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Has anybody had success with them?
EMP is great against Protoss because of it's effect on shields and because it depletes energy. I can see ghosts being used to counter infestors in TvZ (emp them or snipe the mind controllers) but could very well be more trouble than its worth (overloaded with micro in big battles).
In TvT I don't see ghosts being useful at all, unless you want to call down random nukes. Snipe is near worthless since TvT rarely ends in a bio match, and EMP isn't useful either since it's primary use would be to deplete the energy of other ghosts (which arent being used).
I feel like ghosts are too specialized, and EMP and snipe should be reworked to be more useful in TvT and in TvZ. Right now the only real use of ghosts against other races appears to be as cloaked harvester killers, a role the banshee fits better.
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You can EMP queens, which is somewhat helpful.
Can you EMP orbital commands in sc2? That'd be nice
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it works fine in TvZ as well, although its kinda difficult. if you can pull a nice flank (which is hard, since zerg is relatively more mobile), you can emp/snipe infestors, which is critical.
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The only things ghosts are good for in TvT is EMP vs cloaked banshees and nukes. MAYBE in theory you could EMP BCs lategame (probably cost effective actually). Whether you wanna do that is up in the air.
Against zerg ghosts are the only ground counter to broodlords if you can't get marines close enough. Often it's easier to take your 5+ rax and make a round or two of ghosts with energy upgrade than it is to pump out 12 vikings. Ghosts are good damage additions to your army and yes they also work vs infestors though I don't think they are required at all vs them.
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On July 08 2010 09:19 hejakev wrote: You can EMP queens, which is somewhat helpful.
Can you EMP orbital commands in sc2? That'd be nice
buildings are immune to aoe abilities.
I agree with OP the ghost is basicaly TvP, using them against zerg is pointless imo because of the gas cost the other units you can get would be more effective. TvT it would only be good against ravens but almost impossible to use and 2 vikings for the same price is much easier and better.
Ghost emp should be more specialised instead of being an all round ability (shield, energy, detection). Maybe remove the shield and increase the aoe to make it better against casters.
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On July 08 2010 09:25 Floophead_III wrote: The only things ghosts are good for in TvT is EMP vs cloaked banshees and nukes. MAYBE in theory you could EMP BCs lategame (probably cost effective actually). Whether you wanna do that is up in the air.
Against zerg ghosts are the only ground counter to broodlords if you can't get marines close enough. Often it's easier to take your 5+ rax and make a round or two of ghosts with energy upgrade than it is to pump out 12 vikings. Ghosts are good damage additions to your army and yes they also work vs infestors though I don't think they are required at all vs them.
I totally agree. And I think they're worth getting against infestors in the off-chance you find them clumped up (which I see quite often). Landing an EMP on multiple infestors at once could wind up being game-breaking.
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there was one episode of day9 daily where Jinro(i think) used a ghost build against Z. After watching it I can say ghosts have a place in TvZ. In TvT they're still great for something like harass if the other terran is playing immobile. Nuking is a whole lot more viable in sc2 which is great
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I have seen ghosts used effectively many times in TvZ AND TvT. I once faced a nuke/tank push that was extremely strong. I'm not sure of the effectiveness after the 'big push' but the push was very, very strong. It was basically a leapfrog nuke/move up tanks.
TvZ ghosts are SOOOO good. Day9 did some dailies on them, I don't recall the number, but it is easy to look up.
My standard against zerg 1 base is mnm/ghosts. They are very strong against mutas, good against roaches (snipe), and decent against lings/banelings. Against 1 base muta it is possible to get up an expo and be fine against the mutas because of the ghosts.
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Since every zerg unit is biological, I've always thought that a build that invests in snipe spam would be rather effective against them. However, I've never tried it and I've never seen anyone else try it either. It's probably more trouble than it's worth, although with the right micro it could be quite deadly.
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Ghosts are just under used at this point, except for EMP in TvP. Even then i still see players get 1-2 ghosts, then forget about it for the rest of the match. Part of the problem is that they are really expensive. 150/150 for a unit that is hard to use (aka you can't just A-move them) in TvT and TvZ matchups seems pretty costly.
In theory, Nukes are great in TvT against mech (since the units are incredibly immobile). and TvZ snipe works against all zerg units.
It's definatley something I am going to start trying out once beta comes back up.
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Ghosts in TvZ cannot be used off 1 base. They cost 150 gas, which is gas you need for upgrades, production, and most importantly - tanks. Sure they're good vs mutas but so are marines and marines cost minerals only. You'll never be able to deal with simple ling/bling if you go pure bio and you don't have the gas for anything else.
I've tried micro-centric ghost/snipe strats and they are truly terrible. Ghosts take too much gas, take forever to make, and cloak is the only way to keep them alive and that's expensive and incredibly slow to get and eats your energy for snipes. Ghosts make sense in TvP because the EMP is so important and because you only need 1-2 of them to be effective. In TvZ you'd need a lot more than 2 ghosts to do anything.
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eh ghosts arent really needed in vZ and vT.
vT its mirror match so if you invest in ghost you waste gas that is needed for an army
vZ maybe against infestors but most the TvZ ive seen is marine + mech + air support without really needing ghost
vP handy
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On July 08 2010 09:25 Floophead_III wrote: MAYBE in theory you could EMP BCs lategame (probably cost effective actually). Whether you wanna do that is up in the air.
Ba dum chhh
On a serious note, ghosts are going to definitely see more use with nukes in the future as players get better at multitasking. Maybe then we'll see EMP as a use for their extra energy.
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I'm excited to see the types of things the pros pull off with ghosts once the game is out for a while.
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Nuke rushing in TvZ can be fun.
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Ghosts can be used as a support unit in TvT if you want some viking or marauder action and don't want to deal with PDD's
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ive used ghosts in TvZ successfully many times, whenever im behind vs a zerg and they get infestors.. 1 EMP can change the outcome of the game. most ppl clump them up, but even if they arent, 2-3 ghosts can do alot of emping
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Ghosts are pretty good in TvZ. Snipe and EMP are useful against Infestors, but Ghosts can do more than that. Snipe is also good against the other two Lair-tech units, Hydralisks and Mutalisks. Not to mention both are ALSO Light, and Ghosts do 20 damage per shot to Light units. 20 damage is pretty nice, though again, though don't go overboard. Just saying that on top of being able to use EMP and Snipe, it can also do pretty good damage just in combat as well.Maybe just save up for maybe 2 Ghosts or so in the mid-late game when you start seeing Infestors.
Oh, and sniping Banelings is always very nice. Ghosts also 2-shot Zerglings.
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I just figured out how you can successfully use ghosts to win in TvT:
Go heavy ground meanwhile your opponent masses the standard Viking/Siege tank combo for TvT. Use your ghost to call a nuclear missle on his siege tank line. If he unsieges, cancel the nuke and immediately charge the unsieged tanks with your thors/marauders. His unsieged tanks won't be able to hold off your thor/marauders due to the time it takes to resiege the tanks and the extra money he spent on vikings.
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United States1075 Posts
Emp works against buildings... Surprised no one mentioned that yet. EMPing the other guy's OC when you make cloaked banshees is just awesome.
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I've only used ghosts in tvt to nuke people who won't leave... at the same time I mass battlecruisers. TvT is ridiculously hard to completely kill the opponent...
tvz there are a few day9 dailies about it.
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In broodwar Archons Seige tanks Marines Hydralisks Science Vessals
there's nothing wrong with a unit not being used in all three matchups.
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As posted above, nukes can be handy in TvT to force an unsiege; they're also great if your opponent goes Ravens for some reason.
vs Zerg, they're incredible against Muta / Brood Lord, and the obvious EMP on Infestors. They can also snipe Overseers very quickly, making their own and Banshee's cloaking this much more handy.
It's not a unit you're going to make in every game of course, but they certainly have their uses. Nuke in general is very underused, and snipe is a great little ability.
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On July 08 2010 09:28 InTriX wrote:Show nested quote +On July 08 2010 09:19 hejakev wrote: You can EMP queens, which is somewhat helpful.
Can you EMP orbital commands in sc2? That'd be nice buildings are immune to aoe abilities. I agree with OP the ghost is basicaly TvP, using them against zerg is pointless imo because of the gas cost the other units you can get would be more effective. TvT it would only be good against ravens but almost impossible to use and 2 vikings for the same price is much easier and better. Ghost emp should be more specialised instead of being an all round ability (shield, energy, detection). Maybe remove the shield and increase the aoe to make it better against casters.
EMP Works on buildings with energy.
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Does anyone knows if it's possible to snipe larva ? It could be annoying no ?
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In TvT try rushing a nuke, then EMPing the command center. He will have no way to detect you since it's impossible to get ravens that early. Be sure to hide the dot. Supply depots make great targets.
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Ghosts in sc2 vs terran has the same usefulness as they had in brood war, no need to change anything.
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I love dicking around with mass Ghosts when I go Random in 2v2. Amazing how much serious damage Snipe can inflict on Zerg.
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As a Zerg player, I've had my sh*t handed to me on a silver platter on a few occasions when I go muta/ling/bane against bio, and he peppers in ghosts. Good god, those things in the right hands... *shudder* nightmares.
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ghosts are insane against air in TvZ and they are good to protect your units from banelings with snipe and absorbing damage. the only two units they are not good against are zerglings (out of bunkers) and ultralisks. an ultralisk takes way too many snipes to bother using, and ultras will only come out against mech anyway.
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fungal has a range of 9 and emp has a range of 10, with proper scans ghosts should be able to nullify infestors
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Honestly, 150/150 for a unit that isn't that great just to counter infestors seems stupid when you can make a siege tank for 25 less gas and they're good vs infestors AND everything else. Pure bio TvZ is terrible and unviable.
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I didn't see it mentioned, but I may have missed it; EMP in TvT is great for wiping all the energy off off Medivacs, thus reversing MMM-balls' greatest strength (their unit retention).
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On July 09 2010 11:13 hizBALLIN wrote: I didn't see it mentioned, but I may have missed it; EMP in TvT is great for wiping all the energy off off Medivacs, thus reversing MMM-balls' greatest strength (their unit retention).
That's a good point there. I've never tried it myself in TvT, but this sounds like it would be really viable. Although I haven't played too many bioball TvT's - they're usually just mech battles or tank +viking fights.
I really do want to try playing around with ghosts more in TvZ though, snipe is quite an awesome ability =D
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sad that ghost isnt free win in TvT and TvZ? where they actually need skill to be efficient. np when theres still TvP, just get your ghosts ->a-move -> profit
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On July 09 2010 01:14 MekTypro wrote: Does anyone knows if it's possible to snipe larva ? It could be annoying no ?
Only if the zerg really needs that larva, otherwise it's just a minor annoyance...
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