Doctor Destiny 41 Posted August 22, 2007 I never used Ghosts for anything but nukes anyway so I could care less. Share this post Link to post
VampireA05 0 Posted August 22, 2007 they didnt show them much as snipers in regualr sc but they were, in sc2 they really showed it so, meaning to say, SC2 Ghost is new. I never used Ghosts for anything but nukes anyway so I could care less. rite..nukes... i seldom use ghost, only nuke. after all, its difficult ti micro-manage 'em. Terran almost of their unit have abilities. Share this post Link to post
Azrael 0 Posted August 22, 2007 Yup. Marines still rock, stim packs whup ass... Share this post Link to post
PunWisp 0 Posted August 23, 2007 they didnt show them much as snipers in regualr sc but they were, in sc2 they really showed it so, meaning to say, SC2 Ghost is new. I never used Ghosts for anything but nukes anyway so I could care less. um no... the ghost isnt new... remember sc is old... ghosts were assassins a.k.a snipers, either way they both pretty much have the same meaning. the new 3D and such is just the new style of blizzard... just like everyone is going 3D and blizzard is making this game the best, and were making just like snipers like there suppose to be Share this post Link to post
Doctor Destiny 41 Posted August 23, 2007 rite..nukes...i seldom use ghost, only nuke. after all, its difficult ti micro-manage 'em. Terran almost of their unit have abilities. Not quite. Ghosts are good against Carrier/Arbiter whores. I've stopped many a Recall Rush with a few well-placed Ghosts. Share this post Link to post
PunWisp 0 Posted August 23, 2007 good combination of ghosts and marines can stop any rush, well from my experiance Share this post Link to post
Doctor Destiny 41 Posted August 23, 2007 good combination of ghosts and marines can stop any rush, well from my experiance I could eat your men with Guardians... hell, even Scouts will raep your menz. Share this post Link to post
Doctor Destiny 41 Posted August 24, 2007 And I'll have uber leet ground support so nyah. Share this post Link to post
Azrael 0 Posted August 24, 2007 A balanced force is the best. I mean, you wouldn't send Marines or Ghosts up against a Dragoon force backed up by Arbiters & Reavers and Corsairs... Rather, one would go in with a Science Vessel or two, a few Battlecruisers, a few Goliaths and then a horde of Marines. Of course, a few Valkyries and Wraiths can effectively harm the Corsairs and Arbiters, hampering their essential support, thus making the chances of victory for the Protoss well under 45%... What I meant to say, in order to make sense of what I just yapped about, is that no force composed of just 2 units is going to stop anything for long... Sure, a Zergling Rush can be blocked by such a force, but Zerg veterans know that later on they must add a few Hydralisks, Guardians and Mutalisks to make the assault even stronger... Etc. :roll: :roll: :roll: :roll: :roll: Share this post Link to post
Azrael 0 Posted August 25, 2007 Firebats have Concussive attacks, which inflict 100% damage to small units, like Zealots, etc., yet deal 75% to medium units, like Dragoons, and deal 50% to large units, like Reavers... Thus, their effeciency against my aforementioned Protoss force will be, at best, 75%, and they are unable to shoot aerial units, thus making them the worst possible choice for the aforementioned force... Again, the entire point of what I said is not what force to use, but just that Punwisp was rather incorrect with his notation that a two unit type force will stop a proper rush... Share this post Link to post
Azrael 0 Posted August 26, 2007 Again, all players are warned of nuke launch... With Arbiters, at least 25% of the force can be saved, possibly even more... **** that, that's not my point... I'm getting damn redundant about this, I meant, with all those past posts, that only, and ONLY, a balanced force, composed of more than 2 kinds of units (unlike the Marine & Ghost force Punwisp mentioned), can ever, EVER, be successful. Period. **** anything else. Share this post Link to post
PunWisp 0 Posted August 26, 2007 well when i said ghosts and marines, i forgot about some of the other powerful units, but it wouldnt be a rush anyway.... rushes are in a few mins, and unless you are a very fast bulder, marines and ghosts seems to be a good choice for early rushes, late rushes then it could be a problom Share this post Link to post
Azrael 0 Posted August 26, 2007 In my book, a Zerg Rush is a term used for a quick starting attack and a near non-stop stream of units... Unless you have a Nuke or can horde 24 Marines well within 5 mins., your strategy for countering rushes is rather ineffective... Share this post Link to post
sith_wampa 6 Posted August 26, 2007 Unless you have a Nuke or can horde 24 Marines well within 5 mins., your strategy for countering rushes is rather ineffective... Making that many in 5 min?!? :shock: Why, I usually have 50 by then. Share this post Link to post
PunWisp 0 Posted August 26, 2007 erm, cant make 50 within 5 mins, sense overloads take what 30 seconds to make? 20-27 seems more reasonable Share this post Link to post
sith_wampa 6 Posted August 26, 2007 WOW . .. ... TERRAN DON'T HAVE OVERLORDS!!! Share this post Link to post
PunWisp 0 Posted August 27, 2007 thought you were responding to to a previous post... didnt knwo you were replying to a post on terrains Share this post Link to post
VampireA05 0 Posted August 27, 2007 rush with marines & ghost? how exactly fast are they? after all, ghost require advance building. marines/firebat, zerglings/hydralisk & zealot/dragoon are good combo. by tat time, you'll probadly got advance buildings, then you can proceed with tank class units & aircrafts. but be warned, keep an eye on resources. Share this post Link to post