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Analysis: The Reasoning Behind MVP's Ghosts - Page 4

Forum Index > SC2 General
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Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 07 2011 13:00 GMT
#61
On September 07 2011 21:17 epoc wrote:
Show nested quote +
On September 07 2011 21:04 Itsmedudeman wrote:
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

You ever think that maybe, JUST MAYBE that not all units were meant to just 1 a into each other and see who comes out ahead?
jdsowa
Profile Joined March 2011
405 Posts
September 07 2011 13:58 GMT
#62
I'd guess that a good way to counter mass ghost/tank would be for the zerg to load up his whole army into overlords and drop on top of the terran. They can risk wasting their snipes, trying to guess which overlords have units in them, or they can wait until the ultras/banes fall right on top of them.
TutsiRebel
Profile Joined August 2011
United States172 Posts
September 07 2011 14:08 GMT
#63
ghosts pretty much manhandle anything Z or P can toss out lategame. Then again, so do infestors / HT.

I think snipe should be given a slightly longer cooldown of perhaps a second or two. That way snipe is still useful against infestor / HT, but is less spammable against every single zerg unit
I can bhop irl
Zuxo
Profile Joined April 2010
Sweden395 Posts
Last Edited: 2011-09-07 14:33:26
September 07 2011 14:30 GMT
#64
To everyone who suggests fungal/neural vs ghosts

http://wiki.teamliquid.net/starcraft2/Fungal_Growth
http://wiki.teamliquid.net/starcraft2/Neural_Parasite
http://wiki.teamliquid.net/starcraft2/Snipe
http://wiki.teamliquid.net/starcraft2/EMP_Round

Please to all people who suggest stuff like "Well just feedback/fungal the Ghost" read up on the stats before posting.
Relying on the opponent to make a micro misstake to win is not good.
I'm a mother******* lyrical wordsmith, mother******* genius
Velr
Profile Blog Joined July 2008
Switzerland10979 Posts
Last Edited: 2011-09-07 14:45:38
September 07 2011 14:38 GMT
#65
I wonder only one thing (no clue if Ghosts are to strong or not).. WHY are they not light? That would make them weak to banelings... I mean they can Cloak and EMP, that should be "enough" defense?

I still have nightmares of that one game were i wanted to kill 4-5 Ghosts with Banelings... Which ended in half of them being sniped and the others exploding but not killing a single one -.-... (won the game anyway because it wasn't that high level and that Terran probably did nothing expect controlling it's ghosts ^^).
CheesusCrust
Profile Joined November 2010
Germany58 Posts
September 07 2011 15:09 GMT
#66
MVP knew that July should be maxed at that point in time and every good zerg player should start T3 Tech when they're maxed,even before. After Zerg loses his T1/2 unit composition usually T3 units start to come at u hence the premature plopdown of the ghost academy. Ghosts are good against T3Z.
Maghetti
Profile Joined May 2008
United States2429 Posts
September 07 2011 15:11 GMT
#67
I feel ghosts are not necessarily OP but rather good against too many units. Against a protoss ghosts can remove all shields and energy from all units. Protoss are a very spell caster and energy unit centered race. Ghosts just existing make sentrys useless after the early game, can completely own archons, and completely own HTs(not as much in warpprism but still). On top of that it can remove all shields from the army. That leaves colossi, which a decent amount of vikings can destroy. Against a zerg ghosts soft counter at the very least every unit that isn't a ling or bane. In particular, they are great against the late game tech of zerg. It is generally accepted that the only way a zerg can break a turtling terran in the late game is hive tech. Broods and ultras are very snipeable, as well as infestors, which can also be EMPed. Even if it is only a soft counter and not a hardc counter in most if not all of these units, the ghosts has this strength against such a wide range of high tech units that it is extremely limiting for protosses and zergs IMO. I want to say "lets wait and see what is figured out" but it feels like that is just to much versatility for one unit to have.
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
Last Edited: 2011-09-07 15:37:37
September 07 2011 15:33 GMT
#68
i think it all comes down to tactics, i feel that a lot of zergs need to learn tactics. it seems that all most of them try and do is get a huge number of units and a move and try to surround their opponents. well when the games get to the late game you can't surround your opponent so you tech to tier 3 for broods or ultras to bust it. well MVP was so spread out with his tanks and just let july continuously run into him with the counter to the tier 3 units, the Ghost

You have to use tactics, mass drops, burrowed infestors, nydus network... something other than build up a ball and a move and hope that works. its coming to the point where terrans, like MVP are figuring out that if they can go late game vs a zerg it actually can benefit them. Before they wouldn't go late game cause they were scared of tier 3, now that more and more are using the ghost it's actually benefiting the terran to go super late game and turtle because all zergs do is build up a ball and a move. terrans don't do that... they mass drop and are all over the map, zergs say they can't do those things because their race isn't designed like that... while myself on the other hand strongly feel that late game the a move ball isn't going to work against a terran doing what MVP did. you need to start using tactics and gorilla warfare strategies to get the terran to move out of position.

i'm glad this is happening because we're going to start seeing some crazy strategies evolve out of zergs to beat this
purecarnagge
Profile Joined August 2010
719 Posts
September 07 2011 15:57 GMT
#69
July didn't scout the ghosts or he would have cancelled the ultras... and gone back to ling/bane.
Sandro
Profile Joined April 2011
897 Posts
September 07 2011 16:01 GMT
#70
Has anyone told the OP that his images are not working?

I didnt see the July vs MVP and would like to see them.
Diversify
Profile Joined June 2010
Canada30 Posts
September 07 2011 16:09 GMT
#71
Idra has been saying it for months, ghost vs zerg mid to late game is pretty damn good. Snipe can reduce late game Zerg armies to nothing in a matter of seconds and a few emp instantly stop mass infestors. Unless terran opened banshee harass, most zergs almost never have more then 1 or 2 overseers in their army, which can still be easily sniped.

Cloak + Ghosts > pretty much any late game zerg composition.

Only way I can think of to counter 10-15 ghost late game is constant map awareness and 3 -4 overseers. Since it only takes less then a second for 2 or 3 ghost to get an emp off or snipe overseers.
allan871
Profile Joined February 2011
China21 Posts
Last Edited: 2011-09-07 16:16:44
September 07 2011 16:15 GMT
#72
Edit: when I posted it out I found op had already fixed the problem

To the topic, in my opinion, the only viable way to counter massing ghosts as a zerg is to attack with a maxed army with traditional zerg army (lings blings mutas) before ghosts are massed. Because at this time , since terran put so much gas as well as so many barracks in ghosts productions, he will not have enough tanks/bio army to stop the second round push.
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
September 07 2011 16:16 GMT
#73
I don't think the MVP vs July game should count as an example for pretty much anything. MVP played godly, which is for sure, but you also have to reckognize that july tried to 'bust' him with his first max when his 2/2 finished. After that, MVP was just infinetely ahead and was allowed to start clowning around to the maximum of his huge potential.

In a normal, close TvZ going into the endgame, you can't get 25ish ghosts. The game was in no way reflective of a competitive TvZ endgame, and has no implications whatsoever when it comes to actual strategy/balance discussions.

Do ghosts have an endgame use in TvZ? In theory, sure. Does this game show it? Absolutely not.
kineticSYN
Profile Joined May 2011
United States909 Posts
September 07 2011 16:17 GMT
#74
oh man, if it's a terran playing brilliantly and many levels above the rest, its imbalance whine and "omfg y he do that"

if its zerg/toss, "he's a god" and everyone leaves it at that

jesus man, why is this relevant at all? does anyone actually think july is a better player than mvp? mvp read july like a book, prepared perfectly, played perfectly, and the result is exactly as expected

all this overanalyzing and shit, ultimately boils down to making this thread into "ghosts op"

wait until this style is used more before truly commenting on it, it was displayed in a SINGLE high level game, in which mvp was the clear favorite to begin with
IMMvp #1 :)
Hybris
Profile Joined August 2010
United States185 Posts
September 07 2011 16:19 GMT
#75
How is this a new strat??? Terrans have been doing this almost exclusively in the very late game of TvZ...
justin.tv/hybriss
stokes17
Profile Joined January 2011
United States1411 Posts
September 07 2011 16:20 GMT
#76
Idn if its just me but none of the pictures loaded.... interesting read none the less, good job!
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 07 2011 16:24 GMT
#77
On September 08 2011 01:19 Hybris wrote:
How is this a new strat??? Terrans have been doing this almost exclusively in the very late game of TvZ...


No...this is just wrong. Most terran late game is marine/tank/thor/viking/medivac..very few people mass ghost.
HellionDrop
Profile Blog Joined June 2011
281 Posts
September 07 2011 16:26 GMT
#78
On September 07 2011 20:45 mburke05 wrote:
Show nested quote +
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.


i agree with this post. one snipe shot only does 45 dmg, you need to do lots of clicking, to the point that you can't do anything else. whereas fungal the whole group of units only take few clicks. we need to take human factors into account when considering balance.
SolidMoose
Profile Joined June 2011
United States1240 Posts
September 07 2011 16:27 GMT
#79
Good analysis. I think July could have done a LOT of things better to win that game, but really just got outplayed by MVP.

It's really sad to see how many people think ghosts need a massive nerf after witnessing ONE game, when the infestor has been a far bigger problem for terran for awhile now, and does far more damage for its cost than a ghost.
Choboo
Profile Blog Joined January 2011
Sweden2088 Posts
September 07 2011 16:28 GMT
#80
On September 08 2011 01:24 acrimoneyius wrote:
Show nested quote +
On September 08 2011 01:19 Hybris wrote:
How is this a new strat??? Terrans have been doing this almost exclusively in the very late game of TvZ...


No...this is just wrong. Most terran late game is marine/tank/thor/viking/medivac..very few people mass ghost.

Thorzain do ^^. Look at Thorzain vs July DH summer, I'm fairly sure he did it back then
SaSe fan club manager
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