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Protoss Thread, PvT with ghosts in Starcraft 2 : Wings of Liberty; So this has been just owning my face the terran goes marines mauraders with a ghost or 2 with emp ...
  1. #1
    Chilled Rukgo's Avatar
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    PvT with ghosts

    So this has been just owning my face the terran goes marines mauraders with a ghost or 2 with emp and takes down everything. Anyone know a counter to this because the emp just owns my stalkers and immortals : \

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    Just a punk Zcorp's Avatar
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    Personally i get charge lots in the mix and try to bait his emps with a few sentry, gotta be careful not to let him snipe your zealots though... also getting a few high temps in the mix or colossus depending on your play style helps to. Colossus just run over MMM when you have the range upgrade and using feedback/storm combos on ghosts and marine melt them like butter.

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    Administrator Arovien's Avatar
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    Gamertag: ar0v3an Steam ID: Arovien
    Quote Originally Posted by Zcorp View Post
    Personally i get charge lots in the mix and try to bait his emps with a few sentry, gotta be careful not to let him snipe your zealots though... also getting a few high temps in the mix or colossus depending on your play style helps to. Colossus just run over MMM when you have the range upgrade and using feedback/storm combos on ghosts and marine melt them like butter.
    This, but the problem is getting to that point. Ghosts come out much faster than colossi and HTs.

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    Decker Erodisaster's Avatar
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    Blink stalkers and observer or DarkTemplars MMM doesnt have decection unless they burn a scan. so target the ghosts first

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    Sarakin BSOS's Avatar
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    yeh, but make sure to scout... mass marauders is a very common Terran strat in PvT

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    Just a punk Zcorp's Avatar
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    hmmm well early agression is really strong regardless, the trick is to try and hold him to one base. I actually jsut played a oaky game vs this build on metalopolis.. i was to agressive but i got lucky with sentry forcefields and pre-shielding because i knew the emps were coming. 3 gate robo has the strength to survive 1 base ghost play... just cant let them expand freely. also sniping the front depos is key, shoot and scoot works well for harrassing terran ramps since they wont have tank. Also go for an early gas steal, sets them back a lot....

  7. #7
    Just a punk Vhaidren's Avatar
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    The best way to deal with Terran bio with ghosts is high templars. (assuming aggression failed and he has ghosts on the field with EMP) Yeah, the ghosts make things more challenging, so it really comes down to micro. HTs can feedback the ghosts before they get off an EMP and do some heavy damage if not out-right kill them if they have enough energy. Terran usually keeps his units in a bio ball, so laying down a few psi storms will also take the ghosts out relatively quick coupled with stalker sniping. Obviously EMPs will render your HTs useless, so if you can't feedback the ghosts before they EMP, it is advisable to keep them both to the right and left of your force so that a single EMP can't take-out all of your HTs. Keeping a HT back behind your force is also advisable. After the EMP, if you need to retreat, the HT can psi storm the bio ball chasers and give you a moment to recharge the shields.

    Microing blink and using charglots can also help dodge EMPs... just comes down to micro I think.

  8. #8
    Faust Blackened's Avatar
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    ghosts are OP you can run away from a storm in the last second but EMP ure done

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    Sarakin BSOS's Avatar
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    i liked it better when science vessels were the only thing that could EMP back in brood war... it ensured that an overly powerful ability like EMP didn't come out till at least the mid-late game.

    Ghosts in general are very very good. I'm really not surprised they're 200 gas

  10. #10
    Chilled Nesphit's Avatar
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    I used to think this was OP too, but it's not too hard to beat. First of all, remember that ghosts are pretty expensive. 150/150 each, and most terran opt for the energy upgrade from the academy. This means he will have much fewer units if he decides to push

    It's very important to get an observer in his vase asap. If you see a ghost academy, don't make any more immortals (i usually end up having just one for early marauder aggression)

    Just tech to charge and spam zealots with a couple sentries. Save some gas for HTs. Then, push out as soon as charge is finishing. Make sure to use your ob to see when he moves out and engage him on the move in an open area. That way if he has tanks, you can come in from the flank and kill them first, before they have a much of a chance to get sieged. Pop guardian shield and throw a few forcefields behind his units so they can't stim and run.

    When you get HTs always make sure to spread them out. Whenever you push out, bring a probe to make a proxy pylon, so you can warp in HTs with energy (provided you researched amulet) It's really just a micro war, sadly terran has a bit of an advantage.

    Another little trick you can do is to hallucinate 3 or 4 collossus. Then hopefully the terran will panic, and go back to his starport and hit v a bunch. Then he has a bunch of useless vikings on the field.

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