Ghost, imba?

Discussion in 'StarCraft 2 Strategy Discussion' started by AddictedGhost, Jan 10, 2008.

Ghost, imba?

  1. AddictedGhost

    AddictedGhost New Member

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    Hi, I'm probably not the only following the evolution of Starcraft2 right now by reading batches. So far lets See what the ghost has for ability's.
    Cloaking nice, we've seen that before. Probably the main reason called "Ghost" 8)
    Sniping new, and good. Does X extra dmg on all biological units. Anti zerg? Will it work on Zealots, and if, will it penetrate the armour?
    EMP know, and good vs heavily armed units such as Carriers, a far good ability against Protoss and Terrans.
    Drop Pods 6 marins gets summoned, any were close to the ghost. This is something in my opinion making the ghost far to powerful. I mean, Will the summoned marines be counted on the "foodsupply"? If not, Mass ghost's, Cloak and attack any base u wish, and sing the song "Raining men, hallelujah Amen! ;D"

    20 Ghost, 20*6, 120 marines...
    Drop pods, no thx :no:. Tell us your thoughts about this... :)

    Updates*

    No it looks like you need to load the Pods before. 12-16 units, not sure. Hp 60? dont know, well the big problem for me was the Pods, But now ett seems that they needs to be loaded before, so in otherwords, what ever I was thinking has been redone, in order to keep the balance.
     
  2. kuvasz

    kuvasz Corrections Officer

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    IIRC drop pods hold 6 marines and yes, they are taken from your supply when you start creating it. It is a good idea which will be tweaked I'm sure, but I don't see the point in giving EMP to the unit. Also note that currently the Ghost has 100 hit points and is imbalanced right now, but the team isn't too concerned with balance at this stage. Balancework is top priority only in the beta stage I think.
     
  3. Indigent

    Indigent New Member

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    Well, I read in another site that the ghosts only has 60 health now and only does 30 damage to light infantry. And the drop pods have to be preloaded with any kind of infantry and can carry up to 16 now. Only one drop pod per shadow ops, so if you want an affective base rade, there might have to be atleast two or three. I don't know how much snipe does, but it's only for light, not biological. And I think it does 100 damage, so it can kill virtually anything in one bullet.
     
  4. Fenix

    Fenix Moderator

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    ....20*6=120

    -.-
     
  5. Indigent

    Indigent New Member

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    What? What are you talking about?
     
  6. Gasmaskguy

    Gasmaskguy New Member

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    I wouldn't trust that site if I was you Indi. Blizzard said like a second ago that the Drop Pod contains TWELVE infantry units, not anything else. And that you can have both a nuke and a pod at the same time in the ops.
     
  7. 10-Neon

    10-Neon New Member

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    On top of that, you don't get the units for free, you have to load them into the Drop Pod at the Shadow Ops. This is one feature that is likely subject to much change.

    Snipe works a bit like Spawn Boodling: you can only use it on certain kinds of targets(Fleshy, which probably means most Zerg units, Terran infantry, and several Protoss units), but yes, it will deal damage to Zealots (though it won't kill them.)
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    (what we currently know about snipe)
    Snipe: 50 damage against "biological" targets. If the target also is "light armored", it deals +100 damage.
     
  9. Indigent

    Indigent New Member

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  10. EonMaster

    EonMaster Eeveelution Master

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    base damage is the damage done without any upgrades or bonuses.

    Also, snipe takes energy, so you won't be able to take out a marine force with only one ghost. The snipe ability will most likely take 50 energy to use, and the ghost has a maximum energy upgrade of 250 so if you cloak and attack, you can only take out 4 marines.
     
  11. Indigent

    Indigent New Member

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    I have never seen a unit with more then 200 energy. And bye 'What is base damage, I actually meant, what is the damage, to non light units. And I found the link, it is the one above above mine. I asked if this source was reliable earlier.
     
  12. Inpox

    Inpox New Member

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    snipe= high templar killer (it should be cause as far as i know they dont got much health and is lightly armored)
     
  13. Gasmaskguy

    Gasmaskguy New Member

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    Seriously indigent, I said what the base damage was. :D It's 50 damage.
     
  14. EonMaster

    EonMaster Eeveelution Master

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    With a energy upgrade, many spellcasters had over 200 energy. The defiler, ghost, and high templar are examples, both having 250 energy after they are upgraded. The defiler with consume and energy upgrade was very effective. The ghost could cloak and use multiple lockdowns. The HT could use 3 psionic storms before having to retreat or summon.

    The new ghost has the same base energy as the old one, 200. And both have an energy upgrade to get 250 total. So by energy standards, the new ghost isn't any better, just the abilities are becoming more useful.
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    Eon, remember when the Ghost was the discussion of the month? They gave us all its stats and stuff. Anyways, I am pretty sure that the Ghost's starting energy is 100 (or something very low) to balance it.
     
  16. EonMaster

    EonMaster Eeveelution Master

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    Oh yes, I forgot that. But it does have upgrades that allow it to reach a maximum of 250 energy if I remember correctly.
     
  17. Gasmaskguy

    Gasmaskguy New Member

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    Yeah, but it's probably outrageously expensive. The other casters from SC1 get +50 energy right? This upgrade would boost the energy with 150.
     
  18. Indigent

    Indigent New Member

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    So, those ghost does 50 damage to nonlight untis, and another added 50 for light?
    And don't forget deffilers, if they stay, will also die to snipe.
     
  19. Indigent

    Indigent New Member

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    No, I think you are thinking of snipe or something, other wise, snipe would automatically kill every biological unit in one hit. Anything does 150 damage to light, how much does snipe do?
     
  20. Indigent

    Indigent New Member

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    Snipe attacks light armored units, not biological. I wish it were bioological lol.