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How top terrans dont use ghosts against protoss? - Page 2

Forum Index > SC2 General
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D10
Profile Blog Joined December 2007
Brazil3409 Posts
August 02 2010 15:03 GMT
#21
I dont like relying on ghosts, they can be sniped by feedback and the like, its more important to have a good bio ball with steam and some medivacs/vikings than a ghost, and usually, the ghosts high cost in gas will delay everything else by a decent margin
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
RandomBS
Profile Joined July 2010
United States130 Posts
August 02 2010 15:05 GMT
#22
On August 02 2010 23:55 TheYango wrote:
Show nested quote +
On August 02 2010 23:54 kzn wrote:
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.


The problem is really bad players on this forum see a few threads saying "terran mech is op vs zerg", so they jump on the bandwagon to make excuses for their shitty play by screaming everything they lose to is imba. Really getting tired of every matchup thread devolving into T IS OP LOLOLOLOL within 5 posts.
"an intelligent zerg will go 2 hatch, my build was designed to take advantage of that and so lost because he went 3 hatch. going 3 hatch is utterly retarded for the reasons i just explained so yes i did lose because he did something dumb." -idra
ooni
Profile Blog Joined March 2010
Australia1498 Posts
August 02 2010 15:08 GMT
#23
Another reason is that, in beta toss players couldn't find ghosts in a MMM ball. After playing a while they can and just kill it asap. Terran countered this by not building Ghosts at all. ^_^
I used to use Ghosts a lot but recently I realised
Zealots - Not very effective
Sentries - Usually too far and/or FF start of the battle
Stalkers - More marauders do a better job
Immortals - Banshee/Marauders/Marines but 90% of time Marines
Templars - Maybe but isn't microing your MMM out of storm more important anyway?
Hi!
Knutzi
Profile Joined July 2009
Norway664 Posts
August 02 2010 15:18 GMT
#24
as most people have said, terran really dont need ghosts until late game and by then they have usually won
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
August 02 2010 15:20 GMT
#25
I find that any time I bio against protoss if I dont win in the first 10 minutes then I get stormed/colossus'd into oblivion.

I dont find mech all that usefull either because hellions are useless against stalkers, and I find most toss players will have a fair amount of stalkers early.

So I usually try to go something like Bio-mech, where I use Marines, Tanks, Thors (and vikings where necessary).

But I have also had alot more success lately with Marauder, Tank, Viking. Originally Ghost Marine Medivac was working well for me, but again, toss players now just put down a cannon or two when they see it, and then tech to storm and rape. I play platinum so I'm not a star or anything, but those are just my experiences.
"losers always whine about their best, Winners go home and fuck the prom queen"
Coindrop
Profile Blog Joined August 2010
United States203 Posts
August 02 2010 15:23 GMT
#26
I wouldn't call myself a top player by any means but I get around alright (Diamond) and I use ghosts in the majority of my games vs Protoss, the emp is extremely deadly and a good one or two can win you the game.
US Server ID: Coindrop // Code: 990 // www.Hugs-and-Kisses.org
Qikz
Profile Blog Joined November 2009
United Kingdom12037 Posts
August 02 2010 15:28 GMT
#27
I personally play Marine/Ghost/Tank Medivac in TvP from the midgame upwards, having a mix of tanks and ghosts really does compliment each other as the tanks will do instant damage rather than just shield damage.

Have been having a lot of trouble with early chargelots though with a lack of marauders, need to work out how to deal with that.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Coindrop
Profile Blog Joined August 2010
United States203 Posts
August 02 2010 15:31 GMT
#28
On August 03 2010 00:28 Qikz wrote:
I personally play Marine/Ghost/Tank Medivac in TvP from the midgame upwards, having a mix of tanks and ghosts really does compliment each other as the tanks will do instant damage rather than just shield damage.

Have been having a lot of trouble with early chargelots though with a lack of marauders, need to work out how to deal with that.


Have you tried integrating a few hellions in when you see them massing lots?
US Server ID: Coindrop // Code: 990 // www.Hugs-and-Kisses.org
Qikz
Profile Blog Joined November 2009
United Kingdom12037 Posts
August 02 2010 15:32 GMT
#29
On August 03 2010 00:31 FreshandLegit wrote:
Show nested quote +
On August 03 2010 00:28 Qikz wrote:
I personally play Marine/Ghost/Tank Medivac in TvP from the midgame upwards, having a mix of tanks and ghosts really does compliment each other as the tanks will do instant damage rather than just shield damage.

Have been having a lot of trouble with early chargelots though with a lack of marauders, need to work out how to deal with that.


Have you tried integrating a few hellions in when you see them massing lots?


Well I hadn't, but I'll give it a try next set of ladder games I play later. Thanks for the idea ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Coindrop
Profile Blog Joined August 2010
United States203 Posts
August 02 2010 15:34 GMT
#30
On August 03 2010 00:32 Qikz wrote:
Show nested quote +
On August 03 2010 00:31 FreshandLegit wrote:
On August 03 2010 00:28 Qikz wrote:
I personally play Marine/Ghost/Tank Medivac in TvP from the midgame upwards, having a mix of tanks and ghosts really does compliment each other as the tanks will do instant damage rather than just shield damage.

Have been having a lot of trouble with early chargelots though with a lack of marauders, need to work out how to deal with that.


Have you tried integrating a few hellions in when you see them massing lots?


Well I hadn't, but I'll give it a try next set of ladder games I play later. Thanks for the idea ^^


No problem just make sure to micro them a lot I've found that whenever I use hellions they end up taking the most concentration of anything in my army
US Server ID: Coindrop // Code: 990 // www.Hugs-and-Kisses.org
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-08-02 15:39:34
August 02 2010 15:36 GMT
#31
The worst is fighting Bio + Ghosts who COMSAT the area, drop your Observers with a couple of Vikings, Cloak the Ghosts and then EMP the shit out of everything. Terrans have it so, so easy when it comes to EMP and detection.

Be nice if I could sneak HTs into their bases and Feedback all of their Orbital Command energy away. In late game, they've always got a shitload of energy spare for COMSAT.

Its the same equivalent as fighting those Banshee + Viking builds from back in Beta and they had the common sense to save a COMSAT for the early push. There's just not a damn thing you can do about it, so why bother trying?
Voyager I
Profile Joined July 2010
United States260 Posts
August 02 2010 15:41 GMT
#32
Ghosts are awesome, but they're only one of many possible strategies in TvP, and they cost basically all of your gas early game.
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
August 02 2010 15:46 GMT
#33
the ghost is pretty much the terran version of the high templar. hands down, it's my favorite unit in the game...
♞ Your soul will forever be lost in the void of a horse. ♞
Daxten
Profile Joined October 2009
Germany127 Posts
August 02 2010 15:46 GMT
#34
U only realy need Ghosts in TvP when P goes fast/mass HTs with storm! As long as you can keep up in macro P can't do much against your bio/biomech/mech without HTs
Bigpappaj
Profile Joined July 2010
57 Posts
August 02 2010 16:28 GMT
#35
I would suggest watching some of TLO's Terran replays... he almost always uses ghosts against Toss. Ghost are a great idea, but also gas heavy... usually you don't see them unless the game last long enough... otherwise you have to cut to many gas units (tanks, ravens, vikings, etc) to hold out against a massing protoss army.
Vortel64
Profile Joined March 2010
United States18 Posts
August 02 2010 16:36 GMT
#36
On August 02 2010 23:37 Necrosjef wrote:
Show nested quote +
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.


Colossus/High Templar would like a word with you.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
August 02 2010 16:38 GMT
#37
On August 03 2010 01:36 Vortel64 wrote:


Colossus/High Templar would like a word with you.


So does the forcefield!
heroyi
Profile Blog Joined March 2009
United States1064 Posts
August 02 2010 16:42 GMT
#38
there must be a whole lot of trolls cause it seems impossible to not realize colossus and ht kinda RAPE bio.

maybe bio mech using vikings to snipe colossus. if lucky the toss will a-move, target the vikings and you can just micro to point where your bio isnt damaged at all
wat wat in my pants
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
August 02 2010 16:42 GMT
#39
On August 03 2010 01:38 Dente wrote:
Show nested quote +
On August 03 2010 01:36 Vortel64 wrote:


Colossus/High Templar would like a word with you.


So does the forcefield!


Forcefield is godly.

I win so many games against Terran because they charge up a ramp and let their army get split in two. Almost any bio 1 base-rush cant hurt you if you make good use of sentries and have something of an army.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 02 2010 16:44 GMT
#40
A lot of em do really, but in as said before, in the later stages. When you go for early ghosts it cuts into the production for your other units and even tho EMP is (very) good, it doesnt outweight the lack of units.
no dude, the question
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