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Analysis: The Reasoning Behind MVP's Ghosts - Page 7

Forum Index > SC2 General
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Aiurr
Profile Joined May 2010
Poland80 Posts
September 07 2011 19:40 GMT
#121
Good article. Mostly, when people see a game, they just pick one unit and say it's OP ;] This guy actually used his brain and shown something usefull. But unfortunately, you can't use the same tactic against every zerg because ling/bling/infestor would wipe MVP in a seconds.
Go for the eyes, Boo, go for the eyes!
purecarnagge
Profile Joined August 2010
719 Posts
September 07 2011 19:41 GMT
#122
if he sees the ghost and cancels half the ultras makes lingz/banes he wins. If he makes roach/lingz/banes he wins.

He got tricked and didn't make cracklings.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2011-09-07 19:43:37
September 07 2011 19:41 GMT
#123
On September 08 2011 04:04 p1cKLes wrote:
Show nested quote +
On September 08 2011 03:49 FabledIntegral wrote:
On September 08 2011 03:44 MockHamill wrote:
It takes 12(!) snipes to kill a single Ultra so Ghosts do not counter Ultra at all. Of course if you let the Terran mass 18 Ghost, let them build up energy, send in 7 unsupported Ultras and expect to win, then yes in that situation Ghosts counter Ultras.



They definitely do. What are good units to have vs Ultras? Tanks only deal 50 dmg to ultras (although they'll prob have some upgrades), but mass tank is a good thing to have vs ultra. ANYTHING takes a lot of hits to kill an ultra.

Also, it's the rate at which they can deal this damage.



But with that logic anything is a good counter to Ultras as long as you have enough of them. Hell, that could really be applied to any unit for that matter not just Ultras.



Not at all, it's the DPS that matters. The rate at which you can get rid of those ultras is super fast via using snipe.

On September 08 2011 04:04 Slusher wrote:
Show nested quote +
On September 08 2011 03:49 FabledIntegral wrote:
On September 08 2011 03:44 MockHamill wrote:
It takes 12(!) snipes to kill a single Ultra so Ghosts do not counter Ultra at all. Of course if you let the Terran mass 18 Ghost, let them build up energy, send in 7 unsupported Ultras and expect to win, then yes in that situation Ghosts counter Ultras.



They definitely do. What are good units to have vs Ultras? Tanks only deal 50 dmg to ultras (although they'll prob have some upgrades), but mass tank is a good thing to have vs ultra. ANYTHING takes a lot of hits to kill an ultra.

Also, it's the rate at which they can deal this damage.


300 energy for 1 kill is not a hard counter. I'm with Mock on this one.

Are ghosts amazing vs. Zerg? yes
Used right do they neutralize 2 of zergs best units? (blord&infestor) yes
are they a counter to Ultras? no


Energy isn't as relevant in this situation as the DPS dealt to kill the ultra. You can kill them faster I believe than stimmed rauders, which I presume would be dealing 21 dmg per shot.

If snipe had a major cooldown, yeah, it would suck, but seeing as it can be rapid fired from multiple ghosts, it can obliterate an ultra army before it gets close, and also tank damage quite well from ultras.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 07 2011 19:49 GMT
#124
The thing is getting 20 ghosts is damn near impossible. Most of the time you'll be lucky to have 10. Watch the Yoda vs. Leenock game, his ghosts just couldn't stay alive because they kept taking siege fire whenever they tried to snipe broodlords and ended up dying. If he unsieges then leenock just rolls him over with his lings and banes. Ghosts "counter" broods if you don't threaten to overrun them with a ground army like in the MVP game.
fant0m
Profile Joined May 2010
964 Posts
September 07 2011 19:52 GMT
#125
On September 07 2011 18:25 ManicMarine wrote: 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.


Um, for one thing Ghosts are about 10000000000x easier to get than Carriers, especially mass Carriers. That's a really bad comparison.

And you should never be able to get to a scenario where you literally can't lose. Just because you're a little vulnerable (and really, Mvp was never "vulnerable", just look at his supply for that entire game. July's only good timing would have been 2 minutes before he waited for 2/2 to finish. After that Mvp's macro was just too godly).

On September 07 2011 18:39 Anima4 wrote:
maybe something like mass cracklings and banelings is the way to go once you realise how many ghosts there are, which obviously means less tanks overall.


That was my first thought as well, but personally the problem I have with that is that even a FEW tanks is enough to rack up 30 kills each with the right positioning when we're talking banelings and zerglings.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 07 2011 19:56 GMT
#126
On September 08 2011 04:52 fant0m wrote:
Show nested quote +
On September 07 2011 18:25 ManicMarine wrote: 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.


Um, for one thing Ghosts are about 10000000000x easier to get than Carriers, especially mass Carriers. That's a really bad comparison.

And you should never be able to get to a scenario where you literally can't lose. Just because you're a little vulnerable (and really, Mvp was never "vulnerable", just look at his supply for that entire game. July's only good timing would have been 2 minutes before he waited for 2/2 to finish. After that Mvp's macro was just too godly).

Show nested quote +
On September 07 2011 18:39 Anima4 wrote:
maybe something like mass cracklings and banelings is the way to go once you realise how many ghosts there are, which obviously means less tanks overall.


That was my first thought as well, but personally the problem I have with that is that even a FEW tanks is enough to rack up 30 kills each with the right positioning when we're talking banelings and zerglings.

Are you kidding? He was behind 50 supply at certain points and when July attacked him at the nat MVP barely held on when he was completely in a good defensive position. If July focus attacked MVP's 3rd MVP would not have won that game because at the least he would have lost his economy.

Let's not pretend July played a perfect game or even close to a perfect game while MVP did. If MVP threw away 12 ultras worth of resources for literally nothing he would have lost for sure.
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
September 07 2011 20:00 GMT
#127
pretty sure ghosts will become much more used in the metagame now, we might see a patch in the near future (snipe range? emp aoe?)
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
September 07 2011 20:05 GMT
#128
Ghosts vs zerg is the ultimate end game army. However, it can't really be gotten unless you are already ahead, and it can't be used effectively unless you are good. Its similar to the broodlord/corrupter/infestor composition or the void ray/colossus vs Z. You can't really deal with these compositions, but they aren't imbalanced because it is so easy to kill someone who is going for them, unless they are already ahead (in that case, shouldn't they win?).
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
teamamerica
Profile Blog Joined July 2010
United States958 Posts
September 07 2011 20:14 GMT
#129
I'm with a lot of the posters in this thread about July not playing a perfect game, and thus judging ghosts off this game isn't so great an idea. Specifically July did no dmg when he rolled in with his max bling/ling army (MVP didn't lose any bases/workers/not even all his army) and I think that set him behind (in the same any player is ahead after holding off a timing attack). Also some of his ultra attacks were sad to watch (I think going heavier on brood would have been better - I don't know how well any ground units would have made it through the tank line).

But overall I think the map contributed a lot to how MVP played. Metaloplis late game has only 2 paths of attack. So while I think ultra/mass ling is good against ghost, on Meta you can't actually do that easily. There are tanks with the ghost and it's far too easy to split Meta. And drops versus Zerg are a strange thing - they become more effective the later the game goes (because Zerg gets more spread out - versus drops against protoss which become less effective cause Toss gets 15+ gates up and just warps in and you die).

Again I'm hesitant to say July was in an unwinnable position, just because I don't think his early game was that good, so the endgame might look worse then it really is, but what else could July do besides throw ultra/ling down the center (I'm leaning toward just mass brood/infestor or drop play - nydus maybe but I've killed those with a marine on patrol so I'm not sure).

If MVP tried the same ghost/mech turtle play on a map like Tal Darim, I don't think it works out so well because 1) if MVP stayed in the small area that's really easy to seige (in front of your nat/third) July could take like 12 bases and 2) moving out there there space is a lot more open for ultra/mass ling stuff to be effective. Shattered temple too at least has a more open center of the map. Can't think of any other maps off the top of my head but I doubt any of them are as closed as metal. I think Metal favors zerg in the early game but as once you reach beyond 3 bases, it becomes harder for zerg just because there aren't that many bases and the Terran on 4bases has the map split pretty well.

RIP GOMTV. RIP PROLEAGUE.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 07 2011 20:15 GMT
#130
On September 08 2011 05:05 LAN-f34r wrote:
Ghosts vs zerg is the ultimate end game army. However, it can't really be gotten unless you are already ahead, and it can't be used effectively unless you are good. Its similar to the broodlord/corrupter/infestor composition or the void ray/colossus vs Z. You can't really deal with these compositions, but they aren't imbalanced because it is so easy to kill someone who is going for them, unless they are already ahead (in that case, shouldn't they win?).


It's not applicable at all, what? How is it so easy to kill someone going for either BL/Corrupter/Infestor or Voidray/Colossus? That's completely nonsense. And at no point do you have to be "already ahead."
Slusher
Profile Blog Joined December 2010
United States19143 Posts
September 07 2011 20:47 GMT
#131
Watched the game again, the 2/2 push when July first maxed which as teamamerica mentioned did no serious damage was pretty much what allowed this to happen. While he was waiting on 2/2 to finish MVP did a marine drop in the main, which July chose to ignore so he could hit his timing, MVP got the queen(July still on 3 base this is significant) and the pool.

After the push you have 3base T vs. 3 base Z(with 2 queens) Terran has just finished their ghost academy and Zerg has no pool and no pool building. Zerg has no army, Terran has some units, and all production is still online.

Let's pretend for a minute that this was irrelevant to the outcome of the game, at 32:54 he pushes a mined out planetary fortress with ~12 broodlords and no ground support, into 7 vikings and all of MVPs ghosts. meanwhile MVP drops the 3 o'clock and kills 1 of 2 mining hatcherys (3 if you count the gold which had no drones) for 2 medivacs and ~16 marines. he never gets that base back up and running again for the rest of the game, and the gold is under constant pressure.

The point I'm trying to make is the fact that MVP won this game largely revolves around good drop play and bad management of drop defense, nothing new to ZvT. Am I arguing that ghosts are bad? hell no, they are one of the best units in the T army if not the game, but the majority of the units they sniped were poorly thought out half pushes to questionable areas of contention, a big part of the reason those ghosts were "invincible" was because they were glued to the siege tanks yet July continued to attack them even after the position had lost some of it's relevance.

The fact of the matter is July continued to make units that eat a ton of supply and pushing an entrenched position with less than all of his army, until the final push. but by the time that came MVP had marine dropped the 3 and the 4 and July had no income in comparison to MVP.
Carrilord has arrived.
TutsiRebel
Profile Joined August 2011
United States172 Posts
September 07 2011 21:08 GMT
#132
Someone just mentioned this, but I'll reiterate: it's a little odd that that Ghosts are neither armored nor light. The armor attributes of HT and Infestors make them vulnerable to certain units (HT to bling drops / blue flame runby / ghost fire and Infestors to siege tank fire / blink stalkers), while the ghost takes bonus damage from nothing besides Archons (lol) and ghosts (duh).
I can bhop irl
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
September 07 2011 22:09 GMT
#133
--- Nuked ---
Treble557
Profile Joined August 2010
United States221 Posts
September 07 2011 22:21 GMT
#134
Just a total side note here but uhh.. sotg last night pretty much agreed that it was jaw dropping that the ghost wasn't nerfed in this patch. :>

So yeah.. game was sick tho, imo, even if it seemed a little silly with the snipes.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
September 07 2011 22:26 GMT
#135
Well, I remember Jinro countering ultras with ghosts in beta.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Maghetti
Profile Joined May 2008
United States2429 Posts
September 08 2011 02:55 GMT
#136
The July game was only important because it showed a high number of ghosts can kill ultras really fast. Who cares about energy, a zerg needs hive tech to break a turtling terran, and those units are very expensive and slow to build. When those units die the zerg has to wait for more to build, giving the terran even more time to build up ghosts, their econ, etc. If hive tech is off the table than the turtling terran reigns supreme.
ArchDC
Profile Joined May 2011
Malaysia1996 Posts
September 08 2011 03:35 GMT
#137
I like the analysis, it is debatable as to whether it is the right 'counter', was it on the fly or a prepared build etc. but there is no denying MVP's game sense and decision making is top-notch as expected of a BW A-teamer.

His army positioning etc. in holding off the crazy baneling attack (though losing all his army) was impressive, a lot of terrans would've died from the subsequent zerglings rolling in...
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2011-09-08 05:20:23
September 08 2011 05:19 GMT
#138
Congratulation to MVP for predicting July was going to make biological units in the late game...

Ghosts are good against any zerg late game composition, it's not as if MVP was making a gamble here. They counter, ultra, bl, and infestors...

And to anyone saying that ghosts are OP based on this game, do you honestly think july played better than MVP in this game ?
SC.Shifty
Profile Joined August 2010
Canada135 Posts
September 08 2011 05:23 GMT
#139
...

July was going infestor ultra blord ling late game, that's not a typical style that Ghost counters. If July had went anything else (roach, muta, lingbling, etc.) He would have got stomped even harder due to the mech MVP was massing. This is all tier 3 units + the end all be all OP infestors getting completely stomped by ghosts, watching an ultra trying to out DPS a single Ghost near the and failing gave me shivers.
Ghost needs a fix soon, either up the energy of snipe, reduce damage, change the cost back to gas, or reduce hp. Ghosts don't like to die easily unless it gets a feedback.
We require more MINERAWLZZzz.
David451
Profile Joined October 2010
United States491 Posts
September 08 2011 05:57 GMT
#140
Let me get this straight: July attacked ling/bling into an entrenched defensive seige position, lost his whole army, followed it up by throwing away 10 or so unsupported ultralisks for nothing, and some people this is the game that proves ghosts are OP against Zerg?

backs slowly out of thread
Shae: I don't want to play. Tyrion: It's fun! Look at the fun we're having!
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