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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. eskudero

    eskudero New Member

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    Re: Ghost

    my bad,im sorry.thought the 100 was the shield,not the hit points. anyway,those would be 70 hitpoints zealots after regaining the shield,so they are not useless in any case.
    and nice to know that thing about stim and bunkers,knowing this its always a good idea to stim them before putting them inside right? or does the effect end with some time?
     
  2. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    The effect ends after the same time just like Marines on the outside. The only difference is that you can´t stim/heal them when they are inside.
    Unfortunately Stims are pretty much needed in bigger firefights wich means you have to give up the Bunkers cover for a short time-going against the concept of the bunker itself.

    Edit: There actually is a difference: Units inside of bunkers get increased range.
     
  3. SOGEKING

    SOGEKING New Member

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    Re: Ghost

    Those ghosts seem to be closer to the Ghost Artwork of SC, the original.
     
  4. Smokiehunter

    Smokiehunter New Member

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    Re: Ghost

    I just hope that ghosts aren't totaly usless this time around other than for nuking.
     
  5. SOGEKING

    SOGEKING New Member

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    Re: Ghost

    No, thanks to his ability to drop marines from a drop-pod, you will use this unit more time.
     
  6. Protosscommander

    Protosscommander New Member

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    Re: Ghost

    Lol they are not useless, you can use them, in sc1 as subtitute to the marines inside the bunkers, because ghost has a much power to attack and a longest range attack right ??? :)
     
  7. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    Ghosts were a extremely situational unit, they may be the "strongest" casters but they were still casters: you got them for their abilities wich weren´t always usefull.
    The new abilities look like they will make the Ghost more usefull. SC2 classifies them as Cloaked Snipers meaning that you will usually use Snipe and the other stuff if it becomes part of your current tactic.
     
  8. Remy

    Remy New Member

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    Re: Ghost

    Actually, ghosts were only useful for lockdowns. Nuking isn't a widely valid strategy in higher level play.

    But even though they took out lockdown, I think this time around the ghost is just about guaranteed to be way more usefull all-around than it was in SC1.
     
  9. MeisterX

    MeisterX Hyperion

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    Re: Ghost

    Well, my point all along has been that with one snipe shot and then a regular shot, one zealot dies. So you're effectively using all 150 HP of the snipe. It's technically the perfect unit to use it on. There goes 100 minerals.

    10 Ghost > 10 Zealots with no casualties. I'll take it.

    This also means that a cloaked ghost is AWFULLY dangerous. It used to be that even cloaked it wasn't all that likely that it could kill a high value target all by itself. You'd need a number of them.
     
  10. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    I would have expected snipe to have more range than the regular attack but thats just me.
     
  11. hillzagold

    hillzagold New Member

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    Re: Ghost

    are the 150 damage points before or after armor?
     
  12. Wlck742

    Wlck742 New Member

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    Re: Ghost

    I think it would ignore armor, but that's just me. Far as I know, none of the abilities were weakened due to armor, so I'd expect that would apply here.
     
  13. Unentschieden

    Unentschieden New Member

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    Re: Ghost

    I´d guess after since it´s a ability but thats just me and Wlck742.
     
  14. Remy

    Remy New Member

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    Re: Ghost

    I just noticed now that the ghost is moved lower on the tech tree. It is now technically a tier 1 unit, albeit with a lot of tech requirements for something tier 1. You can kind of consider it a tier 2 unit in that sense, but in any case, not only is it much better than before, it is actually out faster too. Wow, Terran, just wow.
     
  15. hillzagold

    hillzagold New Member

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    Re: Ghost

    ya, before it was ont he same level as BCs
     
  16. Wlck742

    Wlck742 New Member

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    Re: Ghost

    Maybe large groups of Ghosts will be an option mid-game. Depends on the cost though. If it costs a lot of gas, I'd rather go Siege Tanks.
     
  17. coreyb

    coreyb Guest

    Re: Ghost

    Ghost's are sniper's right?
     
  18. BirdofPrey

    BirdofPrey New Member

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    Re: Ghost

    Yes the are. As a special ability. I assume they will keep the regular canister rifle when not sniping
     
  19. BnechbReaker

    BnechbReaker New Member

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    Re: Ghost

    if ghosts keep their concussive damage, then large group of them would still be ineffective against most units
     
  20. Wlck742

    Wlck742 New Member

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    Re: Ghost

    I doubt they'll have concussive damage still, seeing as that was what made them so weak against most units by the time you could get them. Anyways, the Ghost is lower tech now, so concussive damage might not be too bad.