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[G] Ghost mech Terran vs Protoss - Page 9

Forum Index > StarCraft 2 Strategy
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Prev 1 7 8 9 10 11 17 Next All
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
May 19 2010 00:03 GMT
#161
This build is easily countered, wait until T gets 200/200, then build 10 void rays, and watch him cut his wrists
torael_7
Profile Joined May 2010
1 Post
May 19 2010 00:14 GMT
#162
On May 19 2010 09:03 Catch]22 wrote:
This build is easily countered, wait until T gets 200/200, then build 10 void rays, and watch him cut his wrists

...are you serious? You're trolling, right? Try that and you'll get run over for having fallen behind on food so much.
Tare
Profile Joined May 2010
Canada12 Posts
May 19 2010 00:19 GMT
#163
This build is fine, but I really think people underestimate how good stacked Void Rays can be. I don't know why Toss players would just give up making Void Rays after the failed initial 'push/harass'. That'd just be a huge waste of time to pull out Void Rays to begin with. I watched a few replays and it just looks like the Terran turtles up hard. If the Terran player is going to play so patiently then the Toss player should just do the same. I think there are many places on the map that are inaccessible by ALL ground infantry where the numbers wouldn't matter because it'd be limited by terrain. Void Rays could just sit around and snipe out expansions. Viking a counter to Void Rays? Lol, not unless you out mass them by more than two folds when they reach around 7-12 just bunched up. Because of how slow you're going to have to move, if your marines get stormed it's gg since you have no air cover.
PROJECTILE
Profile Joined April 2010
United States226 Posts
Last Edited: 2010-05-19 00:34:03
May 19 2010 00:33 GMT
#164
On May 19 2010 09:19 Tare wrote:
This build is fine, but I really think people underestimate how good stacked Void Rays can be. I don't know why Toss players would just give up making Void Rays after the failed initial 'push/harass'. That'd just be a huge waste of time to pull out Void Rays to begin with. I watched a few replays and it just looks like the Terran turtles up hard. If the Terran player is going to play so patiently then the Toss player should just do the same. I think there are many places on the map that are inaccessible by ALL ground infantry where the numbers wouldn't matter because it'd be limited by terrain. Void Rays could just sit around and snipe out expansions. Viking a counter to Void Rays? Lol, not unless you out mass them by more than two folds when they reach around 7-12 just bunched up. Because of how slow you're going to have to move, if your marines get stormed it's gg since you have no air cover.

from my tests, with those numbers vikings have a more significant edge because they can one shot each void ray per volley. Haven't tested obscenely large numbers yet. Also, at some point, if they are going MASS void rays, thors actually work (upgraded with vehicle weapons of course). They do piddly damage, but having 4 dealing out 24-36 damage a shot AoE works well later on in the game. Also, if they don't give up making void rays early on, you can easily walk right into his base and just own him right there. He needs a large ground army to deal with tank/marine, and he's not going to outproduce your viking count.
Shaithis
Profile Joined March 2010
United States383 Posts
May 20 2010 13:24 GMT
#165
Vikings are a very cost-effective counter to void rays, but you need to start making them in time, and need to have the same number of bases as the Protoss player. I lost yesterday because I did not scout AT ALL, started amassing tanks, happily expanded, and got "sup G"d by 6 void rays and a mommaship with only 12 marines and 2 ghosts to defend.

Had I scanned his stargate or done a banshee harass / flyover, I could have pushed with 8 vikings, the raven and the marines/ghosts (instead of making more than 2 tanks) and ended the game right there.
kme
Profile Joined March 2010
Serbia176 Posts
May 20 2010 15:02 GMT
#166
Obviously if you have no anti air the toss will win, but with scans and map control that you have in late game, you can easily scout mass air in time. And void rays are not that great against turrets.
afirlortwo
Profile Joined April 2010
United States161 Posts
May 31 2010 05:10 GMT
#167
I think that alot of you are also overestimating void rays, they're good no doubt, but vikings are a very effective counter.... as are turrets and marines. Also, while the toss is massing void rays, they'll have a weak ground force, which leaves them vulnerable to ground pushes. Set up your tanks and entrench yourself at a key choke point and start pushing. It takes time to amass a void ray army, and w/ scans you really have no excuse for not knowing about it beforehand.
Just a momentary diversion on the road to the grave
BigDatez
Profile Joined April 2010
Canada434 Posts
May 31 2010 05:11 GMT
#168
Very nice write-up. I think the raven opening is real strong, as it utilizes such diversity on to what type of units you want to mass produce later on
Video games > sex (Proven fact)
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2010-06-02 05:26:11
June 02 2010 05:25 GMT
#169
I really like this strategy, but I just got owned hardcore by a fast stalker push. He attacked with 2 stalkers right off the bat and attacked the supply depot at my wall. Even building marines as quickly as possible, I only had 5 (maybe 7) when they hit, and the stalkers easily out-microed them. He had 4 stalkers at my door before the tank came, and 2 more stalkers showed up shortly after.

Is it recommended to place a bunker at your choke ASAP?
link0
Profile Joined March 2010
United States1071 Posts
June 02 2010 05:29 GMT
#170
Don't block your choke. Build a bunker after 2-3 marines.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Salv
Profile Blog Joined December 2007
Canada3083 Posts
June 02 2010 05:45 GMT
#171
On May 19 2010 09:19 Tare wrote:
This build is fine, but I really think people underestimate how good stacked Void Rays can be. I don't know why Toss players would just give up making Void Rays after the failed initial 'push/harass'. That'd just be a huge waste of time to pull out Void Rays to begin with. I watched a few replays and it just looks like the Terran turtles up hard. If the Terran player is going to play so patiently then the Toss player should just do the same. I think there are many places on the map that are inaccessible by ALL ground infantry where the numbers wouldn't matter because it'd be limited by terrain. Void Rays could just sit around and snipe out expansions. Viking a counter to Void Rays? Lol, not unless you out mass them by more than two folds when they reach around 7-12 just bunched up. Because of how slow you're going to have to move, if your marines get stormed it's gg since you have no air cover.


You don't know what you're talking about here. Void rays lose to vikings, always. Even if you manage to charge your void rays up before the battle, the vikings will still win as long as the resource count between armies is even. Vikings build quicker, and you can build two at a time. Mass void ray will work only if you were able to hide it, and the opponent didn't know it was coming, in which case they wouldn't be massing their own viking force. However in a situation like that, the Terran would be incompetent. Vikings lose very slightly to carrier, and lose slightly to phoenixes. But considering phoenixes can't do much against the remaining ground force, and that vikings are easily rebuilt to deal with remaining carriers, no Protoss air is an option against a competent Terran user.
LuckyGnomTV
Profile Blog Joined July 2009
Russian Federation367 Posts
June 04 2010 11:01 GMT
#172
so... more one patch, whats now? ghostmech useless? -10 from siege tanks dmg is too big..
GWash
Profile Joined May 2010
United States153 Posts
June 05 2010 06:55 GMT
#173
No. Ghostmech is now balenced.
daniel_58t
Profile Joined June 2010
2 Posts
July 05 2010 15:24 GMT
#174
are there any recent replays of ghostmech in patch 15? would like to see how other terrans cope with the tank nerf...
xDaunt
Profile Joined March 2010
United States17988 Posts
July 05 2010 15:58 GMT
#175
On July 06 2010 00:24 daniel_58t wrote:
are there any recent replays of ghostmech in patch 15? would like to see how other terrans cope with the tank nerf...


The tank nerf is largely immaterial to the effectiveness of this build. It makes a small difference when the terran has smaller numbers of tanks, but as the tank force grows, it's not really noticeable.
Floophead_III
Profile Joined September 2009
United States1832 Posts
July 05 2010 17:04 GMT
#176
On July 06 2010 00:58 xDaunt wrote:
Show nested quote +
On July 06 2010 00:24 daniel_58t wrote:
are there any recent replays of ghostmech in patch 15? would like to see how other terrans cope with the tank nerf...


The tank nerf is largely immaterial to the effectiveness of this build. It makes a small difference when the terran has smaller numbers of tanks, but as the tank force grows, it's not really noticeable.


The tank nerf means it takes 4 shots to kill stalkers and zealots and 5 shots to kill emp'd immortals. What it really means is that upgrades play a more significant role, and earlygame tanks are not quite as powerful so you need to be even more careful about positioning.

I don't think TvP was particularly imbalanced before the nerf. I actually felt that some maps were much harder for T, but some were easier. I don't think the nerf changes much in that regard. TvP is a lot of fun from both sides and I believe it to be the most balanced non-mirror at the moment.

On a side note, I don't think ghostmech play has changed significantly because Protoss players still don't know what they're doing. When protoss play becomes more refined, logical timings and understandings of the metagame will emerge.
Half man, half bear, half pig.
sikyon
Profile Joined June 2010
Canada1045 Posts
July 05 2010 18:12 GMT
#177
So... if I go for zealot/stalker with boosted charge and then blink, catch your marine tank force in the open and butcher it with a zealot surround and then just blink into your base,

You could just NOT move out and go total defense, but I'll just grab the gold expo.

And, of course, with blinking stalkers I can really just bypass most of your tank defenses.

I'm not saying it's a bad strat but I really don't think it's going to work well against a toss player like myself who uses mobility(and watchtowers) to counter tanks.
Precipice
Profile Joined April 2010
United States121 Posts
July 05 2010 18:17 GMT
#178
On July 06 2010 03:12 sikyon wrote:
So... if I go for zealot/stalker with boosted charge and then blink, catch your marine tank force in the open and butcher it with a zealot surround and then just blink into your base,

You could just NOT move out and go total defense, but I'll just grab the gold expo.

And, of course, with blinking stalkers I can really just bypass most of your tank defenses.

I'm not saying it's a bad strat but I really don't think it's going to work well against a toss player like myself who uses mobility(and watchtowers) to counter tanks.


I believe over 50% of the OPs strat deals with destroying the protoss's means of production. I have a build that is different from this one which I prefer, however, having reviewed many of the replays from the OP and his discussions of the strategy I can confidently say he has beat people who had economic advantages on him multiple times. If you have 10k minerals but suddenly have no gateways or pylons, your advantage is quite irrelevant.
Mastery is the fruit of repetition
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-07-05 22:10:51
July 05 2010 18:34 GMT
#179
--- Nuked ---
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
Last Edited: 2010-07-05 18:41:11
July 05 2010 18:39 GMT
#180
On July 06 2010 03:12 sikyon wrote:
So... if I go for zealot/stalker with boosted charge and then blink, catch your marine tank force in the open and butcher it with a zealot surround and then just blink into your base,

You could just NOT move out and go total defense, but I'll just grab the gold expo.

And, of course, with blinking stalkers I can really just bypass most of your tank defenses.

I'm not saying it's a bad strat but I really don't think it's going to work well against a toss player like myself who uses mobility(and watchtowers) to counter tanks.


So the OP has used this build hundreds of times, and many many times against top US protoss players, and has spent 10 pages talking out every scenario, yet you think it wont do anything to you? You gotta be kidding...

If you read the post, there are dozens of questions about blinking stalkers, and how to handle it. Also, no one is going to blindly run into your zealot/stalker force out in the open and allow you to butcher it. If that happened, then the player is terrible and is not even doing the build right to begin with.

Lastly, the gold expo is not that much better than any other expansions on the map, unless you are terran and have the ability to use MULES. 6 patches each mining 8 is 48 minerals per return. Whereas having 8 workers each mine 5, is 40 per return. It adds up over time, but in general its not a *huge* advantage.

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