Page 3 of 12 FirstFirst 12345 ... LastLast
Results 21 to 30 of 120

Thread: Starcraft II Insights

  1. #21

    Default Re: Starcraft II Insights

    Quote Originally Posted by RamiZ View Post
    No we didnt, but look at this for example, you want to execute a drop on Terran base with Zealot + Immortals (Just an example), but your drop will never succeed when you enemy know exactly from what position on the map you are approaching... Or You send few DTs in his base, and he only need to see them in the Fog, and when they approach and he sees that there is no one there, he will use scan and there you go successful DTs rush deflected.

    Yeah I know it is a lot of Theory Crafting, but for me, it seems like you cant surprise Terran in anyway...
    I hope that at the very least cloaked units don't get showed as ( ! ). But anyways, the Warp Prism will, so they are screwed the same.

  2. #22

    Default Re: Starcraft II Insights

    Too late, whatever enemy presence within Sensor Tower scan range, regardless of structure/unit/cloak/burrow, their very existence inside the fog-of-war radar scan will reveal their position!


    -Psi
    >>You Must Construct Additional Pylons<<

  3. #23
    trace wm
    Guest

    Default Re: Starcraft II Insights

    Quote Originally Posted by Norfindel View Post
    I was looking at sc2armory, were it costs 150m 150g. 50g would be way too low, considering the unit's power.
    150m? That seems excessive. The ghost is buffed but it's still not a full out combat unit. High Temps only cost 50 mins...

  4. #24
    Pandonetho's Avatar SC:L Addict
    Join Date
    May 2009
    Posts
    5,214

    Default Re: Starcraft II Insights

    Yeah but High Templars come way later in the tech tree.

    Ghosts are early game, and are pretty powerful for an early game unit.

  5. #25

    Default Re: Starcraft II Insights

    So how exactly does it make sense for any early game unit to cost 150 150....

  6. #26

    Default Re: Starcraft II Insights

    Yeah, radar towers reveal their exact location to the enemy, so the key is to build them away from your base.

  7. #27
    Junior Member
    Join Date
    Jul 2009
    Posts
    26

    Default Re: Starcraft II Insights

    Too late, whatever enemy presence within Sensor Tower scan range, regardless of structure/unit/cloak/burrow, their very existence inside the fog-of-war radar scan will reveal their position!


    -Psi
    I think we'll start to see Illusions/Hallucinations a lot more. I would like to see the zerg have something to counter though, like say having creep hide the specific units, but the creep itself is detected.

  8. #28

    Default Re: Starcraft II Insights

    Quote Originally Posted by Pandonetho View Post
    Yeah but High Templars come way later in the tech tree.

    Ghosts are early game, and are pretty powerful for an early game unit.
    They are also Cloaked. I think that's mostly the reason of the unit's cost. One thing is to cast EMP, or Snipe, and another one, is casting it while Cloaked. That raises the probability of success a lot.

  9. #29

    Default Re: Starcraft II Insights

    Quote Originally Posted by Norfindel View Post
    They are also Cloaked. I think that's mostly the reason of the unit's cost. One thing is to cast EMP, or Snipe, and another one, is casting it while Cloaked. That raises the probability of success a lot.
    I don't mind the cost, if it worths it. Alot of people say that Tanks aren't overused anymore. Since a Tank used to cost 150-100, having ghosts at this price range would fit as an alternate tier 2 support unit.

    If blizz entend to make the ghost the terran Dark/high Templar, they need to make it very strong, units that we will want and we CAN keep alive. Also, I don't know for the other races status, but by the time you get the ghost. It's compared to a DT in SC1. Which was good if the opponent wasn't going "detector". This is subject to balance, but I think that Ghost could get used for alot of different strategies, even more now that Zerg that don't have free detectors anymore. (anybody forsee the ghost+reaper drop in the drones? boom boom!)
    Last edited by Bisso; 07-22-2009 at 10:49 AM.

  10. #30

    Default Re: Starcraft II Insights

    I think they key to understanding the cost of the ghost is realizing it doesn't start with all its abilities, just like it didn't in SC1. The Ghost CAN be 100/100 and built just after a Barracks because it will only start with Snipe. Cloak and EMP can be upgraded at tier 2, and Nuke might not be reachable until even tier 3. A Zealot costs 100 minerals whether its upgraded Charge or not. Increased unit cost and effectiveness doesn't need to come from the Ghost itself, but from its global upgrades.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •