Ghosts : Using Snipe efficiently! - Page 2
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Nub4ever
Canada1981 Posts
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Shikyo
Finland33997 Posts
On September 26 2010 02:54 Meff wrote: This is not what I'm suggesting. I'm saying to press R once, then hold down the shift key; at no point you hold down R. I know for a fact that this queues up spellcasting orders (it's handy for injecting larvae, for instance), but I do not know how it combines with existing commands in the queue. Works perfectly, tested. 5 Ghosts vs 22 Marines 6 Marauders, they all die before any Ghosts die if you finish the queue before you get in range | ||
justicewoot
Canada8 Posts
On September 26 2010 03:01 Shikyo wrote: Works perfectly, tested. 5 Ghosts vs 22 Marines 6 Marauders, they all die before any Ghosts die if you finish the queue before you get in range This method works, but only if your ghosts do NOT engage in a fight beforehand. So it is not applicable in all situations, but is still a decent solution as well! | ||
TheFinalWord
Australia790 Posts
On September 26 2010 03:08 justicewoot wrote: It also only works if the ghosts are standing still. This method works, but only if your ghosts do NOT engage in a fight beforehand. So it is not applicable in all situations, but is still a decent solution as well! | ||
Kazang
578 Posts
On September 26 2010 02:54 Meff wrote: This is not what I'm suggesting. I'm saying to press R once, then hold down the shift key; at no point you hold down R. I know for a fact that this queues up spellcasting orders (it's handy for injecting larvae, for instance), but I do not know how it combines with existing commands in the queue. Yeah this works fine, it's same principle of queueing up move or attack commands of a unit already doing something, you have to hold shift after the first command. But hold on a second can you queue up larva inject, so that when the larva drops off and queen has enough energy it will cast it? Because that's awesome if it is and I dunno why I didn't think of doing that before. But great little guide and video, the insta death sniping was awesome. | ||
gmorf33
25 Posts
On September 26 2010 07:12 Kazang wrote: Yeah this works fine, it's same principle of queueing up move or attack commands of a unit already doing something, you have to hold shift after the first command. But hold on a second can you queue up larva inject, so that when the larva drops off and queen has enough energy it will cast it? Because that's awesome if it is and I dunno why I didn't think of doing that before. There was a post a few weeks ago that illustrated how you can queue up larve injects and the method he used was to measure out "laps" for his queen to run, then in the game he would shift inject and queue up a bunch of move commands using his premeasured "laps" then queue another inject, repeat. He said with his poor APM he was able to queue up about 4-5 injects in around 10 seconds. He thought high APM masters would be able to do so in 5 or less seconds. But back to the OP. Very cool! I've never had much luck with snipe queuing and now i see why... Will be trying this out tonight :D | ||
Panoptic
United Kingdom515 Posts
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Ripzone
Germany12 Posts
On September 26 2010 03:08 justicewoot wrote: This method works, but only if your ghosts do NOT engage in a fight beforehand. So it is not applicable in all situations, but is still a decent solution as well! Yeah, thanks thats what i meant when i said Meff you are wrong. And then i suggested another method Ok, you can queue after the first snipe (not after just pressing R) but the problem is, that the queue of the other ghosts is not affected. So does everybody agree, that if your ghosts are already engaged in a battle its best (fastest and easiest) to just hold down R? This method also works in all other situations. If they are not already engaged in battle, you can move them a little bit towards it and queue up the snipes, so they will snipe after your move-command. After discussing the technique, we could discuss more about viable strategies. Thanks to the opener, you reminded me that ghosts are such a cool unit and i definitely want to use them more. What about Marauders+Ghosts vs Zerg? Marauders > armored units ghosts > air, light units The overmins could be spent on Hellions (zoning and harassing) so long | ||
iAmJeffReY
United States4262 Posts
I do it every game I get a good amount of ghosts in... still yet to snipe 20 units in a game though... lol they're awesome vs T if you EMP their orbital and Marauder / Ghost seems to actually work in TvT somewhat decently because Marauders beat tanks and Ghosts beat air and marines and marauders... Yaaaa... I'd say ghosts in TvT in armies just aren't as cost effective as they can be. Nuking? Yes. But putting ghosts in your army is just asking to lose those 150/150 sinkers. | ||
mikell
Australia352 Posts
shift queueing is a very very basic thing to understand. if you want to cast anything faster, the same goes with infested terrans etc, is to have your ghosts just move in and start sniping instantly instead of attack moving them with your army... | ||
daywiss
United States83 Posts
The reason hold fire works is because then the ghosts have no other actions they can do now, so they are smart enough to know not to wait for the one ghost to run out of energy. This problem seems more like a bug than anything, you should not have to put them in hold fire. The logic should be changed to execute the cast from closest caster with lowest energy WITHOUT a cooldown. | ||
Zarahtra
Iceland4053 Posts
On September 26 2010 22:13 mikell wrote: this thread is pointless... shift queueing is a very very basic thing to understand. if you want to cast anything faster, the same goes with infested terrans etc, is to have your ghosts just move in and start sniping instantly instead of attack moving them with your army... This is wrong, try using ghosts before you say something like this. Ghosts starting to attack via proximity(Aka not attack move) will lock themselves away from snipe until their target is dead(this is to say if you are using r + shift r). This is awesome to know, since ghosts really are AWESOME in TvZ if you can waste all the ghost energy very fast in the beginning of a fight. What's most awesome about the ghosts is that they just mix so well into their respective army mix, since they are universally awesome aslong as they have energy for snipes(and cost effective if you can get their full energy of snipes out before death). Anyway so what I'm mostly wondering about, did I understand it correctly that you could basically a-move your entire army(ghosts included), queue up snipes with the ghosts, hit hold fire and they will start sniping? Also after snipe, are the ghosts still on hold fire? Edit: Testing my last question it does work, but the snipes are so delayed it's not so effective. Tested also your basic method and it works really well, just a cunt if the ghosts get attacked... They really need to fix ghosts priority of attack vs shifted snipes :/. If not I could possibly see it being a question of if the ghost gets enough snipes off or not before the zerg fucks up the ghosts ai :/ | ||
Bujo
Denmark16 Posts
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KyouKyou
2 Posts
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daywiss
United States83 Posts
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justicewoot
Canada8 Posts
On September 26 2010 23:09 daywiss wrote: The reason shift queuing does not work with multiple ghosts isnt because you are queuing their attacks before snipe. Its because the way blizzard has prioritized casting, the closest caster with the lowest energy (with enough to cast) will be the one to execute the command. With ghosts, the caster picked is almost always the first ghost to snipe. So basically all the other ghosts are waiting for the first ghost to run out of energy before they will snipe. Since theres a quarter/half second delay between snipes, it takes a long time.. That isn't true. And it's easy to understand why : By using the same shift queuing method, you can build multiple buildings when you have multiple SCVs selected. By your theory, you would only be able to build one building at a time using the shift Q method when you have multiple SCVs selected, since it would only pick the closest SCV. Really, it depends if your ghosts are engaged in the fight or not. Do they have the "ATTACK" command lined up first? That's what ultimately counts. | ||
ckw
United States1018 Posts
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EssayReader
Korea (South)127 Posts
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Arcalious
United States213 Posts
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preacha
Norway210 Posts
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