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[D] ZvT dealing with ghosts - Page 2

Forum Index > StarCraft 2 Strategy
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ioRa
Profile Joined May 2010
Canada14 Posts
August 25 2010 22:38 GMT
#21
From what you are describing (MMM + ghost), seems like roach + zergling + baneling drops is an effective counter. If you have the gas, roach + hydra + baneling drops is even better.
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
August 25 2010 23:33 GMT
#22
ghost's are a very weak and low dps without energy. also, cloak is not so efficient... it's just a gimmick.

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
Profile Joined June 2010
United States119 Posts
August 25 2010 23:42 GMT
#23
A couple quick notes:

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.
http://sc2ranks.com/us/388259/GosuSheep
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
August 26 2010 01:22 GMT
#24
I'm just going to say something, with no intended disrespect.

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.
Don't work hard. You die at the end anyway, dummy.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 26 2010 06:05 GMT
#25
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
Profile Blog Joined March 2010
Canada304 Posts
August 26 2010 06:25 GMT
#26
I really think ghosts aren't something that zerg can adequately "Counter" in the sense of the word used since the start of the beta. How does a zerg in BW "deal with" science vessels? Ghost usage is going to make for some very entertaining games, and zerg needs to accept them as part of the terran arsenal.
Nuda Veritas
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
August 26 2010 10:27 GMT
#27
to add to my previous point.

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
Profile Blog Joined August 2010
Spain910 Posts
August 26 2010 11:34 GMT
#28
I tried this yesterday, and I have to admit that it is a very fun way to play. Much more active than just massing tanks, allows you to stop muta harrass pretty easily, and grants you good mobility with the medivacs. And nuke harrass.

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.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
pechkin
Profile Joined August 2010
158 Posts
August 26 2010 11:45 GMT
#29
Im pretty sure you can have much more banelings, than ghost are able to snipe out
Yenticha
Profile Joined July 2010
257 Posts
August 26 2010 12:07 GMT
#30
Yep, there should be about 6 banelings/ghost... how do you snipe that? :/
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
August 26 2010 12:20 GMT
#31
i personally just build alot of banelings and put them into an extra control group so i can just move them into the ghosts in the fight. there is no way they all die to snipes.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
TheNomad
Profile Joined April 2010
United States134 Posts
Last Edited: 2010-08-26 12:33:40
August 26 2010 12:32 GMT
#32
Tanks and Ghosts are very different units for very different purposes... Tanks of course pound through ground armies of all kinds, however, do not forgot the immobility of tanks and how slow they are, the time they take to set up, the self splash damage... the inability to hit air. Ghosts to me are treated like a mixture of a DT+high templar. This is a high priority unit, if you are very quick with sniping and you build up a nice critical amount of ghost throughout your marauder army you will melt zerg forces. I am talking ALL zerg forces - Ultras, Banes, Broodlords, Infestors get slaughtered along with zlings, hydra, roach etc...

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
Profile Joined June 2010
United States2298 Posts
August 26 2010 13:22 GMT
#33
I still find the hellion harass to nuke rush pretty hilarious.

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
Profile Joined March 2010
United States383 Posts
August 26 2010 13:46 GMT
#34
I would love to see some more TvZ games with ghosts used. Spent a few hours trying to incorporate them into my play with some success (tried Jinro's nitro reapers into bunkered/blocked FE build).

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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