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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 :/
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Terran is so good atm that you dont really need ghost
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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.
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United States47024 Posts
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.
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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'.
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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.
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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?
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United States47024 Posts
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.
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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.
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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
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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.
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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.
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Tanks are so solid, I almost don't see a reason for ghosts.
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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).
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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.
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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.
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Sweden33719 Posts
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.
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United States47024 Posts
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.
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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.
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Sweden33719 Posts
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.
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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
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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.
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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?
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as most people have said, terran really dont need ghosts until late game and by then they have usually won
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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.
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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.
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United Kingdom12037 Posts
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.
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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?
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United Kingdom12037 Posts
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 ^^
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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
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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?
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Ghosts are awesome, but they're only one of many possible strategies in TvP, and they cost basically all of your gas early game.
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the ghost is pretty much the terran version of the high templar. hands down, it's my favorite unit in the game...
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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
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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.
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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.
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On August 03 2010 01:36 Vortel64 wrote:
Colossus/High Templar would like a word with you.
So does the forcefield!
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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
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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.
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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.
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PysonicReaver opened me a new asshole with EMP, so at least one person is using it.
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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.
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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...
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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.
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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.
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Ghosts are expensive. That's the reason why players sometimes skip or avoid them.
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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?!
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[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.
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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.
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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.
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It's my humble opinion that unless you are trying to counter storm there are often better ways to spend your gas.
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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?
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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.
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I think the main reason is preference.
Mech and bio are both popular. Just like how protoss can go templar or colossus against bio.
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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.
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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 =)
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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.
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What's up with these whiners in this thread?
If terran was op it would be balanced, blizzard aren't idiots.
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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.
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Ghosts limit you a lot in the early game. I was working out different bio-based pushes against P near the beginning, starting with a BratOK-style stim + cs + ghost marine push. The problem is that this push just takes too long. People can actually get a colossus out in time and completely devastate your push.
I began working with this build and found that I need to be able to apply pressure. I found out that if I cut the ghosts (two ghosts = 400 gas, one ghost = 250 gas - that's a lot of time saved) I can do a marine/marauder with stim and cs push before colossus can hit the field. Ghosts are a large gas (read: gas is time) investment and limits your options early.
As for lategame, I don't think there's any excuse for not using ghosts in the lategame.
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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.
ya, this.
i play turtle mech, so i don't get ghosts until there is a possibility that the protoss might attack me with ground. usually he's doing some voidray shinanigans, so i actually end up having tanks + thors, and maybe even vikings before it's useful to get ghosts.
but if toss is going like, 6 gate ground, or going immortals for a possible bust, i get ghosts immediately.
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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. I'm curious, I've been wanting to try going mech vs toss, but I just never thought it truly viable. How do you handle early air pressure, like say a quick void harass if you were say at the short air distance bases on metalopolis? Do you just make 8-10 rines at the start since I'm assuming you open 1fact expo? Thanks
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Ghosts are so gas expensive that its not worth building them in my opinion.
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On August 03 2010 04:47 ShivaN 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. I'm curious, I've been wanting to try going mech vs toss, but I just never thought it truly viable. How do you handle early air pressure, like say a quick void harass if you were say at the short air distance bases on metalopolis? Do you just make 8-10 rines at the start since I'm assuming you open 1fact expo? Thanks little off topic, but mech is very viable, in fact I argue much more favored than bio in TVP. The general build order is 1-1-1. rax, fac, sp asap. Set up tanks, get raven for stalkers, and expand asap. make a massive timing push and continue pushing with hellions and tanks and the odd banshee. sounds like a wacky combo but its devastating. hellions>ht tanks>ground units ravens>stalkers, cloaked units, defense. make sure you are patient and when you are pushing don't push like a regular timing attack. slowly creep your way, never losing your tanks but die everything else. use your hellions to harass and scout. *note* if you choose to not build 2-3 banshees, use this gas for 1-2 ghosts. It's pretty difficult, but if you can manage to fit a ghost in your mech build, you have overwhelming odds in your favor because you can just walk with your tanks without stopping much. .
The only reason I can think of is because the route to get ghosts demands a hell of a lot of gas. So usually it's either mech or bio/ghost for resource balance. of course, if you can get to mech safely that is a much better route, so most pros choose mech route and skip ghosts.
Plus with mech, mid-game you would rather have a raven than a ghost, so that's where that gas goes mid-game.
My 2 cents.
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