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Analysis: The Reasoning Behind MVP's Ghosts - Page 3

Forum Index > SC2 General
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emc
Profile Joined September 2010
United States3088 Posts
September 07 2011 11:47 GMT
#41
mass ling/baneling doesn't counter ghost because the terran has tanks. Once the game gets to the late game, if the terran has been able to keep his tank count up then there really isn't much you can do.

You can try drops, you can try mutas but they are just as susceptible to mass snipe. I think the problem is that snipe targets biological and everything zerg has is biological making ghost the counter to virtually everything zerg has. If mech is the counter to speedling/baneling, and ghost is the counter to practically everything else, I think it may have been a very bad decision for blizzard to buff the ghosts cost to 200/100.
phisku
Profile Blog Joined November 2010
Belgium864 Posts
September 07 2011 11:48 GMT
#42
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.
epoc
Profile Joined December 2010
Finland1190 Posts
September 07 2011 11:49 GMT
#43
On September 07 2011 20:48 phisku wrote:
Show nested quote +
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.


But they have never single handedly won a game
mburke05
Profile Joined October 2010
United States130 Posts
September 07 2011 11:51 GMT
#44
On September 07 2011 20:47 epoc wrote:
It's just that zerg tier 3 loses almost against every terran unit. It'd be nice if only ghosts countered t3 but it's not so.


this is just plain wrong
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 07 2011 11:51 GMT
#45
On September 07 2011 20:49 epoc wrote:
Show nested quote +
On September 07 2011 20:48 phisku wrote:
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.


But they have never single handedly won a game

so how did ghosts single handedly win MVP the game when he had tanks marines and viking support?
Gooey
Profile Joined September 2010
United States944 Posts
September 07 2011 11:51 GMT
#46
On September 07 2011 20:41 bigjenk wrote:
Show nested quote +
On September 07 2011 20:29 Gooey wrote:
On September 07 2011 18:25 ManicMarine wrote:
On September 07 2011 18:14 butchji wrote:
Thanks for the translation. It's funny to see how the average viewer just cries imbalanced while they don't even ask how it was possible for MVP to mass that many ghosts and what his mindset behind it was.


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.



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.

I addressed the reasoning behind NP/emp, comparing it to the 9 range feedback of HT being an effective way to deal with the ghost. There is nothing unstable about it. Even if they fire the emp at 10 range, you can still use the time of the projectile to get into range and feedback, so why couldn't an infestor, which moves faster than an HT, get into range and steal a ghost? Once you cast Neural, you no longer need energy.
www.twitch.tv/Thatgooey
phisku
Profile Blog Joined November 2010
Belgium864 Posts
September 07 2011 11:52 GMT
#47
On September 07 2011 20:47 bigjenk wrote:
Show nested quote +
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.


just a ton of lings then? idk i'm a not a zerg or a very good player either...
epoc
Profile Joined December 2010
Finland1190 Posts
September 07 2011 11:56 GMT
#48
On September 07 2011 20:51 Itsmedudeman wrote:
Show nested quote +
On September 07 2011 20:49 epoc wrote:
On September 07 2011 20:48 phisku wrote:
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.


But they have never single handedly won a game

so how did ghosts single handedly win MVP the game when he had tanks marines and viking support?


Rarely have even infestors with banelings and zerglins won the game
alepov
Profile Joined December 2010
Netherlands1132 Posts
September 07 2011 12:04 GMT
#49
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.

That's how I feel about it. Awesome comment, didn't expect that in a balance whine thread. Props.
ლ(ಠ益ಠლ)
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 07 2011 12:04 GMT
#50
On September 07 2011 20:56 epoc wrote:
Show nested quote +
On September 07 2011 20:51 Itsmedudeman wrote:
On September 07 2011 20:49 epoc wrote:
On September 07 2011 20:48 phisku wrote:
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.


But they have never single handedly won a game

so how did ghosts single handedly win MVP the game when he had tanks marines and viking support?


Rarely have even infestors with banelings and zerglins won the game

Mutas have single handedly won the game by that logic. No one is going 100 supply ghosts here.
Spitfire
Profile Joined September 2009
South Africa442 Posts
September 07 2011 12:09 GMT
#51
Artosis and Idra both mentioned this Ghost-Mech on SOTG a few episodes back, where the Terran turtles and starts massing ghosts late-game. When I saw MVP vs July I just assumed this was what they were talking about, at its most effective because it was being executed by an excellent player.

Obviously you'd rather people just sat back and enjoyed watching someone play the game the way MVP plays it then ruin it by crying about imbalance. That said though, it does seem unfair that a Terran can blindly counter both of Zergs late-game tech paths with one unit.
KiaL.Kiwi
Profile Joined August 2010
Germany210 Posts
Last Edited: 2011-09-07 12:13:36
September 07 2011 12:12 GMT
#52
On September 07 2011 20:51 Gooey wrote:
Show nested quote +
On September 07 2011 20:41 bigjenk wrote:
On September 07 2011 20:29 Gooey wrote:
On September 07 2011 18:25 ManicMarine wrote:
On September 07 2011 18:14 butchji wrote:
Thanks for the translation. It's funny to see how the average viewer just cries imbalanced while they don't even ask how it was possible for MVP to mass that many ghosts and what his mindset behind it was.


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.



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.

I addressed the reasoning behind NP/emp, comparing it to the 9 range feedback of HT being an effective way to deal with the ghost. There is nothing unstable about it. Even if they fire the emp at 10 range, you can still use the time of the projectile to get into range and feedback, so why couldn't an infestor, which moves faster than an HT, get into range and steal a ghost? Once you cast Neural, you no longer need energy.

You're partially right - if you are able to get off an EMP on the other Ghosts their strength diminishes radically, and it's always worth a try.

Your comparision to Feedback vs. Fungal situations makes it appear a lot easier than it actually is though since you ignore two pretty important aspects:
- While Feedback hits instantly, Neural has something you could call 'cast time'. The control over the neuraled unit starts the moment the tentacel hits the unit, not the moment you cast the spell. This may sound insignificant but actually makes a huge difference because during all this time the infestor is open to being attacked - which stands in strong connection to the second point
- Ghosts are usually covered by tanks. And that's the range disadvantage that actually matters - it's the 13 vs 9 in addition to the cast time that makes neuraling ghost so much harder than feedbacking Infestors (target priorities complelty aside - you usally don't want to fungal the Ht, while its the mad wish of every terran to EMP/siege the infestors down ;D)
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 07 2011 12:13 GMT
#53
It seemed to me that he had a strong enough defensive position that Ghosts could get in Snipes and EMPs more easily.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
epoc
Profile Joined December 2010
Finland1190 Posts
September 07 2011 12:17 GMT
#54
On September 07 2011 21:04 Itsmedudeman wrote:
Show nested quote +
On September 07 2011 20:56 epoc wrote:
On September 07 2011 20:51 Itsmedudeman wrote:
On September 07 2011 20:49 epoc wrote:
On September 07 2011 20:48 phisku wrote:
On September 07 2011 20:26 bigjenk wrote:
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.


just as infestor are used in every match up.


But they have never single handedly won a game

so how did ghosts single handedly win MVP the game when he had tanks marines and viking support?


Rarely have even infestors with banelings and zerglins won the game

Mutas have single handedly won the game by that logic. No one is going 100 supply ghosts here.


I wonder what marines do to mutas
babysimba
Profile Joined November 2010
10466 Posts
Last Edited: 2011-09-07 12:22:14
September 07 2011 12:19 GMT
#55
I'm pretty sure MVP's win in that game is not due to ghosts. Massing ghost as an army instead of just support units in TvZ is the same as massing mutas in ZvP. They are the best versatile units to go when you are already way ahead.
Due to its architecture, meta is T-favored as long as T aims for the late game. The same reason why ladder wins rates are so skewed in zerg's favor on meta. Ladder terrans of their skill level tend to go for 2 base pressure/push instead, but zerg has an advantage at that period of the game due to ease of taking 3rd and counterattacking terran's open natural.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 07 2011 12:24 GMT
#56
By Phisku:
going back to mass ling/bling would kill those ghost i think.


Tanks will be +3 by then, which 1 hit lings & banelings no matter the armor upgrade.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-07 12:36:16
September 07 2011 12:26 GMT
#57
j0ker:

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


This is a crap suggestion as it relies on a mistake from the terran. When figuring out a solution to ghosts for Z, you can't rely on bad play from the opponent as an element of that solution (unless there is no solid way to beat it).

Sending in 1 burrowed infestor, unburrowing out of a-move range to try to get a fungal may be viable.. But perhaps not. Not sure of the dynamic w.r.t. tank range & ghost A-move range, unburrow timing etc (not to mention this isn't possible anywhere a turret is).
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
September 07 2011 12:27 GMT
#58
I liked the end of the article where it says that many current bw progamers could switch over to sc2!

If everything that was said in the topic is how MVP's thought process was then he is a excellent sniper. All that probably explains perhaps how he and NesTea always reaches so far, they know the game inside out and have incredible solid mechanics to back them up.

P.S. Picture still not showing!
Flying, sOs, free, Light, Soulkey & ZerO
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
September 07 2011 12:36 GMT
#59
Terrible read. Chinese metagame must be months behind. But iirc China favors Toss for some reason.
@Emperor_Earth ------- "Amat Victoria Curam."
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
September 07 2011 12:52 GMT
#60
On September 07 2011 21:24 arbitrageur wrote:
Show nested quote +
By Phisku:
going back to mass ling/bling would kill those ghost i think.


Tanks will be +3 by then, which 1 hit lings & banelings no matter the armor upgrade.


Yeah. I'm still of the opinion that most Zergs don't abuse their tech swapping ability as badly as they should. Even at the pro level, showing one tech tree will often cause an opponent to massively overreact.

Showing just a greater spire can often induce a Terran to make 10 vikings preemptively. If you instead just mass infestor/sling/bling behind this all of a sudden 10 vikings are worthless.

Alternatively, Thor/Hellion --> Mass Muta --> Thor/Marine --> Mass roach -> Mass infestor/roach

Transition costs you.. what, 150 + 150/150 -> 150/150 + 150/150? [300/150 -> 300/300] (Unit costs are ignored since you would try to empty your bank for reinforcements in either case)

Would you rather have 1 muta extra and 8 lings extra or the complete counter to your opponent's unit comp?

Obviously it's not as easy as that, but you get the pic.
@Emperor_Earth ------- "Amat Victoria Curam."
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