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Active: 1611 users

How top terrans dont use ghosts against protoss?

Forum Index > SC2 General
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1 2 3 4 Next All
dambros
Profile Joined July 2010
Brazil432 Posts
Last Edited: 2010-08-02 14:30:49
August 02 2010 14:29 GMT
#1
I'm a noob in the process of learning this game and lately I've been watching a LOT of replays from top terran players (like qxc, Jinro, Tarson, DeMusliM, etc) and I've seen so few of them using ghosts against protoss. Usually the toss player wins and there wasn't a single ghost in the match.

I tried to understand this but after a lot of research I couldn't get why. So here I am looking for an explanation. Is there a specific reason for not going ghost against protoss?

I always thought ghost can counter protoss army, even though they aren't using HTs, but I may be wrong.

Thanks in advance for the explanation and sorry for the english.

Edit: Tittle was supposed to be "WHY ..." instead of "HOW ..." but I can't change it now :/
No pain, no gain!
ziteNiA
Profile Joined April 2010
Sweden73 Posts
Last Edited: 2010-08-02 14:34:59
August 02 2010 14:34 GMT
#2
Terran is so good atm that you dont really need ghost

User was warned for this post
Day9 for President
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
August 02 2010 14:37 GMT
#3
On August 02 2010 23:34 ziteNiA wrote:
Terran is so good atm that you dont really need ghost


This is one reason.

The second reason is that to use EMP AND stim you really need 2 control groups and that is just adding a level of complication to a situation where you simply only need 1 control group of units to win the game.

Most games all Terran require to win is mass barracks spamming M&M with 1 starport making medevacs then 1a move into the protoss base and press stimpack when you see their army and its gg.

User was warned for this post
Europe Server Diamond Player: ID=Necrosjef Code=957
TheYango
Profile Joined September 2008
United States47024 Posts
August 02 2010 14:38 GMT
#4
From what I've seen, high level players do use ghosts.

It's worth noting that it's not a choice between ghosts and no ghosts, but a choice between ghosts, and the various other possible gas units--tanks, vikings, medivacs, ravens, etc. A particular player's playstyle or situation might favor the use of one of those other units over a ghost.
Moderator
TanX
Profile Blog Joined July 2010
Denmark92 Posts
August 02 2010 14:38 GMT
#5
Ofcourse you need ghosts, they provide a GREAT advantage for a very modest cost. Throwing the EMP into a protoss ground force will deal about 1k damage instantly, not to mention that they render the Templar useless when all the energy has been drained by the EMP.

Why they don't do it? well, it might be that there simply wasn't room for additional tech within their standard builds. Myself? I wouldn't give the ghost away for anything, it is just too useful to ignore.

To the other poster, Stimming and EMP'ing takes like a second due to the wonders of 'tabbing'.
'but this is not supposed to be the old starcraft'
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
Last Edited: 2010-08-02 14:40:50
August 02 2010 14:39 GMT
#6
I've had a lot of occasions where I would lose to something ridiculous, then I would go watch many replays to find someone else who fought a 'similar' unit composition. Long story short I found out that its better to 'force' your opponent to make certain units then try and predict. Oh and ghosts cost a crapton of gas, gas that can be used for a lot of things. That was my reason for not using them awhile back

Also countering colossus (which from my experience is what dominates most MM armies) requires a decent amount of gas as well. It REALLY depends on the game/map/player more than anything ghosts are incredibly viable and useful but people still don't use them for reasons youd probably have to ask them to know.
Keep the Dream Alive twitch.tv/monokerros
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
August 02 2010 14:40 GMT
#7
On August 02 2010 23:38 TanX wrote:
To the other poster, Stimming and EMP'ing takes like a second due to the wonders of 'tabbing'.


Why bother using 2 different hammers when you only need 1?

User was warned for this post
Europe Server Diamond Player: ID=Necrosjef Code=957
TheYango
Profile Joined September 2008
United States47024 Posts
August 02 2010 14:41 GMT
#8
On August 02 2010 23:37 Necrosjef wrote:
Most games all Terran require to win is mass barracks spamming M&M with 1 starport making medevacs then 1a move into the protoss base and press stimpack when you see their army and its gg.

Not only does this not answer the question, it's flat out an exaggeration.

While there's certainly been a lot of legitimate complaint about Terran's power in TvZ (in particular related to 1 unit), I haven't seen any reputable high level player complaining about TvP. Certainly not with regard to bio play.

But of course, I'm going way off topic.
Moderator
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
August 02 2010 14:41 GMT
#9
Problem is that it takes some time for the ghost to get enough energy for an emp. And untill then the terran is pretty weak. Also many games only last 10-15 min, and when army sizes are small having 3 mauruders instead of 1 ghost is often better. Another reason is that at the early stages of midgame if the terran has gone bio they have to choice between either going medis first or ghost first. OFten times medis are better to get first as it works really well with stim. Late game though I feel like most bio armies should have 2-4 ghost in their mix.
Tiwo
Profile Joined March 2009
Netherlands306 Posts
August 02 2010 14:42 GMT
#10
It takes pretty long time to build those ghost, and pretty gas heavy, and who I noticed is that more and more people use feedback more successfully, and they will always get storms off anyway, so people prefer using the gas for Tanks or Medivacs.
(i completely changed to Mech because when u don't look for 1 moment or are in bad position, they storm your whole army)

Thats my intake into this.

Also, forgetting re-making ghosts in your macro is also a big flaw in peoples game
dambros
Profile Joined July 2010
Brazil432 Posts
August 02 2010 14:45 GMT
#11
Thanks for the replies so far. One of the main reasons ppl answered was the cost to produce, which I thought may be one of the reasons.

As far as I can tell it gets to the same point why protoss don't use HT early (15-20min) as far as I saw on replays it's only after that mark that they usually start getting HTs.
No pain, no gain!
synapse
Profile Blog Joined January 2009
China13814 Posts
August 02 2010 14:46 GMT
#12
I think that getting the early ghost academy for a ghost + marine/marauder push leaves you with no money for the natural expo / early upgrades (and gives P complete map control), so most T players go for straight up mm -> expo -> mmm -> win. Once you're at Starport tech, you'd probably go for tanks over ghosts.
:)
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
August 02 2010 14:48 GMT
#13
Tanks are so solid, I almost don't see a reason for ghosts.
kzn
Profile Blog Joined June 2007
United States1218 Posts
August 02 2010 14:54 GMT
#14
On August 02 2010 23:41 TheYango wrote:
Show nested quote +
On August 02 2010 23:37 Necrosjef wrote:
Most games all Terran require to win is mass barracks spamming M&M with 1 starport making medevacs then 1a move into the protoss base and press stimpack when you see their army and its gg.

Not only does this not answer the question, it's flat out an exaggeration.

While there's certainly been a lot of legitimate complaint about Terran's power in TvZ (in particular related to 1 unit), I haven't seen any reputable high level player complaining about TvP. Certainly not with regard to bio play.

But of course, I'm going way off topic.


Pretty sure Tester is on record as saying T is (or at least was) overpowered (and it hasn't been nerfed much at all since then).
Like a G6
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
August 02 2010 14:54 GMT
#15
Ghosts are so unbelievably good. They have decent hp, a spell that does ridiculous damage instantaneously, another one that also does ridiculous damage while being cloaked (oh, did I mention cloak?) and one of the most under-utilized abilities in the game: snipe. Snipe can be fired so quickly with the right micro.
Ploppytheman
Profile Joined April 2010
United States248 Posts
August 02 2010 14:55 GMT
#16
EMP is so devasting and irritating I'm very tempted to switch from toss to terran. As far as I'm concerned EMP is broken. Its always a good idea to EMP.
youtube.com/ploppytheman for GAIMEZ!!!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
August 02 2010 14:55 GMT
#17
I usually mech TvP and in the beginning I don't have the gas for ghosts, then midgame I don't need ghosts. I might add ghosts late game.

But I'm finding some problems with mech again so I dunno, I always used ghosts when I played bio builds however.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
TheYango
Profile Joined September 2008
United States47024 Posts
August 02 2010 14:55 GMT
#18
On August 02 2010 23:54 kzn wrote:
Show nested quote +
On August 02 2010 23:41 TheYango wrote:
On August 02 2010 23:37 Necrosjef wrote:
Most games all Terran require to win is mass barracks spamming M&M with 1 starport making medevacs then 1a move into the protoss base and press stimpack when you see their army and its gg.

Not only does this not answer the question, it's flat out an exaggeration.

While there's certainly been a lot of legitimate complaint about Terran's power in TvZ (in particular related to 1 unit), I haven't seen any reputable high level player complaining about TvP. Certainly not with regard to bio play.

But of course, I'm going way off topic.


Pretty sure Tester is on record as saying T is (or at least was) overpowered (and it hasn't been nerfed much at all since then).

He specifically highlighted tanks as an issue, and I'm pretty sure consensus is that tanks are problematic in TvZ.

As I said though, bio play has not to my knowledge been cited as a balance issue.
Moderator
dambros
Profile Joined July 2010
Brazil432 Posts
Last Edited: 2010-08-02 15:00:43
August 02 2010 14:59 GMT
#19
On August 02 2010 23:55 Liquid`Jinro wrote:
I usually mech TvP and in the beginning I don't have the gas for ghosts, then midgame I don't need ghosts. I might add ghosts late game.

But I'm finding some problems with mech again so I dunno, I always used ghosts when I played bio builds however.


Do you have some recent replays using bio + ghost that I can see?

Maybe a stupid question, but why don't you need ghosts midgame?

Thanks for all replies everyone.
No pain, no gain!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
August 02 2010 15:03 GMT
#20
On August 02 2010 23:59 dambros wrote:
Show nested quote +
On August 02 2010 23:55 Liquid`Jinro wrote:
I usually mech TvP and in the beginning I don't have the gas for ghosts, then midgame I don't need ghosts. I might add ghosts late game.

But I'm finding some problems with mech again so I dunno, I always used ghosts when I played bio builds however.


Do you have some recent replays using bio + ghost that I can see?

Maybe a stupid question, but why don't you need ghosts midgame?

Thanks for all replies everyone.

I haven't played much bio tvp in a long time

You don't need ghosts midgame because you have lots of tanks/hellions/ravens/vikings. Ghosts are nice vs immortals, but immortals aren't a threat, and hellions deal nicely with templars.

You already do so much splash to everything, shields don't last very long. I dunno, this has been my experience anyway.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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