And then you do what exactly against a push with two tanks and marines? The time taken to get ghosts puts your siege tech way way later. You will also lose to any sort of Thor opening without marauders.
You can have two tanks by the time he has two w/ siege. That combined with your own marines and snipe can fend it off. Siege shouldn't cause you too much trouble unless you're horrible at positioning. As for thors, if it is rushed, your initial push will cause sig. damage and weaken the rush. You also will be able to have at least one tank out by the time a thor reaches your base. [D] TvT Ghost first build revised - Page 2
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Captain Soban
United States119 Posts
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Curu
Canada2817 Posts
On May 24 2011 13:47 Captain Soban wrote: It is entirely arbitrary. Factory and starports aren't even tech structures! They are production facilities. What do you think a Ghost Academy even is? Its a tech structure because it unlocks Ghosts and associated upgrades just like how an armory unlocks thors and upgrades. Yes, factories and starports allow one to climb the tech tree but that is nowhere near their primary function. The clear difference between this build and a 2/3 rax all-in is that at the end of the day when you have been repelled by a bunker, the ghost first build will be able to adapt to the opponents opening and be further ahead in tech, while the 2/3 raxing player will lose because that strategy is an all-in. If you still think this build auto-loses to any of the more known openers I'd be happy to demonstrate it to you first hand and you will lose. CaptainSoban.697 This shouldn't be all that big of an issue seeing that if the opponent pulls enough scv's, you will undoubtedly get surrounded no matter if you are shutter stepping or not (although ever bit helps). Kiting only prevents you from getting surrounded if you have a reasonable ball of units, 3 doesn't cut it. So in your opinion nothing is a tech structure except Ghost Academy and Fusion Core? Okay then. I really don't see how you can argue that you having a Ghost Academy and him having a Factory and Starport = you're ahead in tech. You're not. If you have a Starport you can make Vikings, Medivacs, Banshees, Ravens. If you don't have one you can't. Simple as that. You can make Ghosts, he can make Hellions, Tanks, Vikings, Medivacs, Ravens, Banshees. He's ahead in tech. Going "ok play me and you'll lose" is the worst form of arguing for your strategy. NaDa can come post some retarded ass BC rush build and if anyone argues against it he says "ok play me and you'll lose" it's true but doesn't make the build any less retarded. Look at the replay you yourself posted; your build actually worked and put you ahead but you still lost the game because you got outplayed. That's not grounds to say your build sucks because the other guy beat you. Look at pro tournament play, I think there's been two games where a player opened fast Ghost, one where TLO got wrecked by NaDa and another one in Code A that I can't recall right now (but the Ghosting player also got wrecked). I've played around with every sort of Ghost or whatever opening because I hated Tank Viking back in the day in TvT, you will lose or be behind to any sort of 1 base Tank push or fast tech build that doesn't cut corners for defense. That said many players WILL skimp on that Bunker, so you'll probably have a lot of success with this build. I'm just pointing out that it completely relies on your opponent skipping that Bunker for you to come out ahead using this build. You also must kill at least 3 or 4 SCVs to come even, because you're throwing away 2 SCVs + the mining time for them. | ||
Notaa
Canada51 Posts
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Kamedience
United States34 Posts
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Leargle
United States173 Posts
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Aoi_10
United States155 Posts
On May 24 2011 14:08 Notaa wrote: lol ok, here s the problem with this push, at 5:20 most people have 4 marines and a hellion, and most non shitty people are active with their first marines to gain map control, as u r building ur tech lab and ghost u ll be behind on marine count, if u lose ur first 2 scv and not do any eco damage, u r behind from losing the 2 scv + mining time. and with decent micro, i m not convinced that 4 marine and 1 hellion loses to 2 marine 2 scv and 1 ghost, even if it does, u wont have enough reinforcements/units left over to do any eco damage. more importantly ghost tech are incredibly hit and miss and require its own play style including nukes to deal with tank line as ghost tech is incredibly situational dependent in tvt whereas marine tank is tried and true. It takes more work to micro, but no question that 2 marines, a ghost, and 2 scvs beats four marines and a hellion. The ghost snipes two of the four marines off the bat, and you're left with equal marines, plus a ghost and two scvs versus a hellion. No contest. The goal is building a bunker with one of the scvs near the mineral line. Usually not a game winner right at the beginning, but it can be painful, if done right. | ||
Captain Soban
United States119 Posts
So in your opinion nothing is a tech structure except Ghost Academy and Fusion Core? Okay then. Well, you obviously have stopped thinking critically about anything I'm saying as I didn't claim either of those two statements. I really don't see how you can argue that you having a Ghost Academy and him having a Factory and Starport = you're ahead in tech. NaDa can come post some retarded ass BC rush build and if anyone argues against it he says "ok play me and you'll lose" Has he ever done that? Besides even if NaDa rushes straight for a BC he won't win. Look at pro tournament play, I think there's been two games where a player opened fast Ghost, one where TLO got wrecked by NaDa and another one in Code A that I can't recall right now (but the Ghosting player also got wrecked). Did they do the build in the OP?I've played around with every sort of Ghost or whatever opening because I hated Tank Viking back in the day in TvT, you will lose or be behind to any sort of 1 base Tank push or fast tech build that doesn't cut corners for defense. loled,the entire reason why I asked if you wanted first hand experience was because that's exactly what you're lacking. I've played more than 3x the games you have. This is clearly seen by you're notions concerning the build, more specifically:You also must kill at least 3 or 4 SCVs to come even, because you're throwing away 2 SCVs + the mining time for them. Who said that you lose those 2 scv's if you see a bunker? I'd gladly lose about a minute and 1/2 of mining time for 2 scvs for a chance to pull 7 workers ahead. I'm through explaining how incorrect you are on so many fronts, PM me if you still would like to see the light. | ||
saefok
United States21 Posts
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Captain Soban
United States119 Posts
I like to pump out a reaper after my first marine to do some harassing/scouting. Why? Reapers take a very long time to build, which would nullify the whole point of the build. | ||
Kostoglotov
France28 Posts
If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master). | ||
DtorR
Australia171 Posts
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m4thje
208 Posts
I had one T that was completely bunkered in. I just kept him on 1 base and crushed him afterwards. All the others tried some weird banshee openings and they were kinda confused, killed 10 SCV's. Made a CC and transitioned into Marauders & some tanks and crushed them. Nice opening, at least on my level (Gold - Plat) | ||
Antylamon
United States1981 Posts
On May 24 2011 10:36 Curu wrote: The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one. If you can catch them doing a Bunker-less 1/1/1, you can do some hefty damage with this though. I'd even say Blueflame openings counter this one though, you're going to be hard-pressed to stop a Blueflame drop with 1 Rax worth of Marines/Ghost. Oh yeah, I forgot about bunkers. They're brutal against Ghosts, and they're usually used to deny scouting for a cheese like 2port cloaked banshees. Meaning you have to scan instead of using a MULE | ||
HwangjaeTerran
Finland5967 Posts
You can do alot of damage with unusual timing attacks with this build. One bunker is not enough to shut down ghosts. Snipe has a fantastic 10 range you can abuse. Later on I go for fast double ups and double medivacs, use remaining ghosts to emp the opponents medivacs and you can roll them over. | ||
Captain Soban
United States119 Posts
On May 26 2011 18:23 Kostoglotov wrote: I like to push with a marauder/reaper/ghost composition instead of a marines*2/ghost one. It delays the build by a bit (about 30 seconds), but this definitely destroys any bio/hellions composition. Marauder and ghost can kite quite well together (same range, same firerate, you have concussive shell). If there is a bunker or a fast tank, just go back and transition out of this. Otherwise you'll be able to deal great damage. This build works decently for me (about 50% win, mid/high master). I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole 70 seconds. I feel like that is too late. Replay? | ||
Captain Soban
United States119 Posts
Meaning you have to scan instead of using a MULE You shouldn't ever have to scan to see two port cloaked banshee, its fairly obvious once you see the double gas so early. One bunker is not enough to secure a fast expansion against ghosts. Snipe has a fantastic 10 range you can abuse. Confused as to how this is relevant, you can't snipe bunkers. | ||
HwangjaeTerran
Finland5967 Posts
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Antylamon
United States1981 Posts
On May 27 2011 03:13 HwangjaeTerran wrote: You can go around the bunker. What if the bunker is at the top of a ramp as in for a 1base cheese? You can't avoid it that way. | ||
Aoi_10
United States155 Posts
On May 27 2011 03:06 Captain Soban wrote: I can see how that would delay the push by 30 seconds for switching up the unit build times. However, for gas requirement (and extra 75) will delay the start time of the marauder by 40 seconds (mining @ 114/minute), which will take an additional 30 seconds to build, putting the total push time back a whole 70 seconds. I feel like that is too late. Replay? Just doing the math, I don't see why it would require an additional 70 seconds. What's important isn't just the total amount of gas required, but also when you need to spend it. In the 25 seconds it takes to build the tech lab on the barracks, you'll get about 50 gas. Get the reaper first. As it builds, you'll get another 85 gas or so, enough for the ghost academy and the marauder when the reaper is finished. You should have about 70 gas left over after the marauder is done (about 60 collected as the marauder builds, and another 10 from when it started). Which would take another 16 seconds or so, not 40, so a total time difference of 41 seconds (including the additional 25 seconds in build time). (I can't recall the last time I dropped a tech lab without any marines first, so it's possible that the gap would be more or less than 41 seconds, depending on whether you're north or south of 25 gas when the barracks finishes.) Anywho, guess I'll have to try it out this weekend...thanks for the variation! | ||
Captain Soban
United States119 Posts
On May 27 2011 03:45 Aoi_10 wrote: Just played it out, push comes 50 seconds later. If feel like all of this is irrelevant seeing that by then a tank could be out, the chances of running into a completed bunker is higher, and it just doesn't give that big of an advantage to justify. Just doing the math, I don't see why it would require an additional 70 seconds. What's important isn't just the total amount of gas required, but also when you need to spend it. In the 25 seconds it takes to build the tech lab on the barracks, you'll get about 50 gas. Get the reaper first. As it builds, you'll get another 85 gas or so, enough for the ghost academy and the marauder when the reaper is finished. You should have about 70 gas left over after the marauder is done (about 60 collected as the marauder builds, and another 10 from when it started). Which would take another 16 seconds or so, not 40, so a total time difference of 41 seconds (including the additional 25 seconds in build time). (I can't recall the last time I dropped a tech lab without any marines first, so it's possible that the gap would be more or less than 41 seconds, depending on whether you're north or south of 25 gas when the barracks finishes.) Anywho, guess I'll have to try it out this weekend...thanks for the variation! | ||
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