Tweak to disorient vs scans
Rise
Join Date: 2012-04-17 Member: 150595Members
Scanning should not reveal things within the ink at all. They should have to wait for the ink to dissipate before scans reveal hidden units and spot for arcs.
It's not possible to use ink as a viable defense against arc spam when the enemy commander can simply rescan after you've inked, giving the arcs just enough of a window necessary to do massive damage to your hive room before you can re-ink in response. Sure, it may only be enough time to fire once before you re-ink, but if the marine commander repeats that several times your hive room is toast.
However, the scan should be persistant for it's normal duration, so if the ink ends before the scan does the scan wasn't completely wasted.
It's not possible to use ink as a viable defense against arc spam when the enemy commander can simply rescan after you've inked, giving the arcs just enough of a window necessary to do massive damage to your hive room before you can re-ink in response. Sure, it may only be enough time to fire once before you re-ink, but if the marine commander repeats that several times your hive room is toast.
However, the scan should be persistant for it's normal duration, so if the ink ends before the scan does the scan wasn't completely wasted.
Comments
It doesn't matter how many shades you have.
The problem is not that we need a second source of ink to ink faster, but that no matter how fast we re-ink there's always going to be a window of revealed units that the arcs can take advantage of right after a scan.
So the ink is really not an effective counter to scans and arcs.
Ink is a triggered ability so it should be similar to Crag's Heal Wave (press icon once, can't press again until effect ends), and even though Ink is supposedly a hard counter to Scan, it would be preferable to have LOS, mini-map icons, and motion tracking blocked by the Ink instead.