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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. ijffdrie

    ijffdrie Lord of Spam

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    Re: Ghost

    ghosts are still a late-game unit, at least they were on blizzcon
     
  2. Inpox

    Inpox New Member

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    Re: Ghost

    Not only being late game a protoss player often have a observer in thier army so the ghost wont be effective sniping of protoss infantry, no as stated before let them take out the low health but dangerous high templars
     
  3. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    Saying that a player will have an observer with their army isn't necessarily a good argument against the use of ghosts.

    In SC1 players had detectors and yet the ghosts were still effective. Plus, observers can be disabled and/or killed.
     
  4. Meloku

    Meloku New Member

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    Re: Ghost

    You can turn it on/off, so...
    vs zerg: on. vs protos: off
     
  5. Inpox

    Inpox New Member

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    Re: Ghost

    Well i didnt say it isent good to use ghosts against protoss what i said its better to take down the low health protoss units like high templar . Much more effective
     
  6. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    Reapers they shoot fast and a hand gun kills just as well as a flame thrower (actually better).

    I would like to see ghosts able to use snipe from inside a bunker as well as marines using stim packs inside the bunker but that probably wont happen
     
  7. DKutrovsky

    DKutrovsky New Member

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    Re: Ghost

    Com sat scan > one shot observer> Cloaked ghosts go in, shoot and kill 7-8 zealots go back.

    Just cuz they are specialist units doesnt mean they arent combat viable. A ghost in SC1 was more than a match for enemy infantry. You can call drop pods > snipe afterwards if you're worried.
     
  8. Inpox

    Inpox New Member

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    Re: Ghost

    You cant just call drop pods from nothing, dont forget that they need to be loaded first btw in sc1 ghost was only good because of its lockdown and nuke abillity, its attack really sucked. But anyway im still saying that ghosts are better to take out powerful units with low health like the defiler (if its getting back) but of course you can use them as combat support .

    ps. I dont think ghosts can one shot zealots with the snipe abillity
     
  9. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    Actually, you CAN call drop pods from nothing. It's Marines for a bargain. But it's late-tier so you have to pay for the tech to get there. So they're not exactly free.
     
  10. Inpox

    Inpox New Member

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    Re: Ghost

    Hmm. i read that you have to train marines in a special building just like the barrack but they appear in drop pods instead. as soon as you have trained the marines (six was it, right?) for a cheaper price you can launch the drop pod with the ghost, pretty much like the nuke
     
  11. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    Well that may be true. I thought the ability simply costs 200 minerals, etc. I wasn't aware you had to build it like a nuke.

    But it's basically the same thing. :-D
     
  12. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    Since when? Drop pods have to be prebuild just like nukes. You can´t massproduce Ghosts set pods on autocast and play "It´s raining Men" in the radio.

    The Marines are not trained, they are build together with the Pod itself. The pod isn´t loaded like the Dropship.
     
  13. Inpox

    Inpox New Member

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    Re: Ghost

    Thank you alot, im soooo gonna make a custom map doing exactly that, launching a couple of hundreds of drop pods while playing that song ;D
     
  14. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    ROFLMAO very nice, Unentschieden. I like the idea.

    No, I simply wasn't aware of it. It makes perfect sense to produce them at the base. Of course, you could just have a cooldown for the ability that applied to ALL of the ghosts. This would prevent players from mass producing the drop pods and then launching 100 Marines into one base at one time.

    So one ghost fires a drop pod, you now have to wait a certain amount of time to fire another one, even from another ghost. Or set a max at once. You can only have 5 drop pods ready to go at any one time.
     
  15. Inpox

    Inpox New Member

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    Re: Ghost

    Your first alternative would make it easier but.. pre producing them just gives a sertain.. feel dont you agree?
    Like mwahaha my drop pods are ready, preapere to be invaded! Just like the rush you get when your nuke gets ready ;D
     
  16. Space Pirate Rojo

    Space Pirate Rojo New Member

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    Re: Ghost

    Sniping and then when the Zealots are retreating drop pods infront of them.
     
  17. eskudero

    eskudero New Member

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    Re: Ghost

    from what ive seen on the videos those reapers look pretty fragile and not really powerfull.they look as a light raiding unit with high movement capability,able to strike at several undefended places fast avoiding direct combat against other armies.i dont think they will be the kind of infantry counters that firebats where.

    and i think that stimpacks used in bunkers would be a little bit unbalanced,as you would have a bunker that basically has the same attack as two normal bunkers would.i agree on the idea of sniping and ghosts,though.
     
  18. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    Well I guess sometimes 10HP Zealots won´t have to be taken care off: your enemy might execute them for being useless in the upcomming battles.

    Well the anti Bunkerstim argument would be valid if stims wouldn´t work in Bunkers. They do but you have to unload them. Why do they have to leave the Bunker to recieve the stim signal?
     
  19. eskudero

    eskudero New Member

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    Re: Ghost

    well,10 hp zealots arent useless... considering that after some time they regain their 100 points shield.
    is that about stimpacks true? i feel damn stupid,lol.thought that marines with stim packs in bunker behaved the same as egular marines,my bad :(
     
  20. Remy

    Remy New Member

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    Re: Ghost

    Zealots have 60 shield. The 100 is the HP portion which can never be restored once lost.

    You can stim marines then place them in bunkers, they will still have the stim effect and shoot faster while inside the bunker. You just have no way of activating stim pack on marines that are already in a bunker.