use (ghost and current raven)
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