hold position + hold fire + shift snipe will protect you from the first broodling nibble, but the ghost will run after the second hit. (and if the opponent retreats the ghosts won't follow with their snipes)
TvZ Ghost vs Hive Tech (QXC Style) -IdrA's Fear - Page 2
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kNightLite
United States408 Posts
hold position + hold fire + shift snipe will protect you from the first broodling nibble, but the ghost will run after the second hit. (and if the opponent retreats the ghosts won't follow with their snipes) | ||
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naventus
United States1339 Posts
Raven HSM is better against broodlord, and raven PDD/turret is useful against muta. | ||
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GMonster
686 Posts
On May 20 2011 03:19 Techno wrote: 1 fungal killing 1 ghost is totally cost effective. Keeping ghost alive is very important to this build, so no. i would say avoid fungels and draining energy on cloak isn't what you want. Activating cloak = 1 snipe. | ||
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GMonster
686 Posts
On May 20 2011 03:53 naventus wrote: Doesn't work. Ghosts to trade against infestors is extremely poor since at best you are getting 1:1. Snipe is not efficient against ultra, and you will need too many ghost against broodlord. Raven HSM is better against broodlord, and raven PDD/turret is useful against muta. He already said why going raven is a horrible idea. I'm guessing you didn't watch the VOD AT ALL before you commented because its pretty inaccurate and makes you look pretty stupid. | ||
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Frequencyy
United States344 Posts
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Coriolis
United States1152 Posts
On May 20 2011 03:53 naventus wrote: Doesn't work. Ghosts to trade against infestors is extremely poor since at best you are getting 1:1. Snipe is not efficient against ultra, and you will need too many ghost against broodlord. Raven HSM is better against broodlord, and raven PDD/turret is useful against muta. Ravens also get buttraped by infestors. Its bad enough losing a raven to feedback, its even worse when they get to use the raven against you.... | ||
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Shaithis
United States383 Posts
On May 20 2011 03:53 naventus wrote: Doesn't work. Ghosts to trade against infestors is extremely poor since at best you are getting 1:1. Snipe is not efficient against ultra, and you will need too many ghost against broodlord. Raven HSM is better against broodlord, and raven PDD/turret is useful against muta. I would love to know where you are getting your information from. Ghosts are not meant to trade against infestors, they are meant to snipe broodlords and EMP. There is no point sniping infestors as they are useless at 0 energy, unlike HTs. Snipe is very efficient vs both tier 3 Zerg units; 3x ghosts at full energy can kill 2 ultras or 5 broodlords with proper micro. Mutas die like flies. The raven and tech starport production in general is just not worthwhile in TvZ; factory and bio units are a far better use of gas. PDD lasts for a second, HSM is garbage, autoturrets require a dedicated strategy with proper upgrades and MASS ravens to be effective. | ||
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Antisocialmunky
United States5913 Posts
On May 20 2011 03:39 kNightLite wrote: With Ghosts vs Broodlords its important that you have other units between the Ghosts and Broodlords. The only way that Ghosts are cost effective vs Broodlords is to hold fire + shift snipe. However if broodlings are nibbling away at your ghosts, they will run away instead of sniping. hold position + hold fire + shift snipe will protect you from the first broodling nibble, but the ghost will run after the second hit. (and if the opponent retreats the ghosts won't follow with their snipes) Actually, with Ultra armor upgrade, Ghost snipe are surprisingly good due to the armor ignoring properties. I saw more than one of Jinro's Beta games where he shredded small groups of ultras with mass snipe. Not practical for anything but mass ghost play but still. Speaking of which, how often do you even see Ultras vs marine/tank? | ||
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GMonster
686 Posts
On May 20 2011 05:11 Antisocialmunky wrote: Actually, with Ultra armor upgrade, Ghost snipe are surprisingly good due to the armor ignoring properties. I saw more than one of Jinro's Beta games where he shredded small groups of ultras with mass snipe. Not practical for anything but mass ghost play but still. Speaking of which, how often do you even see Ultras vs marine/tank? if you are playing on the ladder... a lot because a lot of people dont know what they are doing. But yeah Ghosts are the anti-hive unit. | ||
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dere
United States153 Posts
I also wish someone could explain to be why sniping is so freaking awkward. The shift + snipe method seems to help but is not perfect. | ||
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agahamsorr0w
Netherlands359 Posts
On May 19 2011 19:16 Hypemeup wrote: Yeah, they can get away from a nuke with no problems. If you nuke his bl, he will retreat. Then just run marines behind him and kill bl. Cancel nuke before it lands. This works the same way as nuking tanks. You just wait for the tanks to unsiege and if they dont they die anyways to the nuke. Strategical nukes are pretty good. You just need to come up with creative nuke usage for the different situations. | ||
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Shaithis
United States383 Posts
On May 20 2011 05:35 agahamsorr0w wrote: If you nuke his bl, he will retreat. Then just run marines behind him and kill bl. Cancel nuke before it lands. This works the same way as nuking tanks. You just wait for the tanks to unsiege and if they dont they die anyways to the nuke. Strategical nukes are pretty good. You just need to come up with creative nuke usage for the different situations. Save nukes for expos to delay mining time or 3x instagib. Nuking BLs and chasing them with marines is a fantasy; if his BLs are unsupported, then you don't need the nuke; more likely there is a nice roach / bane ball that will intercept your marines in any case. | ||
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SeaSwift
Scotland4486 Posts
On May 20 2011 05:40 Shaithis wrote: Save nukes for expos to delay mining time or 3x instagib. Nuking BLs and chasing them with marines is a fantasy; if his BLs are unsupported, then you don't need the nuke; more likely there is a nice roach / bane ball that will intercept your marines in any case. Some people are just so close-minded. Tactical Nukes have worked in quite a few games vs a Zerg army. Using Nukes as a deterrent enables you to control space SO well it's unbelievable. It's like a suepr-gosu forcefield. It just needs to be showcased more to become 'standard', although creative players like TLO and BratOK are already showing how fricking awesome it is. | ||
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GMonster
686 Posts
On May 20 2011 05:35 dere wrote: Ghost are very good TvZ but my biggest complaint is getting them seems to put you in a defensive stance which may be the answer to just hold on to your ass and starve the zerg out. I dunno. I also wish someone could explain to be why sniping is so freaking awkward. The shift + snipe method seems to help but is not perfect. First part of that i will address. It puts you in a defensive position yes, but if you are playing right (how QXC aggresively turtles) you slowly tank bunker turrent push to his base from the middle of the map. and you use that forward position to drop more effectively and slowly take down your opponent. | ||
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FeyFey
Germany10114 Posts
banelings infestors broodlords. an woosh marines run over you before you even have new banelings.Anyway if a zerg will use spores crawlers+spines at their unit gathering spots in they will have way less problems with the cloaked ghosts running in. Ghosts are far better in this situation though as vikings. they can atleast take care of the infestors before they can neural thors or fungal something and are even able to take out tons of banelings before you have to start to micro your marines. Vikings have their uses though in a more defensiv situation, of course well spreaded. But for the offensiv ghosts are really good against the broodlord turtle zerg. If you are able to split the map in half, the one that attacks will lose more, so if you defend everything they will starve on the ressources. I like how they tried to move the science vessel to the ghost (snipe(radiation) vs zerg and emp vs toss) PS: for the person saying raven sm is better vs the brood, neural parasite hits the raven before he even gets close to using the sm. (i wish sm had a range of 9 to be usabale against more then just armys with no anti air/spellcasters). Well against the low tier anti air they are atleast super expensiv slow banelings. But +2 armor autoturrets are really nice against zerglings, Holds them of a long time, enables the tanks to do some extra shots ^^ and then the marines to save the tanks. and mutas can't clump because of seeker missile could still be around. (thor is a saver version though but 200 minerals more and some supply) | ||
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djdoodoo
United Kingdom192 Posts
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GMonster
686 Posts
On May 20 2011 06:54 djdoodoo wrote: I was starting to look into using ghosts in my build because infestors are just too powerful. If you dont' have perfect splits on your marines all the time you just can't win vs a infestor heavy zerg. Or at least not if ou get behind after the first attack, not realising he has infestors. Infestors kill marines in 2 hits and they fire faster than tanks which need to hit twice to kill. Yeah i was QQ'ing about infestors for the last month. <3 QXC now. Feel really good in all my matchups now. | ||
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MockHamill
Sweden1798 Posts
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MrBitter
United States2940 Posts
On May 20 2011 14:16 MockHamill wrote: I can not view the VOD, tried both firefox and IE with ad-block turned off. I see the commercial, then a painted picture and some talk but never any video. /facepalm I like to think that the talk is pretty relevant, but if you absolutely must skip through it, you can watch the same stuff on YouTube: The Blip VOD gets to games around ten minutes or so. | ||
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EzEnd
United States17 Posts
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banelings infestors broodlords. an woosh marines run over you before you even have new banelings.