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TvZ Ghost vs Hive Tech (QXC Style) -IdrA's Fear - Page 3

Forum Index > StarCraft 2 Strategy
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EzEnd
Profile Joined March 2011
United States17 Posts
May 20 2011 07:03 GMT
#41
Ghost do seem nice in a late tvz game but it does require a lot of micro, most lower league players would feel more comfortable using vikings instead of ghost or just going for thors. Probably high leveled players with a high apm average and good micro can make a good use of ghost, but most of the pro T players that I have seen use ghost against brood lords end up losing there ghost quick to fungal or an overseer and if the ghost do damage its because they caught the broodlords in a good position far from infestores or overseer.
GMonster
Profile Blog Joined May 2011
686 Posts
May 20 2011 18:23 GMT
#42
On May 20 2011 16:03 EzEnd wrote:
Ghost do seem nice in a late tvz game but it does require a lot of micro, most lower league players would feel more comfortable using vikings instead of ghost or just going for thors. Probably high leveled players with a high apm average and good micro can make a good use of ghost, but most of the pro T players that I have seen use ghost against brood lords end up losing there ghost quick to fungal or an overseer and if the ghost do damage its because they caught the broodlords in a good position far from infestores or overseer.


well vikings are fine untill you start meeting players with really good infestor control. The more skilled pplayer is going to win when its Ghosts vs infestors.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
May 20 2011 22:50 GMT
#43
well although they are micro intensive this can only be a good thing when it concerns improving your play as a whole and will improve your multi tasking if you're serious about the match up at a higher level
perser84
Profile Joined October 2010
Germany399 Posts
May 22 2011 05:36 GMT
#44
about the replay

i saw the first ghost action on the 23 min mark

when the game was almost over
imo he could hold it with just more vikings

and he won because his good harras on mineral lines
and his good tank bunker placements

about the built order

its the same built order that thorzain did vs fruitdealer on xelnaga caverns
on on tsl 3 tournament

imo to mix blue flame hellions is really nice vs zerg
ThaSlayer
Profile Joined March 2011
707 Posts
May 22 2011 06:04 GMT
#45
I tried 11/12 2 rax. Should I continue with my pressure if I get drone scouted early?
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
May 22 2011 06:41 GMT
#46
Changing ghost cost to 200/100 was a huge buff imo, it is now possible to get a few ghosts out without screwing over your tank/medivac production.

Since 1.3.3 I have started adding ghosts to my tank/marine/medivac army once I see the hive started. I prefer ghosts over vikings for the following reasons.

-Snipe is quite good against infestors and broodlords, it's not terrible against ultras.
-Snipe and fungal have the same cast range, though the outer edge of the fungal circle can extend slightly beyond snipe range.
-Ghosts are not nearly as vulnerable to a mass ultra tech switch because ghosts survive much longer against ultras and you already have a bunch of tech lab rax to make marauders.
-Ghosts share upgrades with marines.
-With the cost change a single ghost is only 50/25 more than a viking. Not that much when you consider all the ghost has to offer over the viking.

Not sure if this is valid or not but I think ghosts are slightly less vulnerable to fungal since they can be healed by medivacs, have a decent amount of hp, and I find it easier to keep ghosts spread out. Vikings always want to be as close to one another as possible.


Not related to hive tech, but If you can find the money to get a few ghosts in the mid game your tanks are basically immune to mutalisk harrass. Remember that snipe is like range 9. 3 full energy ghosts can snipe 8 mutas. Ghost regular attack does a lot of damage to mutas as well.

They are very micro intensive, but as with anything challenging it is so rewarding to pull it off properly. The delicate micro battle between ghost and infestor is really fun. I find ghosts much more fun and useful than vikings, not immediately getting rolled by the broodlord/ultra tech switch is nice as well.

Don't forget to use hold fire, ghosts on hold fire can't be baited into chasing enemy units.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 22 2011 06:56 GMT
#47
Snipes per unit
You need 3 snipes to take out an infestor (90 hp + healing).
You need 6 snipes to take out a Broodlord (225 hp + healing)
You need 12 snipes to take out an Ultralisk (500 hp).

Ghosts needed to snipe each unit
If we assume that your Ghosts have 100 energy on average and that every single one of them manages to get off their snipes without dying it would take:
0.75 Ghosts to take out one infestor.
1.5 Ghosts to take out one Broodlord
3 Ghosts to take out an Ultralisk.

Conclusion
So using snipe (and disregarding all else) including that Ghosts can still fight after being out of energy, that some of them may die before being able to snipe etc, Ghosts are
- Cost efficient vs. Infestors
- Somewhat cost efficient vs. Broodlords
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.
Warpath
Profile Joined April 2010
Canada1242 Posts
May 22 2011 07:04 GMT
#48
Except that Infestors and Broodlords will try to stay away from your army. Ghosts may not 'counter' Ultralisks but to attack they need to be engaging the rest of your army as well, and sniping ultras makes it significantly easier for the rest of your army to take them down.
Big J
Profile Joined March 2011
Austria16289 Posts
May 22 2011 12:13 GMT
#49
just my thoughts on the subject:
ghost's on Prolevel might become extremly powerful. Im thinking of them being used like science vessels. slowly adding more and more to your composition (starting in the mid- to lategame) to deal with infestors (which are a keyunit in any lategame zerg strategy) and once you have enough of them, they just start sniping broodlords, sniping banelings, sniping mutas, sniping overseers (which a zerg needs to deal with them once you have cloak).
maybe use them in dropships, only droping them inbattle, so they can't get fungaled and banelings can't hurt them. (Once again Im talking about highest level of play, the average Masters or even Grandmaster player might not be able to utilize this, due to a lack of training and APM)
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-05-22 12:37:36
May 22 2011 12:34 GMT
#50
the whole 'omg why duz no1 uze ghosts in TvZ lategame?' question is redundant.

terran don't often use ghosts vs zerg because the metagame for the last 12 months has been terran owning zerg before hive tech. zergs are now able to dig in and get to hive, so naturally ghosts will be used again.


ghosts were used versus hive tech in early beta.... it's not a new build or anything. without ghost terran gets mopped up by high tech zerg with similar econ.
HuggyBear
Profile Joined November 2010
Australia377 Posts
May 22 2011 12:45 GMT
#51
I've always wondered why no one has ever tried to just nuke larvae or EMPing Queens Late game to prevent Zerg to refuel
"Sleeping with SeLeCT is Standard. Once you've slept with Day9 everything else is just ..." - CatZ
crabz
Profile Joined May 2011
227 Posts
Last Edited: 2011-05-22 12:57:15
May 22 2011 12:50 GMT
#52
for every ghosts u have 1 tank less and thats HUGE, to build like 10 of them(smaller numbers wont cut it late game) u need alot of techlabed barraks and that also cuts in your ground army power. I also spoke about emp with few pros and they all say its not as effective as they would have expected, infestors are huge u wont be able to hit more than 2 of them, think people are highly overrating ghost late game power in here, yes they are necessity nowadays but they are not even close to insta win button.
KillAudio
Profile Joined October 2010
1364 Posts
May 22 2011 13:03 GMT
#53
just saw a game featuring TLO using ghosts against darkforce and raped his Corruptors/BroodLords with a nuke and of course a few emps right before that against infestors
From a scale of sheth to idra, how mad are you?
kubiks
Profile Blog Joined March 2011
France1328 Posts
May 22 2011 13:12 GMT
#54
On May 22 2011 15:56 MockHamill wrote:
Snipes per unit
You need 3 snipes to take out an infestor (90 hp + healing).

Ghosts needed to snipe each unit
If we assume that your Ghosts have 100 energy on average and that every single one of them manages to get off their snipes without dying it would take:
0.75 Ghosts to take out one infestor.



In fact if you micro well you just need 2 snipe to kill an infestor.
But you need 2 ghosts and you need that they snipe at the same time (i think the only way to do that is click on the ground at range of the infestor and shit snipes on the infestators)

I managed to do this on the unit tester map, so it is possible to do it in real game .
Juanald you're my hero I miss you -> best troll ever on TL <3
joeschmo
Profile Joined January 2011
United States167 Posts
May 22 2011 14:00 GMT
#55
thank heavens for qxc!! what a great, new & creative strategy!! good post too, thanks for sharing!! all credit too qxc when we stomp these zergs!!
yankjenets
Profile Joined June 2010
United States232 Posts
May 22 2011 18:57 GMT
#56
On May 22 2011 15:56 MockHamill wrote:
Snipes per unit
You need 3 snipes to take out an infestor (90 hp + healing).
You need 6 snipes to take out a Broodlord (225 hp + healing)
You need 12 snipes to take out an Ultralisk (500 hp).

Ghosts needed to snipe each unit
If we assume that your Ghosts have 100 energy on average and that every single one of them manages to get off their snipes without dying it would take:
0.75 Ghosts to take out one infestor.
1.5 Ghosts to take out one Broodlord
3 Ghosts to take out an Ultralisk.

Conclusion
So using snipe (and disregarding all else) including that Ghosts can still fight after being out of energy, that some of them may die before being able to snipe etc, Ghosts are
- Cost efficient vs. Infestors
- Somewhat cost efficient vs. Broodlords
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.

IMO, ghosts are extremely cost efficient vs broods as opposed to "somewhat" cost efficient. Because of the long range of snipe, ghosts can often kill off the broods before any of them die (moreso if you make good use of cloak) meaning your ghosts will rebuild energy and be available if/when the next broodlord wave comes.
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
May 22 2011 21:03 GMT
#57
i don't really understand the people who say not to use ghost vs zerg. what is the alternative to using stopping fungal growth without a ghost? i've been trying to think of one and really can't. it seems late game vs zerg a ghost is a must have unit in my mind, i mean maybe a cloak banshee to kill them? that's all i can really think of
FuzzyLord
Profile Joined September 2010
253 Posts
May 22 2011 21:50 GMT
#58
Can't you shift-snipe so that the second your ghost finishes sniping once it snipes a second time?
GMonster
Profile Blog Joined May 2011
686 Posts
May 22 2011 21:57 GMT
#59
On May 22 2011 15:56 MockHamill wrote:
Snipes per unit
You need 3 snipes to take out an infestor (90 hp + healing).
You need 6 snipes to take out a Broodlord (225 hp + healing)
You need 12 snipes to take out an Ultralisk (500 hp).

Ghosts needed to snipe each unit
If we assume that your Ghosts have 100 energy on average and that every single one of them manages to get off their snipes without dying it would take:
0.75 Ghosts to take out one infestor.
1.5 Ghosts to take out one Broodlord
3 Ghosts to take out an Ultralisk.

Conclusion
So using snipe (and disregarding all else) including that Ghosts can still fight after being out of energy, that some of them may die before being able to snipe etc, Ghosts are
- Cost efficient vs. Infestors
- Somewhat cost efficient vs. Broodlords
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


Except you often have 3-3 marine medivac and siege tank to help your ghosts so if you use your ghost to lower the hp of ultras by half then they get less hits on your army and ultras do good against marines if they get close enough.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
longtang
Profile Joined February 2011
United States73 Posts
Last Edited: 2011-05-22 23:31:14
May 22 2011 23:28 GMT
#60
editted.
Kill all Protoss. Make them Die. Long Live Terran. Tos is a despicable race b/c they R sneaky & underhanded; Their scouts dont' scout; they Just hide & make pylons
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