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TvZ Ghost vs Hive Tech (QXC Style) -IdrA's Fear - Page 4

Forum Index > StarCraft 2 Strategy
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Crugio
Profile Blog Joined April 2011
Australia45 Posts
May 23 2011 00:10 GMT
#61
On May 22 2011 15:56 MockHamill wrote:
Conclusion
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


So what ground army is cost efficient vs. Ultras?
I'm in a world of hurt!
Keilah
Profile Joined May 2010
731 Posts
May 23 2011 00:38 GMT
#62
"- Extremely cost inefficient vs. Ultras."

kind of false

Ultra is 400/300 and will be DEAD

3 Ghosts is 600/300 and will be ALIVE

so terran pays 200 minerals extra to have 3 no-energy ghosts left over, sounds pretty efficient to me.
alepov
Profile Joined December 2010
Netherlands1132 Posts
May 23 2011 00:55 GMT
#63
On May 23 2011 09:10 Crugio wrote:
Show nested quote +
On May 22 2011 15:56 MockHamill wrote:
Conclusion
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


So what ground army is cost efficient vs. Ultras?

anything but mass siegetank?
ლ(ಠ益ಠლ)
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
May 23 2011 00:55 GMT
#64
On May 23 2011 09:10 Crugio wrote:
Show nested quote +
On May 22 2011 15:56 MockHamill wrote:
Conclusion
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


So what ground army is cost efficient vs. Ultras?

against ultras I think it's more worthwhile to use EMP vs the infestors before you get fungaled too hard, then kite with stimmed rines and snipe with excess energy... not sure though, ghost vs ultra is pretty rare. there will be little to no broods to deal with though, unless you let him get up to like 14 geysers or something ridiculous.

anyone know what QXC said was the ultimate unit composition, where if you manage to get it you pretty much win the game? I think it involved battelcruisers or something...
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
CustomKal
Profile Blog Joined November 2010
Canada749 Posts
May 23 2011 01:09 GMT
#65
On May 19 2011 18:23 GoKu` wrote:
IF you pressure gets completely wiped out and fails build more bunkers. Likely of a allin is very good.


I don't know any zergs that think in this mentality.

Personally If i wipe all terran aggression, I usually expand again to get a better hold on the game.
Skank
Profile Joined October 2010
United States329 Posts
Last Edited: 2011-05-23 01:33:10
May 23 2011 01:30 GMT
#66
On May 23 2011 09:55 MonsieurGrimm wrote:
Show nested quote +
On May 23 2011 09:10 Crugio wrote:
On May 22 2011 15:56 MockHamill wrote:
Conclusion
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


So what ground army is cost efficient vs. Ultras?

against ultras I think it's more worthwhile to use EMP vs the infestors before you get fungaled too hard, then kite with stimmed rines and snipe with excess energy... not sure though, ghost vs ultra is pretty rare. there will be little to no broods to deal with though, unless you let him get up to like 14 geysers or something ridiculous.

anyone know what QXC said was the ultimate unit composition, where if you manage to get it you pretty much win the game? I think it involved battelcruisers or something...


Yeah, its a ridiculously weird comp. Done it in team games and makes for many lulz. It's essentially 3-4 tanks, 5-6 thors, about 4 battlecruisers, 8-10 vikings and like 20-25 marines. Its dumb and too hard to ever achieve and impossible to upgrade. However, it's insanely strong once achieved, zerg can only beat it by an army of extreme amounts of corrupters and like 8 broodlords.

TL;DR: TvZ ultimate unit comp is Thor/Battlecruiser/Marine with a few tanks and/or vikings as needed.
"To be honest, to play protoss is ridiculously simple" -NesTea
GMonster
Profile Blog Joined May 2011
686 Posts
May 23 2011 03:11 GMT
#67
On May 23 2011 10:30 Skank wrote:
Show nested quote +
On May 23 2011 09:55 MonsieurGrimm wrote:
On May 23 2011 09:10 Crugio wrote:
On May 22 2011 15:56 MockHamill wrote:
Conclusion
- Extremely cost inefficient vs. Ultras.

TLDR
Ghost counters Hive tech, but not Ultras.


So what ground army is cost efficient vs. Ultras?

against ultras I think it's more worthwhile to use EMP vs the infestors before you get fungaled too hard, then kite with stimmed rines and snipe with excess energy... not sure though, ghost vs ultra is pretty rare. there will be little to no broods to deal with though, unless you let him get up to like 14 geysers or something ridiculous.

anyone know what QXC said was the ultimate unit composition, where if you manage to get it you pretty much win the game? I think it involved battelcruisers or something...


Yeah, its a ridiculously weird comp. Done it in team games and makes for many lulz. It's essentially 3-4 tanks, 5-6 thors, about 4 battlecruisers, 8-10 vikings and like 20-25 marines. Its dumb and too hard to ever achieve and impossible to upgrade. However, it's insanely strong once achieved, zerg can only beat it by an army of extreme amounts of corrupters and like 8 broodlords.

TL;DR: TvZ ultimate unit comp is Thor/Battlecruiser/Marine with a few tanks and/or vikings as needed.


Sounds like Infestor Broodlord curroptor still would rape the hell out of that.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
ClanRH.TV
Profile Joined July 2010
United States462 Posts
May 23 2011 03:28 GMT
#68
I've seen and played against this type of build before the ghost patch (200 mins/100 gas) and it seemed to leave the terran extremely vulnerable at the time they begin ghost production....Now that the buff is in effect it may be easier and more effective to carry out.
"Don't take life too seriously because you'll never get out alive."
GMonster
Profile Blog Joined May 2011
686 Posts
May 23 2011 03:30 GMT
#69
On May 23 2011 12:28 gta1 wrote:
I've seen and played against this type of build before the ghost patch (200 mins/100 gas) and it seemed to leave the terran extremely vulnerable at the time they begin ghost production....Now that the buff is in effect it may be easier and more effective to carry out.


Your getting ghosts out at the same time that they are upgrading their tech, id on't see how that makes u any more vunerable then them.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
roam
Profile Blog Joined February 2010
United States54 Posts
May 23 2011 03:34 GMT
#70
This discussion is silly, you are using a unit that barely trades evenly. Instead you should be looking at how to play to T's strengths.

Here's how late game T at max cap will be played in the future:
Mass bunker (10-15) at critical positions to counter baneling/infestor.
Mass raven (4-8) for HSM vs broodlord and turret spam at expansions.
GMonster
Profile Blog Joined May 2011
686 Posts
May 23 2011 04:08 GMT
#71
On May 23 2011 12:34 roam wrote:
This discussion is silly, you are using a unit that barely trades evenly. Instead you should be looking at how to play to T's strengths.

Here's how late game T at max cap will be played in the future:
Mass bunker (10-15) at critical positions to counter baneling/infestor.
Mass raven (4-8) for HSM vs broodlord and turret spam at expansions.


You are a idiot.

User was temp banned for this post.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
Keilah
Profile Joined May 2010
731 Posts
May 23 2011 04:11 GMT
#72
On May 23 2011 13:08 GoKu` wrote:
Show nested quote +
On May 23 2011 12:34 roam wrote:
This discussion is silly, you are using a unit that barely trades evenly. Instead you should be looking at how to play to T's strengths.

Here's how late game T at max cap will be played in the future:
Mass bunker (10-15) at critical positions to counter baneling/infestor.
Mass raven (4-8) for HSM vs broodlord and turret spam at expansions.


You are a idiot.


LOL!
link0
Profile Joined March 2010
United States1071 Posts
May 23 2011 05:19 GMT
#73
No terran comp is cost effective against infestor broodlord ling. Not only not cost-effective, but also immobile as hell.

The simple fact is that broodlords forces tanks to unseige and seiged tanks are the only cost effective terran unit against ling/infestor/bling.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
FairForever
Profile Joined February 2011
Canada2392 Posts
May 23 2011 06:30 GMT
#74
On May 23 2011 13:08 GoKu` wrote:
Show nested quote +
On May 23 2011 12:34 roam wrote:
This discussion is silly, you are using a unit that barely trades evenly. Instead you should be looking at how to play to T's strengths.

Here's how late game T at max cap will be played in the future:
Mass bunker (10-15) at critical positions to counter baneling/infestor.
Mass raven (4-8) for HSM vs broodlord and turret spam at expansions.


You are a idiot.


Seriously learn to manner up. You were BM'ing me in a ladder game TvZ today when you established map control and I used ultra/ling/bling to break it and take down your third, calling me a "scrub".

Also considering I had a spire and hive tech (though I didn't go broods, went ultras instead), you didn't even follow your own recommendation of going ghosts when you see hive tech
GMonster
Profile Blog Joined May 2011
686 Posts
Last Edited: 2011-05-23 07:15:35
May 23 2011 07:05 GMT
#75
On May 23 2011 15:30 FairForever wrote:
Show nested quote +
On May 23 2011 13:08 GoKu` wrote:
On May 23 2011 12:34 roam wrote:
This discussion is silly, you are using a unit that barely trades evenly. Instead you should be looking at how to play to T's strengths.

Here's how late game T at max cap will be played in the future:
Mass bunker (10-15) at critical positions to counter baneling/infestor.
Mass raven (4-8) for HSM vs broodlord and turret spam at expansions.


You are a idiot.


Seriously learn to manner up. You were BM'ing me in a ladder game TvZ today when you established map control and I used ultra/ling/bling to break it and take down your third, calling me a "scrub".

Also considering I had a spire and hive tech (though I didn't go broods, went ultras instead), you didn't even follow your own recommendation of going ghosts when you see hive tech


Trial and error is a part of the ladder, you always lose to people you are better then that is the nature of the game.

You played really really really terrible and after you lost 8 mutas too hellion marine push i thought i had it there, but you stayed in the game. Check the replay before you stalk me on Teamliquid and Bm me lol, Ghosts were making, i just didn't expect a all-in and was more mad at myself for it because i was up 3 bases too 2. But i stand by my statement. Was my first game of the day late at night. YOu just did something unorthadox on the ladder and it worked, all it came down too. That was my 1st game using it on the ladder (and by that i mean the hellion/marine or 11/12 2 rax didn't kill someone) and i did it almost completely wrong and it still barely lost. forgetting to upgrade 3-2 was it though.

But since i did lose too someone who a-click won allin'd ( i actually don't mean that as a insult even though it might sound like it), i learned that
-Spread out Siege tanks while bunkered
-Spread out Bunkers more
-Add on Lift up barracks and just create tech labs if you scout the hive early because your ghost won't get out in time. Instead of just making new barracks
-Don't forget upgrades

Thanks for the trolling though, always super. Anything else you want to say thats not strategy related PM and don't derail the thread plz.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
Shellshock
Profile Blog Joined March 2011
United States97277 Posts
May 23 2011 07:07 GMT
#76
Did any of you guys see Stalife vs Catz game 1 from NASL this week?
+ Show Spoiler +
Stalife did a pretty good job of sniping brood lords and I think he also threw down an EMP or two on the infestors. It;s the first time in a while outside of GSL that I've seen multiple ghosts used vs Zerg. It was the first time since the patch as well.

I think ghosts vs zerg late game is something that will definitely pick up in the coming weeks. I've already been trying to incorporate it into my game play. At the moment, I feel like a lot of zergs don't even expect that tech path so it is even more advantageous now.
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
NeonFox
Profile Joined January 2011
2373 Posts
May 23 2011 07:15 GMT
#77
+ Show Spoiler +
On May 23 2011 06:57 GoKu` wrote:
Show nested quote +
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.


This. Ultras serve to tank for the rest of the army to close in, and do AOE damage. So the point here is to kill them as fast as possible. Snipe takes out large portions of their health fast, the rest of your army will need to use less dps on them.
Eppa!
Profile Joined November 2010
Sweden4641 Posts
Last Edited: 2011-05-23 09:01:07
May 23 2011 08:59 GMT
#78
On May 23 2011 16:15 NeonFox wrote:
+ Show Spoiler +
On May 23 2011 06:57 GoKu` wrote:
Show nested quote +
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.


This. Ultras serve to tank for the rest of the army to close in, and do AOE damage. So the point here is to kill them as fast as possible. Snipe takes out large portions of their health fast, the rest of your army will need to use less dps on them.

Doesn't the APM required to do it cut into marine splitting micro and you get ultras to break tank lines which with Ghosts become less tanks.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
link0
Profile Joined March 2010
United States1071 Posts
May 23 2011 09:18 GMT
#79
You guys act like snipe is an auto-cast ability. You can't do ANY other micro while you are trying to snipe. This is a BIG deal.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
4Servy
Profile Joined August 2008
Netherlands1542 Posts
Last Edited: 2011-05-23 09:23:07
May 23 2011 09:22 GMT
#80
snipe only works with mech like I did when I was still playing seriously or brat ok later on in some games.
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