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<November>Discussion Topic: The Terran Ghost

Forum Index > SC2 General
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GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
Last Edited: 2007-11-06 22:35:11
November 06 2007 20:45 GMT
#1
http://www.battle.net/forums/thread.aspx?fn=sc2-general-eu&t=197&p=1&#post197

November Discussion Topic: The Multi-Purpose Terran Ghost
Of all the original StarCraft units brought back to StarCraft II, the Terran Ghost has undergone some of the most changes. The Terran Ghost wields new abilities such as Snipe and the upgradable EMP burst and cloak ability. Furthermore, the Ghost is also able to call down Drop Pods in addition to their classic Nuclear Launch ability. In addition, the Terran Ghost can be built early game, in a Barracks with a tech lab and a Shadow Ops as a prerequisite building, making it a Tier 1.5 unit.

These changes have brought about much innovation to the gameplay for StarCraft II and we encourage the community to add their feedback to these changes!

Here are the Ghosts stats in the current build of StarCraft II:

Mineral Cost: 100
Vespene Gas Cost: 100

Hit Points: 100
Max Energy: 200 (Starts with 50)
Armor: Light
Weapon Damage: 5 (+30 vs Light)
Range: 10
Weapon Speed: Normal

Ability Costs:
Snipe: 25 Energy (Does 50 damage vs. Biological unit + 100 vs. Light Armor and can be used while cloaked)
EMP: 100 Energy (Depletes energy and shields of enemy units within the area of effect)
Cloak: 25 Energy (initial) and 1 Energy/Second while Cloaked

If you have a StarCraft II fan site and would like to participate, please email me at Xordiah@blizzard.com.

Battle.net Questions for Fans:

* Do you like the new StarCraft II Ghost?
* Will the new Ghost change your strategy?
* How would you utilize the Ghost?

* Additional Feedback you would like to give

Each StarCraft II fansite will be featuring different types of questions, so be sure to also visit those sites. All of this feedback will be compiled and sent to the development and community team.

Please structure feedback as follows:

-----

<question you'd like to answer>
<your answer>

<question you'd like to answer>
<your answer>

-----

We are looking forward to some great discussions about the new Terran Ghost unit!
¯\_(ツ)_/¯
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-11-06 20:56:16
November 06 2007 20:53 GMT
#2
Mineral Cost: 100
Vespene Gas Cost: 100

Hit Points: 100
Max Energy: 200 (Starts with 50)
Armor: Light
Weapon Damage: 5 (+30 vs Light)
Range: 10
Weapon Speed: Normal

Ability Costs:
Snipe: 25 Energy (Does 50 damage vs. Biological unit + 100 vs. Light Armor and can be used while cloaked)
EMP: 100 Energy (Depletes energy and shields of enemy units within the area of effect)
Cloak: 25 Energy (initial) and 1 Energy/Second while Cloaked

Rofl, 10 range, 35 damage vs small!!

Wee, 1 shot zerglings at tank range! 1 shot muta for 25 energy! If you have many you should even be able to counter heavy zerg units since snipe is so cheap and still deals 50 damage! Not to mention that they counter all toss as support with Emp, they counter all casters with emp, they counter Dt's and HT's easily with snipe.


I think they went a bit overboard here...
Now you wont do a mnm, you will do a gnm, with some rine support.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
November 06 2007 21:15 GMT
#3
I think at 100/100 they're a bit too expensive to turn into a one stop counter for EVERYTHING, but they pretty much eat small units for breakfast. 35 bonus seems a little excessive to me, but then again it's only vs small (if mutas are still small, then the ghost will pretty much be the bane of a zerg user's existence.

Also, I want lockdown back
¯\_(ツ)_/¯
McTerran
Profile Joined November 2007
Romania10 Posts
November 06 2007 21:19 GMT
#4
gnm sounds fun! But where will the terrans get all those ghosts from? Other infantry troops are convicts and criminals, but ghosts are a kind of elite troop, so it won't be easy to get them by the dozen.

100 min and 100 gas doesn't make them much cheaper than a tank, and they probably still have a long cooldown. So there is still hope for balance.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
Last Edited: 2007-11-06 21:24:10
November 06 2007 21:23 GMT
#5
Do they still fire like 1 shot every two months? What's normal attack speed?
I think it's a fine unit and will probably become a huge staple terran unit in the sequel.

Just depends what light armor is. I hope this +X to armor type doesn't go crazy.
I don't wanna learn 5 pages of unit specific stats to play the game... not at this time.


... Like can ghosts rape Hydras now?
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
November 06 2007 21:30 GMT
#6
The way I understand it, the +35 only applies to small targets, so a hydra would be excluded, meaning the Ghost does 5 damage (slowly) to a hydra. Taking Snipe into account, Ghosts could still do a great job of fighitng Hydras (2 ghosts using snipe takes one down), but not like M&M
¯\_(ツ)_/¯
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
November 06 2007 21:45 GMT
#7
But the ghost is cloaked, got near the same damage and same attackspeed as DT, can shoot air and got 10! range. Towers got 7 range...

Sure if they had these stats and 7 range as before it could be fine but 10 range is extreme. Imagine a bunker creep with ghosts, tanks and some turrets, nothing can get close. Ghosts also now are extremely hard counters against observers since they shoot almost as far as the observer sees and they deal 35 dmg vs it.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
November 06 2007 21:57 GMT
#8
Their damage and abilities are rather overpowered IMO, but they're pretty fragile right?

With proper micro they'll own
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
November 06 2007 22:01 GMT
#9
100 HP in't very fragile.

I would like it better if they had super damage and sweet abilities but low HP, making them an asset to protect and use carefuly rather than a power unit to just throw into your army.

I think Blizz might be stuck on whether they want to make the Ghost a combat unit with support or a support unit with combat, he's kinda stuck in the middle.
¯\_(ツ)_/¯
XythOs
Profile Blog Joined February 2005
Germany520 Posts
November 06 2007 22:03 GMT
#10
yay ghosts and medics vs z for the win if optical flare still exists
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
November 06 2007 22:04 GMT
#11
I hope optical flare is gone.

Single most useless ability in the game
¯\_(ツ)_/¯
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 06 2007 22:12 GMT
#12
Please quote the first post from the battle.net forums on here, makes for a better opening post.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2007-11-06 22:59:26
November 06 2007 22:33 GMT
#13
Does anyone else find it slightly weird that Ghosts have 100 hp?
I mean, sure they might by super-soldiers, but c'mon, have 2.5X HP compared to the steroid-charged marines seems crazy.

Also, this would mean Ghosts would have greater or equal HP compared to any biological Protoss unit. O_O

(Although this is all out the window if Blizzard decides to rescale the HP values of units, in which case why the hell are they just giving us the stats of a single unit without any context?)
Stegosaur
Profile Joined May 2007
Netherlands1231 Posts
November 06 2007 22:41 GMT
#14
At first glance they seem pretty in line with High Templars. Pretty much the same cost (I bet they'll require 2 food as well but it's noted nowhere) and a pretty good utility-factor.
O_o
DTDominion
Profile Joined November 2005
United States2148 Posts
November 06 2007 22:41 GMT
#15
This has to be a joke. Mass ghosts will be unbeatable.

Plus, what's up with the new damage system? The damage system in StarCraft was simple while adding depth into the game. Are we really going to have to learn the damage differences for every individual unit now?
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
November 06 2007 23:08 GMT
#16
I don't think the new damage system is bad at all, if anything it's superior, adds for more flexibility so balance changes will be much easier. Learning all the stuff won't be too complex anyways, we've figured out the broodwar damage system without much problems.
XCetron
Profile Joined November 2006
5226 Posts
November 06 2007 23:14 GMT
#17
so ghosts pretty much 2hit kill marines and workers now? And what about say if its attacking a probe? Would it deal 35 damage to shield and then 35 damage to the probe itself or just 5 damage to shield then 35 to the probe? What about in regard to shield on other protoss units?
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
November 06 2007 23:21 GMT
#18
Them being fragile is kind of offset by cloak
OjKa OjKa OjKa!
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 06 2007 23:49 GMT
#19
Smartcasting snipe on templars makes me cry inside. ;_;
Also, 100hp? That seems a bit excessive for a unit with all those strengths really.
1000 at least.
Konni
Profile Blog Joined February 2003
Germany3044 Posts
November 06 2007 23:58 GMT
#20
you could counter nearly any current zerg unit (bw) with these new ghosts alone
although they're quite expensive

select 1 (30 ghosts)
s (snipe) click
s click
s click
s click
s click
s click
..
zerg army dead
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