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The Ghost

Discussion in 'Terran' started by DKutrovsky, Nov 16, 2007.

The Ghost

Discussion in 'Terran' started by DKutrovsky, Nov 16, 2007.

  1. Psionicz

    Psionicz New Member

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    That isn't final tho, the Nomad could get Lockdown who knows, but I'm sure it will stay in the game. But on the whole 'locking Thors and Mothership' thing, it would be pretty dumb if a unit such as a Mothership could get locked so easily so they may make the Thor and Mothership un-lockable which wouldn't be that bad but I don't know what they'll do although I can say it would make sense to hit them with more than one lockdown to lock em, maybe like 3-4 lockdown shots.
    This gives cool strategy where you find out the enemy has a Thor or Mothership, shoot 3 lockdown missles at them which doesn't lock them as it takes 4 then when they mobilize their forces and get brave with the Thor/Mothership you hit it with one Lock and its lock then gets killed. Makes sense lore-wise too, I know I'd do it in RL.
     
  2. DKutrovsky

    DKutrovsky New Member

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    Same arguement can be done for Battlecruisers and carriers but it wasnt that bad, although if the ghost does have lockdown with smartcast it will make all machine units useless, so i dont think the ghost will have it or any unit for that mattter, that will be like broodling and mind control smart casting will make those spells simply too powerful.


    I think thats one of the reasons why they removed irradiate.
     
  3. Indigent

    Indigent New Member

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    Well, I never really understood what lockdown was, when I was little I thought the hardware had been disabled, but then I found out what EMP stood for (Electronic Magnetic Field) and that was what an EMP did, not a lock down, so I would like to know what lock down is. Seems silly to put a unit in a transparent bubble and it would be sealed off from the outside world like the stasis field.
     
  4. DKutrovsky

    DKutrovsky New Member

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    basically shuts down machines, EMP just mana and shields
     
  5. Indigent

    Indigent New Member

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    But, EMP's are supposed to disable all mechanical units, not just shield.
     
  6. Indigent

    Indigent New Member

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    Should be temporary, EMPs wear off eventually, and besides, they have an equivilant of that that imobillized all units, and not just mechanical units.
     
  7. DKutrovsky

    DKutrovsky New Member

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    you're thinking of EMP in the Matrix, this isnt the matrix :)
     
  8. Psionicz

    Psionicz New Member

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    I dislike smart-cast as it simplifies gameplay and removes skills. Smart cast needs to go
     
  9. furrer

    furrer New Member

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    I realy like the ghost right now with 20 dmg, plus 35 vs light or something like that. Very nice anti high-templar, with snipe and the high dmg.
     
  10. Psionicz

    Psionicz New Member

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    Where did you source 20 damage with 37+ against light infantry?

    As far as I'm concerned its 12+ against light armored units with a regular attack of like 8 or something.
     
  11. Gasmaskguy

    Gasmaskguy New Member

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  12. Psionicz

    Psionicz New Member

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    Ahh nice I'm paying too much attention to sc2armory.
    Hmm, Ghost and EMP huh...
    Snipe is too cheap, shold be 50.
     
  13. DKutrovsky

    DKutrovsky New Member

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    10 range is a serious distance
     
  14. ZeR[g]LiNg

    ZeR[g]LiNg New Member

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    Why is 25 too small? I tihnk it's awesome. Take 5 ghosts and one marine, wipe out 10 zealots almost instantly. Makes me giggle =D

    I think the range is really good. If you think about it, nothing biological with light armor is worth outranging. So it doesn't matter, except to drop pods or nukes.
     
  15. Wlck742

    Wlck742 New Member

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    The range seems outrageously long to me but in a good way. Guardians had a range of 9 in SC and siege tanks had a range of 11. So even if you're not using it just for abilities, you could still use it to soften up targets a bit before your other units engaged.
     
  16. Indigent

    Indigent New Member

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    I think that the ghost should be able to do a lot of snipes before running out of energy. 25 energy is proper. So 25 energy is fine. And I think that the siege tanks had 12 range.
     
  17. DKutrovsky

    DKutrovsky New Member

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    the thing about the 10 range of ghosts is that they can be at a safe distance behind marines.

    They are expensive units so you dont want them fighting in the front line, you just need them in the back killing zealots and zerlings and whatnot
     
  18. Indigent

    Indigent New Member

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    They should get extra range when they snipe then don't they?
     
  19. DKutrovsky

    DKutrovsky New Member

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    i dont think snipe has huge range, it would be OP if it had siege mode range
     
  20. Gasmaskguy

    Gasmaskguy New Member

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    WIck, Siege Tanks had 12 range, and Guardians had 8 range.