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Thread: Mass Ghosts — a viable strat?

  1. #11
    MajinX's Avatar Junior Member
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    Default Re: Mass Ghosts — a viable strat?

    Quote Originally Posted by madmax8779 View Post
    I would just like to add this about the ghosts, they fucking blow, i seen a nuke cost 100 minerals 100 gas, PLUS the cloak ability cost and transport. Sadly enough when you Actually manage somehow to get one off without dieing it only does 1/3 of a building damage. I mean wtf. Is it just me or should a nuclear bomb wreck shit? I remember sc1 they used to be far better.
    ... ur complaining because the nuke doesnt kill buildings? killing all units in the area isnt enough? can u imagine if the nuke kills all buildings, all tech buildings and bases would get owned so easily. And if u place ur ghost well enough, it usually doesnt die before it nukes. cloak is obviously helpful but putting it in hard to reach places is even more helpful

  2. #12

    Default Re: Mass Ghosts — a viable strat?

    I remember sc1 they used to be far better.
    They also cost like 200/200/7 and were at the top of the tech tree.

    Now they're tier 2 and only cost 100/100. They're really useful anyway. Especially later on in the game when the map starts getting entrenched with buildings.

    And ghosts most assuredly do not blow. Ask ANY protoss player.


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  3. #13
    horror's Avatar Junior Member
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    Default Re: Mass Ghosts — a viable strat?

    Quote Originally Posted by Aldrius View Post
    And ghosts most assuredly do not blow. Ask ANY protoss player.
    QFT ;_;

  4. #14

    Default Re: Mass Ghosts — a viable strat?

    My only gripe is the annoying space bar trick. Opposing players can space-bar right to an inbound nuke, and if they are Terran, they can quikcly fire of scanner sweep and kill the ghost or move the targeted units out of the way.


  5. #15

    Default Re: Mass Ghosts — a viable strat?

    I have a new build based on the fact that 16 scvs mining minerals and 6 on gas can handle a 1 ghost, 3 marine, 1 supply depot rotation. Do this until you have 4-5 ghosts and 12-15 marines and swap to 4 rax marauders to start churning through that little extra amount of gas you'll have... you have a rather interesting army swiftly.

    Snipe will suppliment any assault from the "natural counter" if you micro a little bit. I'm working on this build though, when I find a natural build order I'll post it.
    Last edited by Gifted; 05-07-2010 at 12:14 PM.
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  6. #16
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    Default Re: Mass Ghosts — a viable strat?

    Quote Originally Posted by Gifted View Post
    I'm working on this build though, when I find a natural build order I'll post it.
    please, do so = ) a replay would be gr8 allso

  7. #17

    Default Re: Mass Ghosts — a viable strat?

    The issue with it is that I have 3 variations right now... one involves fast ghost (9 refin), another goes standard 13, and a third goes late 15. I'm trying to figure out which ones fit where, and whatnot.
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  8. #18
    FoxSpirit's Avatar Junior Member
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    Default Re: Mass Ghosts — a viable strat?

    Quote Originally Posted by //MavericK\\ View Post
    My only gripe is the annoying space bar trick. Opposing players can space-bar right to an inbound nuke, and if they are Terran, they can quikcly fire of scanner sweep and kill the ghost or move the targeted units out of the way.
    Okay, yeah, that needs to go. It's already taking 20 seconds to land anyway.

  9. #19
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    Default Re: Mass Ghosts — a viable strat?

    The problem with early ghosts is they have been designed as a support class and nothing more. They are made for sneaky drops for nukes refer to The Little One for more on that, or more generally EMPs to take down all protoss sheilds. 2 maybe 3 in a big M&M ball is a good idea against protoss. I have never used them against zerg since the tech is so sideways from what I need to fight zerg. Good work on thinking outside the box though.

  10. #20

    Default Re: Mass Ghosts — a viable strat?

    The problem with early ghosts is they have been designed as a support class and nothing more.
    Nah, they can fight.

    But they're very specialized.

    They're kinda like the Dark Templar in that they almost REQUIRE cloak to be useful in combat. Their HP is just too low otherwise. But their damage is really good, so if they're not getting hit they'll just slice right through stuff.

    And in TvT and TvZ, you don't actually need the energy for anything else, except maybe snipe, but that's cheap. (Snipe actually rules TvZ. So many big meaty targets like roaches and hydralisks and well, anything except zerglings really.)

    In TvT, you can snipe workers too. Which is a huge boon with that 10 range on the spell.


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