Analysis: The Reasoning Behind MVP's Ghosts - Page 2
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zyce
United States649 Posts
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Plexa
Aotearoa39261 Posts
On September 07 2011 20:07 simansh wrote: Umm ghost mech has been around for like 2 months.. Idra and demuslim talk about it all the time. My thoughts... Further, when you're in a late game situation it's never a bad idea to make a lot of ghosts. You can't go wrong; - they can deal with infestors - they can deal with zerg T3 - they do extra damage vs light (i.e. destroy mutas) - snipe can still be used on roaches, although they aren't the best here (but roaches suck late game anyway) | ||
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Gamegene
United States8308 Posts
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iky43210
United States2099 Posts
btw, I have a question that is completely not relevant to the topic. I don't know anything about Starcraft 2 Esport or just Esport in China in general, if anyone follows Esport there I'll appreciate much if you can answer a few of my questions. 1) whats is currently the biggest Esport title in China? 2) how is Starcraft 2 doing? growing/stabilizing/shrinking? On September 07 2011 20:10 Plexa wrote: My thoughts... Further, when you're in a late game situation it's never a bad idea to make a lot of ghosts. You can't go wrong; - they can deal with infestors - they can deal with zerg T3 - they do extra damage vs light (i.e. destroy mutas) - snipe can still be used on roaches, although they aren't the best here (but roaches suck late game anyway) well ghosts aren't cheap, and requires alot of APM to snipe. Could hurt your micro alot if zerg swarm in banelings and you won't have time to kite your marines and snipe at the same time. Although they do extra dmg to light, they're not that great against mutas or zerglings. Against light they do 13 dps, which is slightly less than a single stimmed marine. They also do no damage to armored and have no mobility | ||
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Itsmedudeman
United States19229 Posts
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Disquiet
Australia628 Posts
On September 07 2011 18:25 ManicMarine wrote: I agree with you that MVP almost certainly has a timing where he is weak while transitioning to ghosts, in the same way that transitioning to carriers has a big weakness. Additionally, I agree that just because when you have mass ghost (and can use them correctly) you kinda can't lose, that doesn't make it imbalanced, in the same way that carriers aren't imbalanced because you can't get that critical mass. However, I still think that MVP's matches pretty plainly show that ghosts are imbalanced in TvZ. I'm a top masters terran who has previously been GM on the SEA server, so while I'm no pro, I'm not some noobie who doesn't know what the hell he's talking about either. The fact that ghosts are a hard counter to infestors, and a soft counter to both broodlords and ultralisks is plainly a problem. Even if it does turn out that terran has a timing at which they can die while getting ghosts (and I'm by no means convinced that there is), then lategame tvz may still devolve into 'can the zerg kill the terran before he gets ghosts'. Edit: I also want to say that Tier 3 is a necessary part of lategame tvz which is by no means contained to July. It is necessary for every tvz that gets to the lategame. As I've said previously, its simply plainly imbalanced to have a unit that is a counter to all three tier 3 techs. TL;DR I dont often like to call imbalance, particularly when its a newish strategy, but in this case I think it's justified. I think you're very premature crying imbalance when a new strategy has been used in one series to date. I honestly don't think ghosts are that good against ultras, it takes 12 snipes to kill one.. which means the terran needs to build up his ghost energy, ghosts with 75-100 energy each are not going to beat ultralisks cost effectively. This means they are hard to replace and can be beaten using a war of attrition style. in addition I have found it very difficult to make ghosts work vs infestor broodlord, but it may just be that my mechanics are not up to par, but I feel vikings are more effective. | ||
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bigjenk
United States1543 Posts
Whether you want to say ghosts are op or not, the fact is they are a pretty great response to just about everything in tvp and tvz if you can buy the time to get them out, in the current meta. | ||
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Gooey
United States944 Posts
On September 07 2011 18:25 ManicMarine wrote: I agree with you that MVP almost certainly has a timing where he is weak while transitioning to ghosts, in the same way that transitioning to carriers has a big weakness. Additionally, I agree that just because when you have mass ghost (and can use them correctly) you kinda can't lose, that doesn't make it imbalanced, in the same way that carriers aren't imbalanced because you can't get that critical mass. However, I still think that MVP's matches pretty plainly show that ghosts are imbalanced in TvZ. I'm a top masters terran who has previously been GM on the SEA server, so while I'm no pro, I'm not some noobie who doesn't know what the hell he's talking about either. The fact that ghosts are a hard counter to infestors, and a soft counter to both broodlords and ultralisks is plainly a problem. Even if it does turn out that terran has a timing at which they can die while getting ghosts (and I'm by no means convinced that there is), then lategame tvz may still devolve into 'can the zerg kill the terran before he gets ghosts'. Edit: I also want to say that Tier 3 is a necessary part of lategame tvz which is by no means contained to July. It is necessary for every tvz that gets to the lategame. As I've said previously, its simply plainly imbalanced to have a unit that is a counter to all three tier 3 techs. TL;DR I dont often like to call imbalance, particularly when its a newish strategy, but in this case I think it's justified. T3 is necessary, yes. By no means do you need ONLY tier 3 units in your army comp. Ghosts don't exactly hard counter infestors, either. If you are having problems with a pack of 12 ghosts or so late game, have you tried doing something like stealing a ghost and EMPing his? I've had zerg players in pvz steal one of my templar with a sneaky burrowed infestor and feedback 4 other temps. I would assume stealing a high-energy ghost and double emping a clump of ghosts would be even more devastating, and easier, than feedback. The energy is the scary part of the ghost. Massing up casters is, and should be, strong play. They are the most potent units in the game, as well as the hardest to use. Even though neural is 9 range compared to the 10 of snipe and emp, we protoss still manage to feedback fastest finger in the west style. As far as only making tier 3, I have always seen that as very, very odd play. Seeing a zerg suddenly make 14 ultras looks scary in the production tab, but when you face it, no so much. Ultras don't do a great deal of damage due to how ridiculously large they are, resulting in poor surface area. Good players will often only engage them in chokes, were no more than 2-3 ultras are attacking at once, while 9 others are bouncing around in the back. I would much rather see 14 ultras on the field than 5 ultras, 60 lings, and 20 banes. Making 14 ultras might seem cheap when you are on 5 bases as zerg, but that is highly misleading. 4200 minerals and 2800 gas is expensive. If you cut out 9 of those ultras, you free up 2700 minerals and 1800 gas. That is a LOT of money. A few ultras leading a charge soaking up tank shots and some snipes for 2700 minerals and 1800 gas worth of ling/banelings to roll through with a few infestors to support is much scarier than only ultras. Terran can't be sniping you ultras, emping your infestors, target firing banelings with tanks, AND splitting marines/microing blue flame all at the same time if you engage with everything at once. If you only send in ultras, that is rather easy to micro against. And as a protoss, I can say that the "having a unit that can counter all t3 techs" statement can be applied in zvp with infestors. If it gets to a point in the game where zerg has a huge clump of infestors waddling around, the last thing I want to make is a bunch of high food, expensive units, because 9/10 the zerg will just steal it all and I end up wiping myself out technically. Dealing with spell casters requires micro. There is no 'unit' or 'build' to counter a spell caster. You just have to out-play your opponent. | ||
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goswser
United States3548 Posts
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Perseverance
Japan2800 Posts
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goswser
United States3548 Posts
On September 07 2011 20:16 Itsmedudeman wrote: MVP had almost 40 supply in ghosts. What's to stop the zerg from switching into mass ling baneling and just having him end up with a third of an army that's near useless? ling bane is horribly inefficient late game. If MVP sticks a pfort in each lane on metalopolis and has a decent number of siege tanks your ling baneling army will look silly. Then when you lose horribly the casters will be like "Don't know why he stuck with tier 2, huge mistake there, he needed to tech tier 3." If that was the solution someone would have done it ><. Its like when people were saying void ray collosus was broken, telling them maybe just make antiair units..... | ||
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bigjenk
United States1543 Posts
On September 07 2011 20:20 Disquiet wrote: I think you're very premature crying imbalance when a new strategy has been used in one series to date. I honestly don't think ghosts are that good against ultras, it takes 12 snipes to kill one.. which means the terran needs to build up his ghost energy, ghosts with 75-100 energy each are not going to beat ultralisks cost effectively. This means they are hard to replace and can be beaten using a war of attrition style. in addition I have found it very difficult to make ghosts work vs infestor broodlord, but it may just be that my mechanics are not up to par, but I feel vikings are more effective. 100 energy is the breaking point for when the snipe becomes cost effective against ultras, which a mobieus reactored ghost has 45 secs after the ultra pops if they are made at the same time. | ||
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phisku
Belgium864 Posts
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KiaL.Kiwi
Germany210 Posts
On September 07 2011 20:16 Itsmedudeman wrote: MVP had almost 40 supply in ghosts. What's to stop the zerg from switching into mass ling baneling and just having him end up with a third of an army that's near useless? A whole bunch of different reasons: Mainly because Banelings aren't very good in the first place against Ghosts and at best decent against microed Tank/Marine Armys off-creep - they are nice defensive, but you should not be able to get offensive with them after the midgame when bigger numbers of tanks and upgrades are in play. Another big one is the relative weakness of Zerglings in direct combat against the upgraded backbone units of the Terran armys. Zerglings are the only really good unit against Ghosts that Z has (yeah Roaches are decent, but they suck against anything else) Blue Flame Hellions decimate Lings, +3 Tanks decimate Lings, equivally upgraded Marines with Stim/Combatshield/Medivacs decimate Lings, Planetarys decimate Lings. The only real solution to huge amounts of Ghosts are massive amounts of Broodlords imho - the Ghosts have to be flooded by 20 Broodlings as soon as they even try to move into the direction of them. This still poses a problem of supply-efficiency for the Z since 12+ Broodlords leave you with very little spare supply for corruptors/infestors/lings. But the usual solution should be to prevent the Terran from even getting that far. Zergs have to change their mentality and think of Terran lategame the same way they think of Protoss - with a mantra of "never get let them get a fourth base!" Sidenote : Demuslim and Idra have been talking about it for 2 month? The strength of Ghosts has been known for a lot longer - people like Bratok and Satiini were heavily using them in April in their lategame TvZ and I don't think they were the first ones to discover them either... | ||
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bigjenk
United States1543 Posts
On September 07 2011 20:29 Gooey wrote: T3 is necessary, yes. By no means do you need ONLY tier 3 units in your army comp. Ghosts don't exactly hard counter infestors, either. If you are having problems with a pack of 12 ghosts or so late game, have you tried doing something like stealing a ghost and EMPing his? I've had zerg players in pvz steal one of my templar with a sneaky burrowed infestor and feedback 4 other temps. I would assume stealing a high-energy ghost and double emping a clump of ghosts would be even more devastating, and easier, than feedback. The energy is the scary part of the ghost. Massing up casters is, and should be, strong play. They are the most potent units in the game, as well as the hardest to use. Even though neural is 9 range compared to the 10 of snipe and emp, we protoss still manage to feedback fastest finger in the west style. As far as only making tier 3, I have always seen that as very, very odd play. Seeing a zerg suddenly make 14 ultras looks scary in the production tab, but when you face it, no so much. Ultras don't do a great deal of damage due to how ridiculously large they are, resulting in poor surface area. Good players will often only engage them in chokes, were no more than 2-3 ultras are attacking at once, while 9 others are bouncing around in the back. I would much rather see 14 ultras on the field than 5 ultras, 60 lings, and 20 banes. Making 14 ultras might seem cheap when you are on 5 bases as zerg, but that is highly misleading. 4200 minerals and 2800 gas is expensive. If you cut out 9 of those ultras, you free up 2700 minerals and 1800 gas. That is a LOT of money. A few ultras leading a charge soaking up tank shots and some snipes for 2700 minerals and 1800 gas worth of ling/banelings to roll through with a few infestors to support is much scarier than only ultras. Terran can't be sniping you ultras, emping your infestors, target firing banelings with tanks, AND splitting marines/microing blue flame all at the same time if you engage with everything at once. If you only send in ultras, that is rather easy to micro against. And as a protoss, I can say that the "having a unit that can counter all t3 techs" statement can be applied in zvp with infestors. If it gets to a point in the game where zerg has a huge clump of infestors waddling around, the last thing I want to make is a bunch of high food, expensive units, because 9/10 the zerg will just steal it all and I end up wiping myself out technically. Dealing with spell casters requires micro. There is no 'unit' or 'build' to counter a spell caster. You just have to out-play your opponent. In high level play, relying on np/emp is not the most stable of strategies as both emp and snipe have longer range. I do however agree with ultras still being a pretty shitty unit 90 percent of the time, can't remember the last time I watched a game where ultras won the game when they weren't already ahead by quite a bit. | ||
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GhettoSheep
United States150 Posts
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arbitrageur
Australia1202 Posts
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mburke05
United States130 Posts
On September 07 2011 18:54 j0ker wrote: ghosts are not a "counter" to ultralisks, they just aren't awful against them. using almost 200 energy of snipe to kill 1 ultra is cost effective on paper, but not really a viable solution if the ultras have support. july had a maximum of 2 infestors against mvp, and never once fungaled a ball of 20 ghosts that were not spread in the slightest. 20 spell casters of any of the 3 races is going to shit on just about anything. running 8 thors in with no support against lings and 20 infestors, and watching as they all get neuraled and kill each other would be just as idiotic as running 8 ultras alone into a tank corridor with ghost support. 20 infestors would shit on just about anything the terran has if he only had 2 ghosts for support, that game on metal is a horrible, horrible game to cite as a balance study for ghosts vs z. ghosts are quite good late game vs Z, but its generally an issue of getting them out in time. they directly cut into tank and medivac production, both of which are 100% required against the normal zerg comps. Furthermore, they usually cannot be pumped out rapidly as terrans rarely have more than a couple tech labbed barracks lying around. letting a terran get 20 ghosts SHOULD lose a zerg a game. brood lords and ultras are designed to punish a terran that is overextending his defenses or is not prepared, not autowin the game for the zerg. ghosts are literally the 1 viable option against heavy infestor/broodlord against a competent zerg, just because that composition isn't autowin for the zerg does not make ghosts OP in the matchup. this is an extremely good post, +1 to all this guy said. also keep in mind that in addition to microing tanks to hit banelings, and stim splitting his marines, while macroing (which for terran is not hitting 3 + s + zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz). in order to use snipe on these ultras mvp had to click 8 times per ultra, givne say 8 ultras, thats an extra 64 unique clicks. given an average battle might last :20 seconds, and both their apms were around 200-200, we're talking about a truly insane effort to micro a battle of thsoe proportions, given snipe is also something htat requires targeting. not really a point, just something to consider when you lol at ghost usage. | ||
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bigjenk
United States1543 Posts
On September 07 2011 20:37 phisku wrote: going back to mass ling/bling would kill those ghost i think. Also I don't think ling/bane is that efficient against ghost mech. Never tested it myself but even with ghosts low dps it takes what 5 banes to kill a ghost? And with fast fingers you can snipe 8 lings or banes per ghost with full energy and even with autos they 2 shot while tanks rape bane/ling. Plus a planetary in chokes>ling bane by a long shot. | ||
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epoc
Finland1190 Posts
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