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[q] Ghosts vs Zerg

Forum Index > StarCraft 2 Strategy
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YourRoleModel
Profile Joined May 2010
United States11 Posts
May 21 2010 15:39 GMT
#1
I'm looking for input from higher level players who have experimented with different things.

Has anyone going against Zerg supplemented their forces with Ghosts instead of some other mechanical unit?

Has anyone tried to "spam" snipes the way we all shift click corruptions or force fields or mass storms? (you know where 5 corruptors are heading towards 5 BCs and you shift click corruption on all 5... or where 5 BCs, shift click yamato to bring down a bunch of foes at once)

I've personally not been able to make this work for me, but, I'm awful with Terran, not a high level player, etc. I also rarely end up in a TvZ matchup where I'm facing an evenly skilled opponent. I don't want to play theorycraft just by looking at Snipe and the ghost's damage output vs biological... but I have seen what seven phoenix can do to Mutas by one-shotting the first few mutas, and I wonder if anyone's found a similar critical mass with ghost's high bio damage + snipe?

I'd read about a few players experimenting with Ghosts just owning Muta harass... but I haven't been able to find replays.

Has anyone messed with this? Does it have any merit at all?
I was a young man when SC1 came out. =-(
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 21 2010 15:40 GMT
#2
http://www.teamliquid.net/forum/viewmessage.php?topic_id=125499

Good starting point to read since he brought up using ghosts in TvZ.
"We have unfinished business, I and he."
PROJECTILE
Profile Joined April 2010
United States226 Posts
Last Edited: 2010-05-21 15:44:07
May 21 2010 15:43 GMT
#3
If you can find jinro vs zpux, jinro uses ghosts really effectively
edit: i believe this is the one: http://www.sc2win.com/starcraft-2-replays/tvz-zvt/jinro-vs-zpux-1/
On_Slaught
Profile Joined August 2008
United States12190 Posts
May 21 2010 15:45 GMT
#4
Ghosts have been shown to work effectively against Zerg but it takes some clutch snipes. Some people like them for EMP but I peresonally think that is a waste. Against toss EMP > snipe because emp will take shields off of a group of enemies not just take energy from a single unit.

Against zerg all it does is sap energy without killing the unit and doesn't effect nearby units. Therefore it makes much more sense to just kill the infestor with snipe then EMP.

This can be great at keeping infestors away from your army (esp with stealth on the ghosts) but if you have spotting seige tanks can be just as effective at shutting down infestors which diminishes its use for mech builds. However against great opponents who will have a lot of infestors with great control there is no doubt that Ghosts will be a great, if not needed, addition to a mech or mmm (much more so for mmm) army.
YourRoleModel
Profile Joined May 2010
United States11 Posts
May 21 2010 17:10 GMT
#5
I went through and read that post about Ghosts. I'm going to have to try to do some testing and see if there's anything to it. I can't watch the replay now, but, thank you very much for that.

Ghosts outrange Marines by one and do solid damage vs light. Their rate of fire is average. Even without snipe, it seems like a set number of ghosts could one shot certain types of enemy units (the way Mauraders melt Armored units after a certain mass).
I was a young man when SC1 came out. =-(
makoplux
Profile Joined April 2010
88 Posts
May 21 2010 17:37 GMT
#6
If you're going mech ghosts are VERY good for EMPing infestors to prevent thor/tank stealing. Also snipe FOUR SHOTS broodlords making ghosts a good counter to them imo. IF you have like 4-5 ghosts who have been saving up energy you can absolutely erase a pack of broodlords. Also nuking groupings of tech buildings / triple nuking expansion hatcheries is under rated and I expect it will be abused in super late game as time goes on.
who is john galt?
Triik
Profile Joined January 2010
Canada51 Posts
May 21 2010 18:02 GMT
#7
Not sure where everyone is getting the idea that if you build ghosts you will have gas for tanks and thors. if you go ghost you are pretty much bio which is of course an illogical choice given the current state of mech vs zerg.

if you have the apm to do snipe while dealing with zergling banelings maybe you can pull it off.

The jinro vs zpux replay on metalopolis was ghost + bio army vs roach hydra infestor, but since the roach nerf, be expected to deal with more muta/banelings.
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
Last Edited: 2010-05-22 05:23:11
May 21 2010 18:02 GMT
#8
TvZ Ghost Build Strategy

Try this. =)
Crimson @ Clan CORE | ESFI World Translator
Sabu113
Profile Blog Joined August 2009
United States11076 Posts
May 21 2010 18:05 GMT
#9
Any opinions on how ghost mixes deal with mass hydra, considering that Hydras are "light"?
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
makoplux
Profile Joined April 2010
88 Posts
May 21 2010 18:07 GMT
#10
On May 22 2010 03:02 Triik wrote:
Not sure where everyone is getting the idea that if you build ghosts you will have gas for tanks and thors. if you go ghost you are pretty much bio which is of course an illogical choice given the current state of mech vs zerg.


I don't think ghost vs. zerg is viable on 1 base and it's only SCARCELY possible on 2 base. It's more of a 3 or 4 base strat imo. I think a 200/200 terran army vs. zerg should absolutely have some ghosts in it.
who is john galt?
Louder
Profile Blog Joined September 2002
United States2276 Posts
May 21 2010 18:12 GMT
#11
I use ghosts to deal with infestors pretty often. Very effective. Otherwise I'm not sure the cost/benefit is worthwhile.
afirlortwo
Profile Joined April 2010
United States161 Posts
May 22 2010 00:26 GMT
#12
ghosts probably wouldn't be cost effective vs zerg... Besides, why go ghosts when you can just steamroll them w/ mech? (I'm kidding, but at the same time... I'm kind of not)
Just a momentary diversion on the road to the grave
XXehh
Profile Joined May 2009
Canada122 Posts
May 22 2010 00:57 GMT
#13
2000+ plat terran

I LOOOOOOOVE ghosts against zerg. Off of 2 base they are amazing in my opinion. They completely stop any muta harass on their own as you mentioned, and when you push out they can take out infestors extremely easily, snipe banelings and add insane damage against hydras all with just snipe. Besides snipe, you have a pretty solid unit, 10/+10 to light.

I endorse ghosts in TvZ!!

Make sure you are adding ghosts to your army rather than "going ghosts". I do a 3 barracks (1 tech, 2 reactor) off of 2 base with lots of upgrades and start pumping ghosts after 4-6 marauders. It works well because of the timing of the ghosts mutas become obsolete, and can make for a strong push that gets a 3rd up around the 12-13 minute mark.
On_Slaught
Profile Joined August 2008
United States12190 Posts
May 22 2010 01:06 GMT
#14
On May 22 2010 09:57 XXehh wrote:
2000+ plat terran

I LOOOOOOOVE ghosts against zerg. Off of 2 base they are amazing in my opinion. They completely stop any muta harass on their own as you mentioned, and when you push out they can take out infestors extremely easily, snipe banelings and add insane damage against hydras all with just snipe. Besides snipe, you have a pretty solid unit, 10/+10 to light.

I endorse ghosts in TvZ!!

Make sure you are adding ghosts to your army rather than "going ghosts". I do a 3 barracks (1 tech, 2 reactor) off of 2 base with lots of upgrades and start pumping ghosts after 4-6 marauders. It works well because of the timing of the ghosts mutas become obsolete, and can make for a strong push that gets a 3rd up around the 12-13 minute mark.


So this just feeds into what the above poster said that this build really only works well with MMM(which jinro did in that game as well).

Not saying that's bad tho since it gives terran a legitimate option besides mech in late game.
puril
Profile Joined April 2010
United States43 Posts
May 22 2010 01:35 GMT
#15
ghosts supplement m/m very well against zerg. snipe mutas/hydras or pretty much anything, hell use them to snipe queens too. careful against blings/speedling; against that i usually follow a few hellions behind my bio ball.

i think the effectiveness is inversely proportional to the size of the army though. but it is really really nice to use ghosts as a transition to a mech mix. can anyone comment?
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