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Starcraft 2 Ghost



Ghost a Terran unit

In this ghost strategy article, I will be talking about how to use ghosts in an army composition. Ghost in classic Starcraft had been a unit that wasn't used very often because ghosts are expensive and their abilities are situational. This has changed in Starcraft 2, ghosts has many interesting abilities and strategies. In addition, ghosts can be built faster only needing the barracks with tech-lab and a ghost academy. Furthermore, ghosts come with abilities without any upgrades and nukes are cheaper and easier to obtain. These changes make ghosts a viable for many strategies like Terran bioball, and mech-ghost. Here is a short strategy guide for Starcraft 2 ghost.

[Advantages of ghost]

  1. You can get ghosts really fast, building the ghost academy right after the barracks completes.
  2. Ghosts are excellent counters to basic ground units like zerglings, zealots and marines with their bonus to light damage and the Sniping ability.
  3. Ghosts are excellent counter to mutalisk, their long range with high light damage.
  4. Ghosts removes 100 shields and energy per EMP which hard counters immortal and any energy units.
  5. Nuclear Launch Detected !!!

[Disadvantages of ghost]

  1. Ghosts cost 150 minerals and 150 gas, this is really expensive for a biological unit. Teching and getting other support unit can be difficult with ghost tech.
  2. Ghosts are active units, meaning that they need a lot of micro and attention for them to be effective. EMP, cloak, snipe and nuke abilities are all very powerful, but require using them at the right time.

[Ghost Strategy]

Ghost Sniping Strategy:

Ghost's snipe ability has a range of 10; it allows them to kill biological units before they even get close which only costs 25 energy. Some high level ghost strategies revolve around using the ghost to snipe workers or high cost units such as hydralisk, mustalisks or templars. The key to sniping is to be fast with YOUR FINGER!! If you have a couple of ghosts, you need to manually press the hotkey and click on a unit and repeat per snipe. This requires some micro which takes practice. This strategy is the most effective when you rush for ghosts really fast and attack the enemy early. Because a few ghosts can take out a few units before the battle even starts, you can gain a big advantage in the early game. Try the ghost sniping strategy out. ?

Ghost EMP vs Protoss Strategy:

Ghost's Emp shockwave is one of the most powerful abilities against the Protoss in the Terran arsenal. Removing 100 shield and energy in an area will absolutely cripple a clumped up Protoss army. A well timed EMP before the battle will definitely give you a huge advantage! The EMP requires experience and micro to pull it off correctly. A Terran player needs to know when he has an advantage. Many professional Starcraft 2 players like BratOK uses ghosts as an integral part of their Terran Strategy.

It takes a lot of practice to master ghost strategies since most abilities are active. Starcraft 2 ghosts have improved drastically compared to Starcraft classic; hopefully we get to see more ghost strategies in Starcraft.



Abilities


  • [repair]

    Hotkey: (R)
    repair is an ability of Repair can be used on Terran structures as well as all units produced from the Factory and the Starport.
    Type: Auto-Cast
    Range: 1
       
  • [Gather]

    Hotkey: (G)
    Gather is an ability of Gathers minerals and vespene.
    Type: Command
    Range: 1
       
  • [Build Structure]

    Hotkey: (B)
    Build Structure is an ability of Build Structure is used to construct basic Terran structures. Basic Structures are the pre-requisite for advanced structures as well as some other basic structures.
    Type: Command
       
  • [Build Advanced Structure]

    Hotkey: (V)
    Build Advanced Structure is an ability of Build Advanced Structure is used to construct advanced structures. These structures require certain basic structures to be built as well as potentially other advanced structures or upgrades.
    Type: Command
    Requires: Barrack
       
  • [Stimpack]

    Hotkey: (T)
    Stimpack is an ability of Marines and Marauders acquire stimpack ability. Stimpack increases attack and movement speed of the unit at the cost of life. -10 HP / - 20 HP to Marines and Marauders respectively.
    Type: Command
    Requires: Tech Lab
       
  • [Jet Pack]

    Jet Pack is an ability of Allows Reaper's to jump up and down cliffs.
    Type: Passive
       
  • [Sniper round]

    Hotkey: (R)
    Sniper round is an ability of A careful shot dealing 45 damage. Ignores armor.
    Type: Command
    Damage: 45
    Range: 20
       
  • [Cloak]

    Hotkey: (C)
    Cloak is an ability of Cloaks the Ghost, preventing enemy units from seeing or attack it. A cloaked unit will only be revealed by detector units or effects. Drains .9energy per second
    Type: Command
    Requires: Ghost Academy
       
  • [Tactical Nuke]

    Hotkey: (N)
    Tactical Nuke is an ability of Calls down a Nuclear Strike with a radius of 8 at a target location. Nukes take 20 seconds to land.
    Type: Channeled
    Requires: Ghost Academy
    Damage: 300 (+200 vs buildings)
    Range: 10
    Radius: 8
       
  • [EMP Round]

    Hotkey: (E)
    EMP Round is an ability of Creates an electromagnetic pulse that does 100 damage to shields and drains all energy from units in a targeted area. Cloaked units hit by EMP are revealed for a short time.
    Type: Command
    Requires: EMP Round
    Damage: Destroy 100 shields and all energy
    Range: 10
    Radius: 2
       
  • [Siege Mode]

    Hotkey: (E)
    Siege Mode is an ability of Deploys into Siege Mode. In this mode Siege Tanks have a very long range and inflict area damage. Siege Tanks in this mode cannot move or attack targets at close range.
    Type: Command
    Requires: Siege Tech
    Cast Time: 4
       
  • [Tank Mode]

    Hotkey: (D)
    Tank Mode is an ability of Reverts into Tank Mode. In this mode Siege Tanks can move, but they deal less damage.
    Type: Command
    Cast Time: 4
       
  • [250mm Strike Cannons]

    Hotkey: (C)
    250mm Strike Cannons is an ability of Fires at a single unit or structure, stunning the target and dealing 500 damage over 6 seconds.
    Type: Channeled
    Requires: 250mm Strike Cannons
    Cast Time: 6
    Damage: 500
    Range: 7
       
  • [Fighter Mode]

    Hotkey: (E)
    Fighter Mode is an ability of Transforms the Viking into Fighter Mode. In this mode Vikings fly, but they can only attack air targets.
    Type: Command
    Cast Time: 3
       
  • [Assault Mode]

    Hotkey: (D)
    Assault Mode is an ability of Transforms the Viking to Assault Mode. In this mode Vikings move on the ground and can only attack ground targets.
    Type: Command
    Cast Time: 3
       

Submitted by admin on Sat, 2010-09-25 10:15