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Ghost (Terran Casters)

Discussion in 'Terran' started by Gold, May 24, 2007.

Ghost (Terran Casters)

Discussion in 'Terran' started by Gold, May 24, 2007.

  1. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    The snipe will kill some of the zealots but the remaining will charge into your line and kill your ghosts anyway. Just stick to the MM combo.

    The only reason to get ghosts close to anything is to drop a bomb or a drop pod. Snipe is more for picking off small groups
     
  2. Quanta

    Quanta New Member

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    Re: Ghost

    Emp the bastards first, then snip will probably kill them in one shot. Ofcourse if your far enough up the tech tree to have nomads you aren't likely to be facing a zealot army. Also, there are two thing we must all keep in mind. The ammount of shield and hp zealots had in SC1 might not be the same in SC2 and snip might do more or less damage after some balancing.

    P.S. how many hit points did multalisks have in SC1? I don't recall anything saying that snip could only effect ground organics so it could be helpful if you are attacked by multas. I wouldn't think it would be a great counter but if all you haver are infantry it might be enough to turn the battle in your favor.
     
  3. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    If it is designed to be a one shot kill against infantry it will probably ignore shields
     
  4. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    I can see this having an effect. But I doubt it's worth it against that many Zealots. You'd need a lot of Ghosts for the purpose. So now you're effectively expending gas to kill mineral only units. Don't let them kill those ghosts ;). I also question whether the Zealot's charge ability might make it impossible for you to select them while they're doing it.

    But I'd LOVE to see some drop pods come down behind those Zealots and split their force.
     
  5. hillzagold

    hillzagold New Member

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    Re: Ghost

    nah, too much of the threat to your expensive ghosts, use drop pods as a meat shield
     
  6. b0urne

    b0urne New Member

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    Re: Ghost

    i'd take lockdown over snipe any day
     
  7. Wlck742

    Wlck742 New Member

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    Re: Ghost

    So would I, and most likely any other player.
     
  8. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    Don't snipe the zealots. Save it for those pesky high templar before they psi storm you.
     
  9. Ych

    Ych New Member

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    Re: Ghost

    I believe that the snipe ability will be like the new Irradiate. Although not as powerful, they can be spammed.
    This means that Snipe will be a key weapon against the Zergs. You can expect Terran players going up against Zergs to build a lot of Ghost.

    I wonder how the Zerg will counteract this new threat. Hopefully, we will find out soon when Blizzard releases the Zerg lineup. :)
     
  10. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    Against erg I cannot see that working since there's too many of them. some basic infantry is cheaper and more effective. Snipe is useful for taking out high value-low amount units like Hts and other ghosts but will be useless against hoards because of the cooldown.

    One thing I wonder is how will the special abilities work. In the original if you ordered one unit to use an ability when more than one in the group had it they would all fire at once so you would have multiple ghost locking down one target. I hope they change it to one click one fire.
     
  11. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    There are supposed to be certain auto-casting features in SC2. I would assume Snipe would be one of those.

    It's possible.

    I can also see a use for this against Zerg. It's supposed to be used on infantry units, and 150 would certainly produce an instant kill for any Zerg unit. Of course, 150 damage is a bit overkill for any Zerg ground unit, cept maybe a Lurker or an Ultralisk, but I don't even know if those units will be effected.
     
  12. WuHT

    WuHT New Member

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    Re: Ghost

    Hmm the snipe function seems to be more akin to the Yamato Cannon, which is another devastating 1-hit long ranged attack.

    Does this mean Y-gun will be changed ?
     
  13. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    I wasn't asking for autocast. I hope snipe isn't autocast since I don't need it wasting Zealots while getting psi stormed by HTs and not having any shots left. I was just asking for if you have 4 ghosts and use the ability only one will use it per order.

    As for the zerg they might be more susceptible to snipe but it is balanced by the fact they have more units. What good is killing 4 zerglings when there are 30 more left.
     
  14. Associate

    Associate New Member

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    Re: Ghost

    the terrans should deal with enemy infantries more effectively this time, a few ghosts stationed inside bunkers will make enemy infantry rushes easier to repel, though we are not sure yet whether its snipe ability can be used while inside a bunker, for the lockdown, maybe they plan a much better replacement for this, and are used by a unit that is more mobile than the ghost like a medium support ship or something similar
     
  15. Inpox

    Inpox New Member

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    Re: Ghost

    Well first of all ghosts dont really belong into bunkers thats what i feel, would just be a waste of thier talents and marines would be far more effective. And as far as i know they cant use snipe or any other abillity inside the bunker. And having lockdown on a ship would be intresting... hmm that would suit the norad i guess.
     
  16. eskudero

    eskudero New Member

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    Re: Ghost

    without firebats? dont think so.yes,snipe is a good ability,but by the time you get ghosts you will have other worries apart fom zerglings and zealots.and ghosts wont help you defend against early inf rushes as they are high in the tech tree.besides that,as birdofprey mentioned,does it really benefit you killing 4 zerglings instantly when you have 30 more coming? remember that you wont have that shoot again until a pretty long time,so youd better save it for "specialists" units,like high templar and other low life-high damage dealers. just my thougths
     
  17. ijffdrie

    ijffdrie Lord of Spam

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    Re: Ghost

    i think ghosts have become mid-game
     
  18. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    I don't think we're going to know what tier the Ghosts will appear in until the game is actually released. I doubt that is set yet.

    My instincts keep telling me it's going to continue to be a late-game unit, but that would reduce the effectiveness of this snipe ability.

    It will definitely be useful against HTs and high priority targets. I was simply considering that it might be good against the Zerg if it works against Ultralisks and Lurkers. Heck, it could even be a good counter to a unit we haven't seen yet.
     
  19. Associate

    Associate New Member

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    Re: Ghost

    well we can only speculate at this time, i just hope it remains cloaked when firing, this way any attempts to swarm your base with infantry type units will need the support of detectors and this adds considerable delay to their strategy
     
  20. eskudero

    eskudero New Member

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    Re: Ghost

    im sure you can count on it.on the demo the ghosts that shoot against those marines didnt get out of camouflage.in fact,if ghosts can shoot normally while being invisible , why wouldnt they be able to snipe? in the end its a just a shot (a more accurate one)and well,i dont think that a base invasion consisting of different tipes of units will be very worried about 4 cloaked ghosts,as they are only really usefull against infantry.(at least in starcraft 1,but we are always speculating and i suppose the damage scheme of their rifles will be similar)