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Active: 1703 users

How top terrans dont use ghosts against protoss? - Page 3

Forum Index > SC2 General
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ExileStrife
Profile Joined February 2009
United States170 Posts
August 02 2010 16:48 GMT
#41
PysonicReaver opened me a new asshole with EMP, so at least one person is using it.
BOOWOO
Profile Joined March 2010
United States83 Posts
August 02 2010 16:52 GMT
#42
From what I've seen in watching alot of replays/commentaries and playing myself, Ghosts fit a niche role for the most part.

I mean, siege tanks are the bread and butter of the terran ground army. When you consider the outrageous damage they do, and the map control they provide with the range, I see them as the best way to spend your gas most of the time.

Ghosts can be used in some all-in type early EMP pushes very well, and can fit into the late-game when you've got like 3 bases running and can spare the gas.

But as a toss player, once I scout early Ghosts I just make sure not to commit my army to an engagement until I have Collosi to melt the bio ball.

Sometimes I get caught off guard with an early push though, and a well placed EMP basically wins the game.

dambros
Profile Joined July 2010
Brazil432 Posts
August 02 2010 16:52 GMT
#43
For those talking about Force Field, it is indeed one of the best skills in game. One of the reasons I ever considered playing toss ! Watching Tester shitting over Idra's baneling bust on KOTH finals was the most impressive move I've seen so far in SC2...
No pain, no gain!
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
August 02 2010 16:54 GMT
#44
On August 03 2010 01:42 Ndugu wrote:
Show nested quote +
On August 03 2010 01:38 Dente wrote:
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.


This post is pretty intelligent - word of the wise to Protoss players, if you aren't using sentries to wall your ramp you aren't doing it right.

I wonder if just make 2 gate sentry zealot spam, make like 4 sentries to perma wall your ramp and just go straight for higher tech units would work. Might be something worth looking into on certain maps.

Would be very annoying for a terran player to arrive with his whole bio army only to find 5 sentries lolling at him from up the ramp while the protoss player is teching up to collosus or whatever.
Europe Server Diamond Player: ID=Necrosjef Code=957
gerundium
Profile Joined June 2010
Netherlands786 Posts
Last Edited: 2010-08-02 17:32:22
August 02 2010 17:32 GMT
#45
On August 03 2010 01:54 Necrosjef wrote:
Show nested quote +
On August 03 2010 01:42 Ndugu wrote:
On August 03 2010 01:38 Dente wrote:
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.


This post is pretty intelligent - word of the wise to Protoss players, if you aren't using sentries to wall your ramp you aren't doing it right.

I wonder if just make 2 gate sentry zealot spam, make like 4 sentries to perma wall your ramp and just go straight for higher tech units would work. Might be something worth looking into on certain maps.

Would be very annoying for a terran player to arrive with his whole bio army only to find 5 sentries lolling at him from up the ramp while the protoss player is teching up to collosus or whatever.


And then he scans your ramp and snipes the sentries. Uh oh.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
August 02 2010 17:33 GMT
#46
Ghosts are expensive. That's the reason why players sometimes skip or avoid them.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Lucius2
Profile Joined June 2010
Germany548 Posts
August 02 2010 17:42 GMT
#47
1. one control group a-move stim is enough to win easily
2. would take skill to use 2 groups and aim with emp
3. oh noez so expensive?!?! so what are templars then with all the tech needed?!

User was warned for this post
MadJack
Profile Blog Joined March 2010
Peru357 Posts
August 02 2010 17:48 GMT
#48
[QUOTE]On August 03 2010 01:54 Necrosjef wrote:
[QUOTE]On August 03 2010 01:42 Ndugu wrote:
[QUOTE]On August 03 2010 01:38 Dente wrote:
[QUOTE]On August 03 2010 01:36 Vortel64 wrote:


Colossus/High Templar would like a word with you. [/QUOTE]

So does the forcefield![/QUOTE]

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.
[/QUOTE]

This post is pretty intelligent - word of the wise to Protoss players, if you aren't using sentries to wall your ramp you aren't doing it right.

I wonder if just make 2 gate sentry zealot spam, make like 4 sentries to perma wall your ramp and just go straight for higher tech units would work. Might be something worth looking into on certain maps.

Would be very annoying for a terran player to arrive with his whole bio army only to find 5 sentries lolling at him from up the ramp while the protoss player is teching up to collosus or whatever.[/
QUOTE]

Sentries already are gas heavy, having 4-5 means 400-500 gas, and i dont think sentrie's energy will last you long enough so that you can get Collos, dont even think about HT (being in 1 base 1 Collo would be very much gas cheaper than 2 HT's and much more effective cuz with HT you only have 2 shots at dmgin his army, and if by any chance you fail at it your fuck'd, the collo can be microed and do limitless amount of dmg.
이제동 화이팅! / http://www.youtube.com/watch?v=26jjD3ro-Xk /
Voyager I
Profile Joined July 2010
United States260 Posts
August 02 2010 17:51 GMT
#49
Even a single Sentry means I don't want to push up your ramp with MM because I'm putting myself at risk of giving away half my army.
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
Last Edited: 2010-08-02 17:56:38
August 02 2010 17:56 GMT
#50
Ghosts can be very helpful in the mid to late game, when your opponent may have a lot of phoenixes or immortals. That said, if I see my opponent opting for a very fast immortal, I'll try to match them with a very fast ghost. Nukes are also great in the late game for both harassment and just denying your opponent entry to a particular area.
Bird up
makoplux
Profile Joined April 2010
88 Posts
August 02 2010 18:00 GMT
#51
It's my humble opinion that unless you are trying to counter storm there are often better ways to spend your gas.
who is john galt?
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-08-02 18:04:23
August 02 2010 18:02 GMT
#52
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..


At least WhiteRa already criticized marauders with medivacs which saying in his opinion are very hard to deal with.

Tester criticized the whole race, saying it was overpowered in the hands of very good players, focusing on tanks and its possiblities to harass and attack. Even if he was wrong, we should part from the assumption that there is imbalance until evidence / very strong suspicious pointing in contrary, and not the other way around like some people love to do.

On August 03 2010 00:03 Liquid`Jinro wrote:
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.


Immortals aren't a threat when dealing with the units they supposedly hard counter. And if they were you could, even though you don't need, add in one of its hard counter, which you probably already have (marines / ghosts). Isn't that nice to hear?
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2010-08-02 18:06:07
August 02 2010 18:05 GMT
#53
a lot of times with bio, ghosts are overkill unless the Protoss heavily uses templars, which...at the moment not a lot of P are abusing templar/storm drops.

so most T do not build ghosts because bio can support itself if the P builds no templar. I still ghostmech a lot aka ghosts+mech, so...it really depends on your style or who you are playing. Like jinro said, early to mid-game ghosts are not always an absolute necessity, but a little past mid-game then you can incorporate ghosts with mech, not just for EMP, but for nukes later as well.

along with the "not many P are abusing templar" a lot of Protoss from what i've experienced try to accumulate thermal lance upgraded collosus if they see you going mech, so the getting the resource management down to get reactored vikings + ghosts + mech + upgrades is way too difficult right now for lots of players.

Sup
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 02 2010 18:10 GMT
#54
I think the main reason is preference.

Mech and bio are both popular. Just like how protoss can go templar or colossus against bio.
"You people need to just generally care a lot less about everything." -Zatic
Melt
Profile Joined May 2010
Switzerland281 Posts
Last Edited: 2010-08-02 18:22:59
August 02 2010 18:22 GMT
#55
I actually see quite a lot of Ghost play!

I think that in about 40% of the TvP's i see Ghosts.
They are extremely good against Protoss (obviously).
But as Terran, you also have other Tech options and i think that Ghosts only really shine, if the opponent goes Templar.

The other Problem could be, that teching to Ghosts early leaves you vulnerable for a 4-5 Warpgate all-in or an early Voidray.
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
August 02 2010 18:24 GMT
#56
On August 03 2010 03:22 Melt wrote:
I actually see quite a lot of Ghost play!

I think that in about 40% of the TvP's i see Ghosts.
They are extremely good against Protoss (obviously).
But as Terran, you also have other Tech options and i think that Ghosts only really shine, if the opponent goes Templar.

The other Problem could be, that teching to Ghosts early leaves you vulnerable for a 4-5 Warpgate all-in or an early Voidray.

i find that early ghosts COUNTER voidrays. emp it once and take it down with marines =)
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Melt
Profile Joined May 2010
Switzerland281 Posts
August 02 2010 18:29 GMT
#57
On August 03 2010 03:24 Polar_Nada wrote:
Show nested quote +
On August 03 2010 03:22 Melt wrote:
I actually see quite a lot of Ghost play!

I think that in about 40% of the TvP's i see Ghosts.
They are extremely good against Protoss (obviously).
But as Terran, you also have other Tech options and i think that Ghosts only really shine, if the opponent goes Templar.

The other Problem could be, that teching to Ghosts early leaves you vulnerable for a 4-5 Warpgate all-in or an early Voidray.

i find that early ghosts COUNTER voidrays. emp it once and take it down with marines =)


That could very well be, it was more of a guess

But i think that it doesn't give you quite of an advantage either... imo it's down to micro.
AyJay
Profile Joined April 2010
1515 Posts
August 02 2010 18:46 GMT
#58
What's up with these whiners in this thread?

If terran was op it would be balanced, blizzard aren't idiots.
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
August 02 2010 19:23 GMT
#59
--- Nuked ---
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
August 02 2010 19:34 GMT
#60
On August 02 2010 23:29 dambros wrote:
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 :/


Ghosts are F'ing expensive and take a long ass time to build, that's why. Sure, they're great, but the investment is massive and you have to properly time when you bring Ghosts out or that EMP is useless because the P army will still roll over your entire army right there.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
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