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United States10143 Posts
If you think that they are better than vessels, then how come progamers don't use them. Also, your article is incredibly biased towards ghosts considering that you only talk about the good of ghosts and the bad of vessels.
EMP = No energy, no shields. Widespread. You even if you miss, you'll at least get about 1 1/2 control group of units. Tanks can now make mincemeat out of goons.
Lockdown = Entirely negated and able to attack. No spread and your units will be busy killing the toss army and not dealing with an inactive arbiter.
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Recall prevention is actually only a small portion of the problem, as most Terrans expect recalls these days, and defend their bases with mines and turrets. Also, I don't even know if a ghost can have enough energy to prevent a 2-base recall. Even for recall, SVs are still better than ghosts because they are more mobile. You can float the SV farther away from the base and try to EMP before the arb gets inside the base. Whereas if your base is surrounded by walls, you need a floating building to sight the arb for your ghost.
The bigger problem is arbs during battles. Protoss players rely so much on arbs in late games, you must build SVs before engaging the protoss in battles, since I don't think locking down all of the arbiters amidst of a battle is possible given how much you have to do. SVs give you detection, dmatrix and EMP. EMP can be used against arbs, HTs as well as greatly reducing unit HPs, not something that can be replaced by ghosts.
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On January 14 2011 06:09 Sayle wrote:Show nested quote +On January 14 2011 05:15 Chef wrote: That's not a logical statement. There are a number of reasons progamers aren't using units like queens and ghosts, and the main one is 'what I'm doing is working, so I'm not going to waste my time developing something completely new.' There are a number of ways to live one's life, and if what's working for you is working right now, why would you suddenly change? In any case, this is an IDEA thread about THEORY so thanks for telling me that progamers aren't doing it yet? Kind of the point, no? That is completely false. Progamers practice for 12 hours a day every day. They have plenty of time to try out new strategies. More importantly, they train together as teams, which gives them the opportunity to discuss and experiment with new strategies in custom games rather than just trying to win on a ladder. I can 100% guarantee you that many pros have tried using ghosts in their games. The reason nobody does it is that these pros have found it to be less viable than other options after hundreds of games of experimenting. If pros thought as you say, we would never see any innovation whatsoever. Bisu would never have revolutionized PvZ; after all, 2gate was working fine before that. Fantasy would never have come up with his vulture drop build. Zero wouldn't have used queen/ling to kill Perfectman. Besides Boxer though, did you not see Hiya vs Free on Triathalon? He went 3 port wraith into nukes.
Actually it's happened in regular TvP too besides the Triathalon game. It is viable to some degree, Really has done it a few times successfully plus i think maybe Leta. As far as i remember they did not skip Vessels however. The game i mainly remember is Really's... i'm not certain that nukes should be written off as gimmicks in TvP, it worked well in that game for sure.
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If I'm playing protoss, and i notice my opponent is going ghosts, I would get hallucination and dupe my arbiters.
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If you skip vessels, Would you idle your starport? Or... spit out some wraiths?
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Canada2480 Posts
On January 14 2011 07:36 Chef wrote:Show nested quote +Bisu would never have revolutionized PvZ; after all, 2gate was working fine before that. It really wasn't. Protoss were in a bad way (EVERYONE was saying how hard PvZ is) before Bisu, OUT OF NECESSITY, changed the matchup. But that's not even what this thread is about  Ghosts aren't anymore 'micro heavy' than vessels. The fact that vessels detect is a pretty good point though. I believe lockdowned arbs don't detect anymore, but it is still a concern to need to scan everytime you engage. + Show Spoiler +Man the strat forum gives me a headache... NO YOU CANT DO THAT LOL IM COMPLETELY ROBOTIC AND CAN ONLY COPY WHAT IVE SEEN BEFORE. Don't even post if that's all you have to say  The first thing I admitted was that generally vessels are more desirable than ghosts. I'm trying to think of rare instances where it's the reverse. It's not that complicated.
I defenitely agree with the spoilered part, I even remember being insulted because I tried to theorycraft once
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it would probably be good in your first engagement where he maybe has 1-2 arbiters. but when it happens later into late game when he has around 5-6 arbs, then locking down becomes more difficult.
the thing about emp is not only about the removing of arbiter energy but also removing protoss shields. that's effectively one siege tank blast.
also if you go for a flash oriented build, then it would delay you quite a bit to get the ghost with cloak and range because at that time you'd be really starved on gas to be pumping out tanks.
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On January 14 2011 08:55 Trozz wrote: If you skip vessels, Would you idle your starport? Or... spit out some wraiths? Dropships, I think.
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On January 14 2011 08:06 FlaShFTW wrote: If you think that they are better than vessels, then how come progamers don't use them. Also, your article is incredibly biased towards ghosts considering that you only talk about the good of ghosts and the bad of vessels.
EMP = No energy, no shields. Widespread. You even if you miss, you'll at least get about 1 1/2 control group of units. Tanks can now make mincemeat out of goons.
Lockdown = Entirely negated and able to attack. No spread and your units will be busy killing the toss army and not dealing with an inactive arbiter.
On January 14 2011 00:41 Chef wrote: I think it's obvious in most situations science vessels are the preferable choice, but I think that there must be some situations in which a ghost would be better. However, because we are used to getting vessels as our automatic choice, we may be short changing ourselves in some games. Please don't post if you don't read the OP. I didn't only list the bad things about vessels. I just listed the pros of both units (in terms of what they do better than the other).
I really don't understand how people can misunderstand the purpose of this thread so much when I stated my intentions in the very first sentence. This is ridiculous.
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Vessels will come out faster, I think? I mean you have to wait for the add-on for ghosts to build. I guess it won't make too much of a difference. But yeah, when there is more than one arbiter, Vessel is easier because even though EMP might miss, it has AoE.
Also, I can easily see ghosts being used defensively against recalls, but offensively against stasis? I don't see it happening. Vessels give you obs anyway, so you don't have to constantly scan. They can fly above your army. They don't die to everything within a few seconds.
I've tried using ghosts against carriers, before. So hard to micro your army and aim 6 different lockdowns at the same time.
You can try using ghosts in addition to vessels, but probably not instead of vessels.
********Also, a question for whoever knows********* Let's say you are going ghosts. In what order do you get ghost upgrades? This isn't well-explored theory, or at least not to me. I would think first lock down, then cloaking, then energy? Is ocular implant worth it at all? And would you consider upgrading Infantry Armor just to make your ghosts a bit more resilient?
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What if you only got one vessel (w/o emp). That vessel's task is to d matrix and detect protoss units, while your ghosts (which are much easier on your gas) use lockdown.
Again, I'm not saying Vessels aren't an extremely good tactic. I'm just trying to imagine a situation where you'd rather have ghosts. I'm thinking ultra specific situations, not planning from the beginning to get ghosts. Please don't post in here if you're just gonna tell me vessels are good vs arbiters. THAT'S OBVIOUS. Or that you've seen vods used to stop recall. That's also painfully obvious. Add something new to the discussion that you haven't seen in VODs. I've watched BW a REALLY long time. I've watched BW since before people even used Arbiters in PvT. Everyone thought arbiters were really gimmicky. Then people got tired of trying to fight 200/200 terran with just ground and carriers, and the game got a whole lot more dynamic. This isn't discussing the viability of ghosts in your average TvP though. This is discussion fringe/weird situations that maybe one day you'll recognize while playing and want to try.
I hope I can get some interesting replies amidst this "IVE NEVER SEEN THIS MUST SHOOT IT DOWN" posts, which clearly only read the title of this thread.
DTK, I don't think cloak/energy upgrade would be worth upgrading at all. Cloak if you plan to nuke, but for the sake of staying on topic, we're not exactly nuking arbiters.. That is just a possible transition if it appear effective in your situation. It can't be planned out.
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I always imagined it would be good very late TvT with mass BCs and both players are swimming in their minerals and gas. Instead of one BC, a guy gets 6 ghosts. after enough time that's 12 lockdowns. but i dunno i'm not a terran player
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Didnt ruby get ghosts instead of vessels in a tvp at some point last year?
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On January 14 2011 09:57 Furios wrote: I always imagined it would be good very late TvT with mass BCs and both players are swimming in their minerals and gas. Instead of one BC, a guy gets 6 ghosts. after enough time that's 12 lockdowns. but i dunno i'm not a terran player FireBatHero has opting for ghosts quite a few times in long TvTs And not just ones where's he's already got the advantage, but ones where his ghosts are what create his advantage. Lock down 5 or so battle cruisers + nuke... pretty unforgettable. But only FireBatHero ever did it with regularity.
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They are fragile, so they will easily be killed by storm. But the real big problem is that you won't be able to have much detection, which means dark templar and observers will make your life a living hell. The power of detection is really the most intimidating thing about vessels to me; EMP power isn't nearly as threatening. Also, teching to ghosts is a costly endeavor and you would have to have some amazing multitask to take down the arbiters before they lay down the stasis. Maybe you could get 1 in time, but what if there's 4? Also, you tech to them so late that the push may come earlier than lockdown.
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All this theorycrafting sounds nice and all, but all of you have not once mentioned about the mobility of ghost vs sci vessel.
In order for a ghost to be effective, its got to be in position to outwit the arb, but arbs move faster than a ghost, hence even if you got the ghost in the right position, enemy arb can still fall back as soon as it spots the ghost coming in for a lockdown. Unless you got a ghost every screen length away, it's going to be hard to for anyone to be pinpoint on their micro.
Other issue that hasnt really been brought up is the vision a sci vessel provides (not just detection). At least you can have a poke with your air unit to see where the clump of their army is without scan.
my 2cents
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On January 14 2011 09:38 Chef wrote:DTK, I don't think cloak/energy upgrade would be worth upgrading at all. Cloak if you plan to nuke, but for the sake of staying on topic, we're not exactly nuking arbiters.. That is just a possible transition if it appear effective in your situation. It can't be planned out.
Ah, yeah, because they'll have obs anyway and cloak cuts into your energy. Still, no energy upgrade?
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I mentioned it in the OP. Feel free to elaborate on it, though I don't think it's a smart idea to scout with Science Vessels though... those cost a lot of gas and Toss army is all dragoons. In the late game when you've got three scanners, it's better to use those, or a random 75 mineral vulture.
Lightwip, how is the multitask required for ghosts any more demanding than that of Vessels? I don't see how DTs are such a threat when you've got 3+ scanners... Teching to ghosts is literally 50minerals and gas more than science vessels so... Yeah... I give up.
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i hate the whole "since pros arent doing it's not effective" reasoning. People were saying the same shit about Maelstrom. In fact, people were saying the same thing about using a single wraith to defend against shutte play (like 3 years ago). Progamers mimic the metagame just like everyone else, and it takes a lot of risk to be innovative, and a lot of gamers are risk averse at the professional level. After all, they actually have something to play for, like their livelihood.
Regarding the OP: anyone remember the Ruby game when he had ghosts with sci vessels in his late game army composition? That was pretty dope
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On January 14 2011 10:48 Chef wrote:I mentioned it in the OP. Feel free to elaborate on it, though  I don't think it's a smart idea to scout with Science Vessels though... those cost a lot of gas and Toss army is all dragoons. In the late game when you've got three scanners, it's better to use those, or a random 75 mineral vulture. Lightwip, how is the multitask required for ghosts any more demanding than that of Vessels? I don't see how DTs are such a threat when you've got 3+ scanners... Teching to ghosts is literally 50minerals and gas more than science vessels so... Yeah... I give up. Ok seriously, it's fine to ask people to listen to your ideas, but it sounds like you're not too willing to listen to criticism and just want approval. It's not money that's particularly costly for ghosts, it's time. Covert ops and lockdown takes some time to make, in which you could be in trouble. With 3 CCs of scans, you may have maybe half-full energy, so 6 scans. Say you also lose one in a recall. Is it really that hard to attack multiple places and use up 4 scans at most, then attack the army with a few arbiters, hovering it behind the dragoons to save them from ghosts while rendering your own army useless against the attackers? What about hidden expos and tech that could be hidden while you have to save your scans? A DT can take 2-3 scans if you use it with a shuttle effectively. They can certainly be annoying when you're trying to expand. You have to target 4 arbiters individually right as they approach your tank line, and you may not even have them all in position to stop it at that exact moment. Is this somehow not a problem?
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