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[G] Ghost mech Terran vs Protoss - Page 5

Forum Index > StarCraft 2 Strategy
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Mr.Eternity
Profile Joined May 2010
United States143 Posts
May 06 2010 23:25 GMT
#81
On May 07 2010 07:42 McCrank wrote:
Show nested quote +
On May 07 2010 07:20 Mr.Eternity wrote:
if this doesn't counter void rays you are basically saying terran cant win vs void ray.


Void Rays cost 250/150 so getting just 2 void rays would almost cost 1000 combined minerals.

If the Terran player could produce more cheap upgraded marines with the addition of EMP to remove some shields, the Void Ray would become useless.



that build dies to everything else.


its not a build, just getting more marines from the barracks that you already built
"Because nobody can make it alone"
whatthemate
Profile Joined May 2010
Australia51 Posts
May 06 2010 23:46 GMT
#82
i think the key to beating this sc1 style of TVP play is to rush phoenixes and use the gravitron beam to keep the siege tank count low.

also massing phoenixes can defend against rogue hellions the safest way.

its important for protoss to maintain air superiority or else they will also lose if they attempt to turtle and macro up ahead at same time. i reckon playing Protoss like as if it was ZVT or PVZ in sc1 mode.
void ray are a waste of time.

im theorycrafting that multiple warp prisms are built and scattered across the map ready to harass. loaded with dual immortals taking care of rogue hellions. chrono the forge upgrading ground weapons asap. high templar spam against thor + siege tank.

scatter a few pylons in battlefield with one photon cannon to forge siege mode and then siege transition should be window of opportunity to psi storm.

i reckon once the terran leaves main base, use warp prism and warp few zealots to crush tech labs addons and armory etc. storming a bunch of scvs is what protoss needs to do early on to have any advantage. use guerilla style tactics to punish immoble siege tanks.

hellions will be trying to run back to base to kill of zealots, use sentry force field to block ramp and destroy tech addons.

whatthehell
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 06 2010 23:47 GMT
#83
On May 07 2010 06:55 Fontong wrote:
Hah, avilo, you had great timing posting this build right before it gets buffed in the patch

Now there is ever more incentive to use it


eeeee haaaaaan timmmingggg lol

and as for people mentioning build more marines...it's called "mech" for a reason haha marines are "bio."

and this build absolutely crushes void ray openings. They are not a problem at all, you have vikings so quick.
Sup
Weasel-
Profile Joined June 2009
Canada1556 Posts
May 07 2010 00:16 GMT
#84
This rapes the DT FE I had been using so far so hard.
R229znw,
Profile Joined April 2010
United States8 Posts
May 07 2010 00:18 GMT
#85
How to watch replays on Patch 11? I would love to see this build in action, but I just get a crash...
LuckyGnomTV
Profile Blog Joined July 2009
Russian Federation367 Posts
May 07 2010 00:49 GMT
#86
Well, thats nice strat, but there is a crazy counter to this - mass stalkers with blink @ your base + dropship with some zealots.. Ive been own3d by this lots of times on practice with my mates.
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 07 2010 01:42 GMT
#87
Heh, you really did manage to make a thread without it being locked. GJ, nice guide. Was playing this last night after our convo and I think im ready to start adding nuke harass in later game.

Above all, the skill you need to pull this build off is patience, then quick reflexive decision making.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2010-05-07 02:09:52
May 07 2010 02:09 GMT
#88
I want to check my replays for people doing this build against me. I'm ~20 plat. Protoss in division 103 (I'm honestly pretty bad, but PvT is my strong point) and I think the build I typically do against Terran normally works well against this, barring some terrible mishap.

If anyone wants to try this against me I would love to see how my build responds to it.

PM me if you would like to see how the builds match up.
What does it matter how I loose it?
PeterDoe
Profile Joined March 2010
United Kingdom53 Posts
Last Edited: 2010-05-07 03:18:38
May 07 2010 03:14 GMT
#89
hi avilo, thx a lot for ur guide, i ve watched 15 of the reps only.

We have a new patch today, I think u may wana edit ur guide? I have no idea.

do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening?
When there's a shadow, you follow the sun.When there is love, then you look for the one. And for the promises, there is the sky. And for the heavens are those who can fly.
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 07 2010 03:49 GMT
#90
On May 07 2010 12:14 PeterDoe wrote:
hi avilo, thx a lot for ur guide, i ve watched 15 of the reps only.

We have a new patch today, I think u may wana edit ur guide? I have no idea.

do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening?


It wont change any of the timings i think..just makes the units more useful!
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 07 2010 03:50 GMT
#91
On May 07 2010 12:14 PeterDoe wrote:
hi avilo, thx a lot for ur guide, i ve watched 15 of the reps only.

We have a new patch today, I think u may wana edit ur guide? I have no idea.

do u have any thoughts how could this patch affecting ur Ghost mech strat with raven opening?


Nothing really changed with the patch for this strategy. It was buffed again though slightly from the tank HP + hellion range. Same theory and execution are needed just like b4.
Sup
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2010-05-07 03:58:31
May 07 2010 03:57 GMT
#92
I like the raven transition a lot; reminds me of deflier rushing in BW. However, this build still seems really fragile in the beginning, which is what has been killing me whenever I attempt to tech.

How are you scouting and reacting to the protoss tech? I haven't been able to find a general build that allows me to safely tech and mass without worrying about what the toss is going. SC2's units are so specialized vs a certain type of unit that I find it impossible to find a real early game army that can hold it's ground vs void rays, stalkers, and immortals. 2rax, 3rax, 2port, and other mass-first builds do not have this problem because they invest so much money into covering all possibilities. I have to rely on meticulous scouting to create the correct army, and that is a huge pain in the butt because of proxies and sacrificing mules. The midgame is fine, but the early game is killer for any person that tries to fast tech.

What makes this BO any different from a normal tech build?
im deaf
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
May 07 2010 04:10 GMT
#93
I'm glad someone is trying to get away from marauder spam.
Nilaus
Profile Joined March 2010
Denmark159 Posts
May 07 2010 06:29 GMT
#94
On May 07 2010 12:57 imBLIND wrote:
What makes this BO any different from a normal tech build?


I've tried it a bit and at first it seemed rather weak due to the fast teching.
In reality it is not, because you are using the entire tech tree. The Rax is producing continually, the Fact is producing continually from the time it is built and the same with the Starport. This means that you will have a lot of units despite the fact that you are teching. 1 Reactor + 2 Tech Labs give you the necessary flexibility to react to whatever is thrown at you.

I'm looking forward to seeing how this works in Patch 11. I think we can expect a lot more air play from Protoss, which needs to be dealt with, through at the same time it leaves the ground army that much weaker.

I was considering mixing in Thors for AA to keep the Phoenixes from lifting my Ghosts and sniping Ravens. We still need Vikings to counter Void Rays, but the Vikings will be vulnerable in the open against Phoenixes (Phoenix can always pick the fight), so they need somewhere safe to return to when striking at Void Rays i.e. Thors and Turrets IMO.
Floophead_III
Profile Joined September 2009
United States1832 Posts
May 07 2010 06:55 GMT
#95
Holy crap. I just played a game vs my friend where he massed voidrays in the midgame along with a robo/gateway army. I saw them and threw up an armory for thors and starting making a handful of marines from my 1 rax. When we fought I think I had like 6 or so marines and a couple ghosts. Not only did my hellions/tanks beat his ground army - my tiny infantry force almost beat his voidrays. He had 1 leftover, and then I had 3 factories pumping thors so I was fine.

Lets just say that voidrays = not an issue. I never made a viking, or another rax. I was literally in shock that 8 voidrays could crumble that fast but just emp + a few marines apparently is actually enough. I definitely think early voidrays might be a bit of a nuisance, but it doesn't appear that they're very strong in big fights, which is quite surprising.
Half man, half bear, half pig.
yanot
Profile Joined March 2010
France130 Posts
May 07 2010 07:08 GMT
#96
this build will be stronger in patch 11. Siege tanks now take 4 immortals hit to die, and instead of banshee you can do BC. Siege mode, Yamato immortals, enjoy =)
Nilaus
Profile Joined March 2010
Denmark159 Posts
May 07 2010 07:12 GMT
#97
On May 07 2010 15:55 Floophead_III wrote:
Holy crap. I just played a game vs my friend where he massed voidrays in the midgame along with a robo/gateway army. I saw them and threw up an armory for thors and starting making a handful of marines from my 1 rax. When we fought I think I had like 6 or so marines and a couple ghosts. Not only did my hellions/tanks beat his ground army - my tiny infantry force almost beat his voidrays. He had 1 leftover, and then I had 3 factories pumping thors so I was fine.

Lets just say that voidrays = not an issue. I never made a viking, or another rax. I was literally in shock that 8 voidrays could crumble that fast but just emp + a few marines apparently is actually enough. I definitely think early voidrays might be a bit of a nuisance, but it doesn't appear that they're very strong in big fights, which is quite surprising.


Replay please! I'd like to see how that works. Not that I doubt you or anything, but it would be great if we didn't have to fight P in the air with Vikings.
Sublimis
Profile Joined May 2009
Sweden70 Posts
May 07 2010 08:05 GMT
#98
What's the idea with having a Raven instead of a Ghost? Could you elaborate on that? Raven doesn't seem to save you from storms or collosi or immortals while Ghost would? Also aren't most korean terrans rushing for Ghosts?
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2010-05-07 08:18:37
May 07 2010 08:17 GMT
#99
Who cares if what the Koreans are doing. They aren't better than the rest of us...yet.


Although, I do agree that Ravens aren't that important at all. Ghosts can counter DTs already.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
gihan84
Profile Joined February 2010
United States10 Posts
May 07 2010 08:18 GMT
#100
void ray range needs to be lowered
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