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This has been posted about 1 time before in very little depth 2 months ago.
[quote="63079039934"]Hello, this is an idea that came to my head yesterday about my favorite unit the ghost. eveen though the ghost has been nerfed (heavily) it is far from useless in any matchups. I beleive this is a clever way to use an underutilized unit.
----The Power of Snipe----
Assuming all ghosts are at 200 energy. (it is the late game) snipe is 25 damage 25 energy insta cast spell that means 8 snipes a ghost. a drone takes 2 snipes to kill. so if you are doing the same math that I am doing, that is 16 drone kills! instantly! that is enough to level a whole mining base. I had to take this idea to the unit tester.
----The Unit Tester----
here I was in the unit tester. it worked exactly how I had expected, I compared it to other harrasment units ( marines and BF hellions) and ghosts were heavily superior. but through further thought there are some weakness to this strategy.
----Weaknesses---- This strategy is late game only, even in the late game if you lose the dropship you are put far behind. Because it is so crucial to keep the dropship alive you should only do this when you know were his army is, always scan ahead to your dropsite to keep sure there isn't a couple of corrupters or mutas waiting there for you. this strategy is also completly void if there are 2 or more spine crawlers there. when looking at the weaknesses I also realized the strengths.
----The Strength---- This is very good agenst infestor based compositions, espicaily Infestor broodlord. you can snipe the infestors before they get in range of your dropship for a fungle. It is also a great way to get back into a game 1 successful drop can cripple your opponent and put you on equal footing if you were behind. The surprise factor also helps you greatly. There is one more way the Ghost can be used for the extremly late game.
---Nuclear Launch Detected---- If his army is on the other side of the map dropping a ghost into his main and nuking the larvae can help greatly agenst a remax.
sorry that i got a little sloppy at the end of writing this post
Would love to have some higher leagued players to try this out agenst zerg.[/quote]
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4 ghosts? I'd rather have 2 thors
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This is supposed to be high risk high reward for the extremely late game. The idea is that you don't lose the drop ship either thought a Viking escort, a scan ahead and knowing exactly were his army is.
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Thors would get you very few drone kills, thors are very useful for sniping an expansion late game. But that's not what this thread is about.
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why would you use snipe when you can 2 shot drones w/ ghosts anyways? also "extremely late game" zerg doesn't care about 15 drones
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I also thought about it but it's hard to do. I think it might be doable earlier in TvP if you spend an emp on probes and then snipe them, but you have to be really fast.
Maybe after the 2 rax ghost build MKP (was it him ?) was doing a long time ago. It was powerful against the immortals Protoss were doing at this time but then Protoss started rushing colossus and it didn't work anymore. Protoss usually go for fast HT nowadays so I can see this build working again. You could transition with medivacs and drop your ghosts.
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It takes time to time to remake those drones, you income will be severely weekend for about a minute. If you can pull this off a coup,e of times it can make a huge diffrence. 45 larvae and 1050 minerals is a lot for any race. That is a remix of larvae right there.
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How can you snipe infestors to prevent fungals when you just blew all your energy on sniping drones...? The risk vs reward ratio is also way worse than standard marine drops or blue flame helllion drops. You can also just take the marines and hellions to the next base while ghosts will have to wait for 200 energy before you do it again.
EdiT: I also thought about it but it's hard to do. I think it might be doable earlier in TvP if you spend an emp on probes and then snipe them, but you have to be really fast.
Aren't probes non-bio? So you shouldn't be able to snipe them...
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How long does it take for 1 dropship with 8 marines with 3/3 to kill 16 drones? Not that long lol. And its a fraction of the price and a fraction of the apm.
The only benefit is the nuke which is a very different kind of drop.
Heres some math for you:
Lets say both zerg and terran have 3/3. So 3 armor drones and 6+3 damage marines = 6 damage per shot vs drones
40/6 = 7 hits to kill a drone. 16 drones in 7 hits each is 112 hits
8 marines do 112 hits in how long?
1 marine does 1 hit per 0.8608 seconds or every 0.5738 seconds when stimmed 8 marines do 1 hit per 0.1076 seconds or every 0.0717 seconds when stimmed
112x0.1076= 12.05 game seconds 112x0.0717= 8.03 game seconds when stimmed
AND there are almost always more than 16 drones at a base AND a ghost drop is much more expensive AND a ghost drop involves a LOT more apm and attention AND a ghost drop requires attention to pick out full energy ghosts where any marine would work AND marines have opportunity to kill a hatch or rallied zerglings if using micro
Don't do ghost drops unless you are nuking. AND if you are nuking don't use 4 ghosts to drop 1 nuke
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The only reason a ghost drop would be better than a standard 8marine drop is for nukes. And why in the actual hell would you snipe a drone when you can two shot it. And stimmed marines have higher DPS anyways.
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United States8476 Posts
Please read the strategy forum guidelines. This really isn't very close to what we expect from topics.
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Again the idea of the ghost drop is it deosnt allow time for a drone pull it is instantaneous. When's the last time a marine drop has killed 16 drones without the Zerg making a major mistake. Also you should never lose the drop. So therefore the drop cost 0 gas 0 minerals. You are basically trading energy for larvae and drones if you do it right.
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