[D] ZvT dealing with ghosts - Page 2
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ioRa
Canada14 Posts
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hoovehand
United Kingdom542 Posts
snipe is not as good as tanks, and since ghosts cost more than tanks, i know what i'll be massing up tbh. props to QXC for trying something unusual though. | ||
GosuSheep
United States119 Posts
1.) Machine is the shit 2.) There is a nuke bug that doesn't always say "Nuclear Launch Detected". See http://fileza.com/i/4xoa3u/Tempest_(2).SC2Replay at around 16:28. | ||
gREIFOCs
Argentina208 Posts
That was an awful game by machine. Because I'm zerg i watched his pov only. He was very sloppy on his larva mechanic, falling behind too many times to count, and loosing battles because of that. I also see his money skyrocketing before 1 large battle, living him 1500/1500 worth of army behind, and still winning the battle by leattle. Later, I see him on equal number of bases against a terran oponent. And with his money at 1800/1500 (after spending the prior 1500/1500). Every try to bust qxc's expos, failed. The EMP was destructive against both mutas and infestors. And the scans were precise. Also, machine had no sound, so didn't know about the nukes. I agree that the ghosts are interesting, but they are very micro demanding, and very expensive. Someone said above: 4 full energy ghost > mutas @ snipe. Well. Those 4 ghosts are 600/600 minerals. That's actually not much difference, and the mutas give zerg much more ways to pay themselves. But, yeah, with the infestors was something tragic to see. But, It would be nice to see the same situations with the propper amount of zerg units. | ||
Subversion
South Africa3627 Posts
On August 10 2010 03:25 CrunkOwns wrote: TBH as a Zerg player (I've played 400+ games including beta), I have only had Terran use ghosts on me like twice total. I think they are very underused and underestimated by terran players. The best counter I have found is Roach spam, but again I am really not sure. They do a lot of damage but shoot pretty slow, so I guess speedlings would be good. =/ think u kinda missed the point of the OP dude. He's not really talking about going ONLY ghost... | ||
VelRa_G
Canada304 Posts
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hoovehand
United Kingdom542 Posts
ghost = 150/150 tank = 150/125 therefore if you don't get 100% efficient use out of EMP, snipe or cloak then your army is soooo much weaker. i think everyone knows how strong the siege tank can be. basically, ghost is an alternative to vikings against zerg air... but even so, most people would still prefer to buy mineral heavy vikings and spend gas on tanks. | ||
Ender985
Spain910 Posts
I was cloacking my ghosts and sniping the lonely Overseer in every fight so he would just focus onto the MM ball, but I found out that fungal growth also reveals your cloacked units. So it turns out to be a very TvP-like matchup, you have to emp the infestors before they FG you, but save enough energy to snipe the overseers, mutas and banelings, and eventually ultras as well. I'm sure this will develop further into standard TvZ play. | ||
pechkin
158 Posts
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Yenticha
257 Posts
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DarKFoRcE
Germany1215 Posts
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TheNomad
United States134 Posts
First of all a Ghost instantly neutralizes all Mutalisk, snipe is the bane of them and even 3-4 ghost with near full energy will massacre 10+ mutas with ease. If gone unnoticed a couple of cloaked ghost can sneak into expansions and proceed to "DT" rape workers. (Ghost 2 shot workers, 1 shot with snipe, if you have 2 ghost that is 1 ghost per shot, and you will get plenty of kills with 2 ghosts undetected for even 5-10 seconds, you will crush their economy. They also inflict fear into the opponent because of nukes and EMPing infestors. The threat of a nuke, especially after the first has been used and they know you have them, is great. They will usually mass up 3-4 overseers, therefore wasting much needed gas for an army. Last but not least, as I said before, snipe is simply amazing. I have gotten really really fast at sniping (I am high diamond BTW this is usually what I go in TvZ if not mech) and once you hit late game with an upgraded marauder ghost army, it is very difficult for Z to stop, especially if you throw in medivacs. Ultralisk can easily be shot down to halfish HP before they even reach you because of snipe, if you get good with shift+queuing snipes you can drop half their army at the time of intiation, picking off vital hydras, infestors, broodlords ridiculously fast. I think this is a unit that people need to practice with more, they are much better than in SC1 in a million ways, they even have amazing damage and tanking capabilities. Try them out please, give them a chance and work on a defined build order trying to incorporate them effectively. | ||
Supamang
United States2298 Posts
Besides that though, Ive found ghosts are great early deterrents to mutalisks. You can get ghosts out quicker than vikings and thors, and they can later be used for nuke/harass when the zerg gets too many expos. Apparently theyre good against ultras too, but ive never gotten to that point. What can the zerg do vs them? FG can hold em in place for lings/baneling. Very theoretically and if your APM and awareness is on point, maybe NP to self EMP? I always thought that roaches would be a good counter, since it takes 4 snipes per roach, but after watching the replay im not so sure about that since its obviously so easy to couple the ghosts with marauders. | ||
Shaithis
United States383 Posts
Hellions seem pretty important as well to combat speedlings / hydra and block your ball from ultras. They also roast infestors in numbers, although with EMP they really shouldn't be a problem. Anyway, I am thinking a 3/2/1/1/1 ratio of marauders / marines / ghosts / hellions / medivacs. Should be enough gas to upgrade everything important too. | ||
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