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TvP Ghosts

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camooT
Profile Joined October 2004
United States1354 Posts
Last Edited: 2005-05-30 03:58:40
May 30 2005 03:52 GMT
#1
first of all:
http://teamliquid.net/forum/viewmessage.php?topic_id=23622&currentpage=2#29

I think that ghosts are severely underrated. Most of the objections to ghosts have to do with one of the following:

1.) Gas
2.) Micro

The argument is that no one will have the micro to be able to do a ghost vs carrier push, and that ghosts are a waste of gas. However, if each ghost locked down just one carrier, they've just killed double their value in units. I don't see how locking down carriers is difficult, especially when the toss player has just 5-6, and is harassing your expos etc.

First of all, carriers are ENORMOUS targets. Interceptors rarely fly over them, so you're not going to accidently lock one down. It can be more difficult when they're stacked, but 12 ghosts will be able to get at least 5-6, depending on skill of micro. You have to hotkey your ghosts from 1-0, but usually it's worth the inconvenience. Being able to press 1l2l3l4l5l6l7l8l9l0l is probably the most difficult part, but I've learned to do this in a little more than one second
just from practicing pregame (1a2a3a4a5a6a7a8a9a0a).

Anyways, I'm not the greatest player, but I'd like to start this discussion again.

p.s. i have a demo replay of me locking down 12 carriers with 6 ghosts on a test map, where can I upload?
p.s.s. i also have an example of this in a real game.
SainT
Profile Joined February 2005
Chile1067 Posts
May 30 2005 03:58 GMT
#2
well maybe u cna upload it on gosureplys.net, and if u want to check some lockdown stuff, check boxers replay pack or his lockdown pack too
Well i'm a lucky man...
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
May 30 2005 03:58 GMT
#3
imo ghosts really rock vs heavy carrier toss
and its not that hard to do.the problem is that normally u dont have the tech and vs evrything else than carrs they suck.

but if u already have acad ,sf and ur confident with ur cloning/speed/micro whatever do it
life of lively to live to life of full life thx to shield battery
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 30 2005 03:59 GMT
#4
I use them if I have a solid eco sometimes :o You dont need to key them, just clone by scanning carriers and sending them from afar ;>
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
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 30 2005 03:59 GMT
#5
On May 30 2005 12:58 SainT wrote:
well maybe u cna upload it on gosureplys.net, and if u want to check some lockdown stuff, check boxers replay pack or his lockdown pack too

Lockdown pack?
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
inkblot
Profile Joined December 2004
United States1250 Posts
May 30 2005 04:00 GMT
#6
No one will argue that they don't have potential. Most people just don't want to go out of their way for ghost tech and then micro'ing them.

IMO they are pretty useful, either for nukes or lockdown, mostly because protoss aren't used to dealing with them.
camooT
Profile Joined October 2004
United States1354 Posts
May 30 2005 04:03 GMT
#7
It's not going out of the way. You should already have a sci fac. for upgrades, and it's just 2-3 rax away for ghost production. Did I mention that ghosts are also the be-all end-all of arbitors and shuttles?
May
Profile Joined May 2004
China458 Posts
May 30 2005 04:04 GMT
#8
I don't think so much ghosts are under-rated, but they are certainly under-used.

Theoretically they would serve ideally against BC's and Carriers, and I guess even Drop shuttles. Personally, I feel I overlook them, because simply they aren't the conventional way of playing, and since I haven't used them in the past, I feel it to be somewhat of a risk. Also, considering the efffort placed in buid/tech time/resources (e.g. sight range, lockdown, build ghost) in obtaining functional ghosts, and then the probability of messing up the micro, otherwise making the effort seemingly futile, it would indeed put you back quite abit in the game.
vDp]Fighting_uk
bburn
Profile Joined September 2004
United States1039 Posts
May 30 2005 04:06 GMT
#9
I find its generally better to invest the gas that would be needed for ghost on upgrades
banana[AfO]
camooT
Profile Joined October 2004
United States1354 Posts
May 30 2005 04:10 GMT
#10
On May 30 2005 13:06 bburn wrote:
I find its generally better to invest the gas that would be needed for ghost on upgrades

That's like saying, "I would rather sacrifice my tank production for upgrades." Keep in mind that carriers are 350 min, 250 gas. If you can use ghosts efficiently (and as I've said, it's NOT hard at all), then your single ghost will be doing damage 3-4 times his value. That allows you to sacrifice goliath or tank production for upgrades.
Cygnus
Profile Joined February 2004
United States853 Posts
May 30 2005 04:19 GMT
#11
I've said it before... I'll say it again... 3-3 > Ghosts
iNsaNe-
Profile Joined January 2005
Finland5201 Posts
May 30 2005 04:19 GMT
#12
I had somewhere a replay, TvT, what was an awesome game. Anyway other T made BCs, and was expoing to 12 on LT. Other had Wraiths + Ghost, dropshipped ghosts to there, lockdowned all about 8-10 BC:s and Wraiths killed all. It was pure art
It takes a fool to remain sane.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
May 30 2005 04:21 GMT
#13
I tried to go Ghosts against a Carrier toss and it failed miserably. If they have Observers or any forward units, they will see your Ghosts coming and flee, usually taking out another one of your bases in the process. Carriers are faster than Ghosts. Ghosts are great against BCs though.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
May 30 2005 04:22 GMT
#14
On May 30 2005 13:19 iNsaNe- wrote:
I had somewhere a replay, TvT, what was an awesome game. Anyway other T made BCs, and was expoing to 12 on LT. Other had Wraiths + Ghost, dropshipped ghosts to there, lockdowned all about 8-10 BC:s and Wraiths killed all. It was pure art


Sounds like Boxer vs Chunsang to me -_-
Moderator
Empyrean
Profile Blog Joined September 2004
17069 Posts
May 30 2005 04:22 GMT
#15
What, Boxer vs. Chunsang?

Anyway, I think the main argument is the fact that unless the Protoss goes pure Carrier, Ghosts aren't worth the investment. Carrier/Dragoon or Carrier/Zealot/Templar is more likely than pure Carrier, and other units or another upgrade will be more effective in dealing with the situation.
Moderator
Empyrean
Profile Blog Joined September 2004
17069 Posts
May 30 2005 04:36 GMT
#16
Same time post
Moderator
Malmis
Profile Blog Joined May 2003
Sweden1569 Posts
May 30 2005 04:37 GMT
#17
On May 30 2005 13:22 Excalibur_Z wrote:
Show nested quote +
On May 30 2005 13:19 iNsaNe- wrote:
I had somewhere a replay, TvT, what was an awesome game. Anyway other T made BCs, and was expoing to 12 on LT. Other had Wraiths + Ghost, dropshipped ghosts to there, lockdowned all about 8-10 BC:s and Wraiths killed all. It was pure art


Sounds like Boxer vs Chunsang to me -_-

I am pretty sure it was Boxer vs Zodiac (don't hate me if they are the same person!)
To Suport@Bethsoft.com: okay so i completed morrowind.. um, can i have my life back now?
camooT
Profile Joined October 2004
United States1354 Posts
May 30 2005 04:43 GMT
#18
On May 30 2005 13:19 JaySmurff wrote:
I've said it before... I'll say it again... 3-3 > Ghosts

On May 30 2005 13:10 camooT wrote:
Show nested quote +
On May 30 2005 13:06 bburn wrote:
I find its generally better to invest the gas that would be needed for ghost on upgrades

That's like saying, "I would rather sacrifice my tank production for upgrades." Keep in mind that carriers are 350 min, 250 gas. If you can use ghosts efficiently (and as I've said, it's NOT hard at all), then your single ghost will be doing damage 3-4 times his value. That allows you to sacrifice goliath or tank production for upgrades.

Excal: If your goliaths can shoot at the carriers, your ghosts can lock them down. unless you're cloning your ghosts, but that's a really bad way to do it.
Empyrean
Profile Blog Joined September 2004
17069 Posts
May 30 2005 04:45 GMT
#19
Camoot: If your Ghosts can lockdown the carriers, then your Goliaths can shoot them down.

Also, I'd rather have 3/3 upgrades than 12 Ghosts.
Moderator
camooT
Profile Joined October 2004
United States1354 Posts
Last Edited: 2005-05-30 04:49:34
May 30 2005 04:47 GMT
#20
On May 30 2005 13:45 Empyrean wrote:
Camoot: If your Ghosts can lockdown the carriers, then your Goliaths can shoot them down.

Also, I'd rather have 3/3 upgrades than 12 Ghosts.

Goliaths are 100/50. Ghosts are 25/75. Ghosts need only 1 shot. Goliaths need many. Goliaths can't cloak.

Yes, ghosts die more easily, but carriers wont have time to manually target all of them before they unleash lockdown.

ok, let me go over the argument with upgrades again. If you produce ghosts, you will need less goliaths than normal. You can use the money saved from less goliath production for upgrades.
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