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[D] Smartcasting - Page 6

Forum Index > SC2 General
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ForAdun
Profile Joined August 2007
Germany986 Posts
November 30 2007 11:17 GMT
#101
On November 30 2007 06:58 teamsolid wrote:
Show nested quote +
On November 30 2007 00:59 ForAdun wrote:
Well, Klockan is right that the gas-cost is not the reason for ghosts to be underused. Vessels have an equal impact on gas but even in TvP they are extremely useful, arbiters and ht's get much weaker because of EMP. The UI is one of the main reasons why ghosts are underused. SC is very fast-paced and ghosts are only useful against carriers and arbiters. Since arbiters get countered by vessels the only reason left to build ghosts are carriers.
As seen on Monty Hall between Chrh and Bisu in the proleague several months ago. Who's interested in the progaming-scene knows that game already but I will use spoiler tags anyway. + Show Spoiler +
Chrh clearly won the game with the massive use of ghosts. If you rewatch the game you can see that Chrh had relatively "easy" times using his ghosts whenever he needed them.

To me this proves that the UI is not the first reason why ghosts are underused. It's the 2nd reason at best.
So...
Q: Why don't terran players automatically tech to ghost as soon as they scan carrier tech? It would be logical, not?
I thought about the possible scenarios where carriers can be locked down. Protoss players are smart, they never send their group of carriers further than neccessary. They keep them on cliffs or above water/space, in other words: they keep them in distance. Proper control allows the protoss player to do a lot of damage without getting too many hits on his carriers from goliaths. Now imagine terran has some ghosts there and manages to lockdown say 2 carriers out of 8. Protoss will fly the rest away and continue to harass somewhere else. The ghosts will have to walk a long distance, probably through a mass of goliaths and tanks and maybe into mining scvs because protoss likes to harass expansions with his carriers. The 2 lone carriers that have been locked down can't get shot because they were returning behind the cliff/water at the moment when the ghosts locked them down. Terran will lock down 2 more carriers at his expansion but only 1 of them stays in the range of goliath fire. The first two carriers will be unlocked at that point and protoss flies his 6 carriers somewhere else and adds 2 new carriers. Terran manages to shoot down one of the locked carriers and locks 2 of the remaining carriers. Protoss flies his carriers (6 again) away and adds the once-locked carrier from the expansion that terran couldn't manage to shoot down. Protoss adds a 3rd stargate. Terran manages to shoot down one of the locked carriers and barely damages the other one and protoss rescues the weak carrier and adds it to his remaining 6, then adds 2 new carriers and keeps harassing, now building 3 carriers at once. Follow the story-line and you know why ghosts don't make enough of a difference.
The extra effort is simply too much. No matter how hard terran tries, protoss can always keep a healthy amount of carriers, all because of cliff usage and path abuse.
Now this is the scenario for maps with many dangerous cliffs/waters and with bad pathing like Loki 2 and Peaks of Baekdu. On maps like Longinus or maybe Python it can be different because there's much more space for ground units and the pathing is alright.

The thing is that protoss players are "smart" enough to not tech carriers on Longinus or Python unless they want to surprise terran. Or the starting positions are good for carriers e.g. 12-3 on Python. So terran will never get into a scenario where ghosts become useful enough against carriers. Not even smartcast could change that.
Sorry spoiler again. + Show Spoiler +
But Chrh used ghosts vs Bisu on Monty Hall and he had success with it. Monty Hall is obviously a carrier-map, pathing is not too good, it has cliffs, everything's alright. Q: Why did Chrh win with his ghosts? A: Bisu was obviously surprised. He ran his carriers into the ghosts all the time so what would he expect to happen? As I described the best scenario for carriers vs ghosts is to keep them on cliffs/above water. Bisu forgot about it so he lost the game.


PS: Sometimes I hate to make spoilers.

Maybe at the pro-level where the Protoss has absolutely perfect carrier use, then lockdown wouldn't be very useful even with MBS. But what if they just slip-up even a single time, by bringing their carriers slightly too far out of the cliff. Normally, this would be punished by goliath fire by losing 1 carrier or maybe 2 at most. Like you noted, even Bisu ran into the ghosts unexpectedly in the game. However, if the Terran had about 5-6 ghosts in their army along w/goliaths, one mistake and bam now the whole carrier fleet (or most of it) is suddenly disabled and in the open to fire --> dead --> gg. This scenario would be far more common at the lower, middle or upper skill level players (non-Korean pro), where a single mismicro error happens all the time.


Carrier micro is known to be one of the easiest things to do in SC. Moving a fleet of carriers back and forth to prevent damage and pick out single targets is a basic skill for any better gamer, progamer or not. Even zerg players who've never touched protoss before can do that after some minutes of training. Any amateur can use carriers like a progamer. This is the main reason why carriers were so overwhelming several years ago.

+ Show Spoiler +
Would be nice if you put the Bisu part in spoiler tags. Just in case. Yes, Bisu lost his carriers like a newbie but as I explained he was simply bluffed by the early ghost tech. Afaik he didn't even have enough time to react in the first scenario to save all of his carriers which was essential. Then again terran had several gas expansions so he could afford to build many many ghosts and send them into different directions which is essential on Monty Hall. Because of that Bisu was unable to come back and start proper harassment.
Blacklizard
Profile Joined May 2007
United States1194 Posts
December 03 2007 20:06 GMT
#102
On November 29 2007 23:39 ForAdun wrote:
@ skyglow1

We were specifically talking about caster units when we took the magic box into account. This is what I said, nobody uses the magic box with caster units. Of course the magic box is useful for combat units, I myself use it - but never for caster units. Sorry for the misunderstanding. I hope this clears it up.


Well personally, I use magic boxes (and purposely avoid magic boxes when needed) with casters very frequently unless I'm in a macrofest... and then sometimes even then but it's just less precise. And if Blizzard keeps to their purpose of putting a little less emphasis on base management in SC2, every micro trick is going to be critical at the pro level if nowhere else.

Magic boxes needs to stay working for casters, or they just lost a big part of what made SC:BW fun.
ale
Profile Joined March 2010
Argentina7 Posts
May 19 2010 20:22 GMT
#103
i got here a bit late haha but i think that what i have to say is reasonable and simple if a pro dosent have to micro that much for casting then he'll have more time to micro other units ergo the more skillfull player will still win we are going to see even more micro not less
THE LITTLE ONE, FUCK YEAH!. what up now sweeds? woooo
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 19 2010 20:42 GMT
#104
r u insane? this topic was created and last discuss in 2007....
Im daed. Follow me @TL_NB
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 19 2010 22:14 GMT
#105
On May 20 2010 05:22 ale wrote:
i got here a bit late haha but i think that what i have to say is reasonable and simple if a pro dosent have to micro that much for casting then he'll have more time to micro other units ergo the more skillfull player will still win we are going to see even more micro not less


You necrod a thread so you could share two sentences?

Enjoy the ban.
I am not nice.
ale
Profile Joined March 2010
Argentina7 Posts
Last Edited: 2010-05-20 03:29:28
May 20 2010 03:25 GMT
#106
haha i just thought i had the right to say what i thought, i'm new to this website and this post seemed important, and afterall it's the only thred about smartcasting
THE LITTLE ONE, FUCK YEAH!. what up now sweeds? woooo
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-05-20 03:32:15
May 20 2010 03:31 GMT
#107
Smart-casting is fine in my opinion, the idea of you selecting a group of spell casters and every single one blowing their MP when you cast a spell ONCE seemed simply like sloppy coding to me. Sure it may make it easier to use spell casters, and a lot of us (myself included) got used to and are fine with manually selecting casters individually I fully support smart-casting. Why? Because it lets me focus my micro on more important things than spending a good 35-40% of it working around an archaic UI and control system.

Edit: BTW why the hell was this thread rezzed?
i-bonjwa
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