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Thread: Starcraft II Insights

  1. #31

    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.
    Um, the enemy already has the location of your base (outside of the very early game), so giving them information they already have is a good idea.
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  2. #32

    Default Re: Starcraft II Insights

    150m? That seems excessive. The ghost is buffed but it's still not a full out combat unit. High Temps only cost 50 mins...
    Think Dark Templar, not High Templar.

    High damage low HP cloaked unit. And the cost is very similar to a Dark Templar.

  3. #33

    Default Re: Starcraft II Insights

    150 is still a hefty investment for a technically early game unit, even if it has cloak. 3 dead ghosts is 350 minerals and a lot of gas, you'd be giving up a lot if you didn't have cloak researched yet to keep them alive.

  4. #34

    Default Re: Starcraft II Insights

    Quote Originally Posted by Triceron View Post
    150 is still a hefty investment for a technically early game unit, even if it has cloak. 3 dead ghosts is 350 minerals and a lot of gas, you'd be giving up a lot if you didn't have cloak researched yet to keep them alive.
    Of course. That's sort of the point. In the early game you're only going to be building one, maybe two.

  5. #35

    Default Re: Starcraft II Insights

    Even without cloak they'd still be great support behind your main army, specially if you could block them from attacks with marauders etc.

    Glad they are expensive, they were sounding quite ... op.
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  6. #36
    Pandonetho's Avatar SC:L Addict
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    Default Re: Starcraft II Insights

    So how exactly does it make sense for any early game unit to cost 150 150....
    I don't know, maybe because it's a STRONG early game unit?

  7. #37

    Default Re: Starcraft II Insights

    I'm still doubting it'll stay at that price. I can see it being nerfed rather than keep this whacky balancing act they have of having a high-priced early game unit. Why make it early game when it's going to cost so much to make? 150 gas is nothing to sneeze at, when it can be spent on cheaper gas units or research. A Ghost will have its uses, but at such a high price early on there's no real reason for it to be available before a factory.

  8. #38

    Default Re: Starcraft II Insights

    Hmm, didn't HappyMint recall the Ghost's price changed from 100 minerals 200 vespene, or whatever in between, to 150 minerals 50 vespene?


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  9. #39

    Default Re: Starcraft II Insights

    Quote Originally Posted by PsiWarp View Post
    Hmm, didn't HappyMint recall the Ghost's price changed from 100 minerals 200 vespene, or whatever in between, to 150 minerals 50 vespene?


    -Psi
    I don't know but if this happens to be true, then Ghost is going to be rly nice. Could happen to be in every kind of build

  10. #40

    Default Re: Starcraft II Insights

    Yeah, I just checked the starcraftwire lategame impressions, and the ghost is 150m 50g. That's not a bad price. 150m 150g is overkill. I think it's still a bit mineral heavy, but I'm sure the price is still subject to change. It's too similar to siege tank price for an early-game support unit.

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