Jodo Kast
--
Windows 95/98 - "A 32 bit extension and graphical shell,
for a 16 bit patch to an 8 bit operating system, originally
coded for a 4 bit microprocessor, written by a
2 bit company, that can't stand 1 bit of competition."
_____________________________________________
when (if) replying, add an "n" to the end: .net
I am not too sure, but I think I remember reading somewhere on here
that dark swarm wont help your teammate, but only on team-melee.
Nope, dark swarm effects everyone, friend and foe alike. The two major
drawbacks to this are going to be:
A) The dark swarm is going to be a huge target painted on your ghost.
In a way, it kind of defeats the cloak, since they'll know right
where to ping for it.
B) Yamamoto blasts (I believe) and tanks can still get you. Remember that
tanks do splash damage. Or a very desperate Terran could run up
a vulture and drop a mine right next to your butt. I've never timed
how long an irradiate takes to kill a ghost, it might be something to
watch out for.
We've tried this tactic before. Scared the yellow water right
outta the other guy, who has always been one of those heavy-air-game
players. You can also kind of play the 'shell game' if you're into
a long set-up -- take 3 ghosts, throw them all under seperate dark swarms,
and have one of them launch a nuke. The swarm blurs what's under it
enough that it can be hard to tell who's in the 'nuke position'.
Jodo Kast wrote:
> This is a rather situation-specific tactic, but it might work- play an ally
> game, have you and your ally be terran and zerg, hope the other guys will
> pick terran, get defilers w/dark swarm and ghosts w/cloak, get a nuke
> primed, cloak the ghost, target terran defenses and throw up a dark swarm
U can also drop _one_ nuke with _tree_ ghosts simultanoesly.
--
---===<<< Mikolaj Milewicz >>>===---
Time in the past runs faster then in the future
"Smokin. Ssomebody stop me"
Mike Lavin wrote in message <36D216...@erols.com>...
>Jodo Kast wrote:
>>
>> This is a rather situation-specific tactic, but it might work- play an
ally
>> game, have you and your ally be terran and zerg, hope the other guys will
>> pick terran, get defilers w/dark swarm and ghosts w/cloak, get a nuke
>> primed, cloak the ghost, target terran defenses and throw up a dark swarm
>> over him- siege tanks, wraiths and marines are useless, and not many
people
>> build firebats, and by the time they do the nuke will have landed. Not
sure
>> if this would work, and I am sure there are counters (get firebats!), but
it
>> seems like it would be pretty effective. Has anyone ever tried this?
>> just thinking...
>>
>> Jodo Kast
>> --
>> Windows 95/98 - "A 32 bit extension and graphical shell,
>> for a 16 bit patch to an 8 bit operating system, originally
>> coded for a 4 bit microprocessor, written by a
>> 2 bit company, that can't stand 1 bit of competition."
>> _____________________________________________
>> when (if) replying, add an "n" to the end: .net
>
Yep. Another tactic I've seen talked about, but never seen in use, is
using an arbiter's stasis on a nuking ghost. Accodring to the stories
I've seen, the ghost is frozen in the stasis field, but the nuke light
keeps shining, and the nuke comes down anyway. Anyone tried this?
--
Adam Smith
Boston University
Department of Aerospace and Mechanical Engineering
"In theory there's no difference between theory and practice, but in
practice there is."
>Mike Lavin <mpl...@erols.com> wrote:
>: Jodo Kast wrote:
>:> This is a rather situation-specific tactic, but it might work- play an ally
>:> game, have you and your ally be terran and zerg, hope the other guys will
>:> pick terran, get defilers w/dark swarm and ghosts w/cloak, get a nuke
>:> primed, cloak the ghost, target terran defenses and throw up a dark swarm
>: I am not too sure, but I think I remember reading somewhere on here
>: that dark swarm wont help your teammate, but only on team-melee.
>Nope, dark swarm effects everyone, friend and foe alike. The two major
>drawbacks to this are going to be:
>A) The dark swarm is going to be a huge target painted on your ghost.
>In a way, it kind of defeats the cloak, since they'll know right
>where to ping for it.
So don't bother researching personnel cloak.
>B) Yamamoto blasts (I believe) and tanks can still get you. Remember that
>tanks do splash damage. Or a very desperate Terran could run up
>a vulture and drop a mine right next to your butt. I've never timed
>how long an irradiate takes to kill a ghost, it might be something to
>watch out for.
Bring 3-4 other ghosts with lockdown. There'll be too many to yamato
them all, and under the swarm he won't be able to see which one is in
the targeting stance. You can probably lock down tanks before the
splash kills you (if you're not taking the actual damage) - and
anyway, you knew where the tanks were before you started this
operation, so place accordingly. Or have your partner broodling them.
Irradiate can kill a ghost quickly enough - but not if there's a medic
standing near him. Even without restore, a medic can heal the ghost
faster than irradiate can kill him.
>We've tried this tactic before. Scared the yellow water right
>outta the other guy, who has always been one of those heavy-air-game
>players. You can also kind of play the 'shell game' if you're into
>a long set-up -- take 3 ghosts, throw them all under seperate dark swarms,
>and have one of them launch a nuke. The swarm blurs what's under it
>enough that it can be hard to tell who's in the 'nuke position'.
Hell, if you're doing that, take 6 ghosts, put them 3 each under 2
dark swarms, and have 1 of each group launch a nuke, simultaneously.
Even if he's good enough to beat the three-ghosts-under-a-swarm setup
in time, he probably won't stop _both_ nukes, and if you chose your
targets wisely, either nuke alone justifies the cost of the entire
operation.
--
Chris Byler cby...@vt.edu
"I'm not a speed reader. I'm a speed understander."
-- Isaac Asimov
This is yet another reason why I have two or three SVs minimum at
each base. The ghost would be irradiated.
Accompanying medics would be EMPed.
Extra ghosts - EMPed, then also irradiated.
Nuke 'em from orbit, it's the only way to be sure. :-)
No one in this thread has suggested attacking the ghost with
SCVs. They have a fairly decent attack rate (as fast as a marine),
and you're sure to have a ton of them, up to six of which should be
able to get close enough to a ghost to attack it. And I don't
think it's a ranged attack (I could be wrong). Six SCVs would do
12 dmg per attacks to a fully-upgraded ghost (45 hp). Certainly a
desperation tactic, but if it works, it works, and would totally
humiliate the ghost's owner. :-)
--
Paul Brinkley
ga...@clark.net
Hmm, the SCV idea sounds like a good one.. and it *is* a melee attack
(otherwise they wouldn't have to get right next to you to attack!)
I like it...
Jodo Kast
By a lot. Nuke range is one less than the sight range of the Ghost. (Sight
= 9, +2 with the upgrade.) Turrets have a sight range of 11, but detect
things only within their attack radius, or 7. You can get fairly close to
a turret with a nuking Ghost before anything sees you.
Keep the turret limitation in mind when using Dark Templar and Wraiths as
well.
Hemlock
>Yep. Another tactic I've seen talked about, but never seen in use, is
>using an arbiter's stasis on a nuking ghost. Accodring to the stories
>I've seen, the ghost is frozen in the stasis field, but the nuke light
>keeps shining, and the nuke comes down anyway. Anyone tried this?
Oh man! I have *got* to try that!!! :o) My partner said he heard
it didn't work... but there's only one way to find out for sure :)
It's wierd, i know.
Jodo Kast wrote in message <36d39282$0$2...@nntp1.ba.best.com>...
This is VERY interesting :) Do I hear mindcontrol ?
Adam Smith (acs...@bu.edu) wrote:
: anonymous (er...@pcisys.net) wrote:
: :
: : Nope, dark swarm effects everyone, friend and foe alike. The two major
: : drawbacks to this are going to be:
: [snip]
: Yep. Another tactic I've seen talked about, but never seen in use, is
: using an arbiter's stasis on a nuking ghost. Accodring to the stories
: I've seen, the ghost is frozen in the stasis field, but the nuke light
: keeps shining, and the nuke comes down anyway. Anyone tried this?
: --
: Adam Smith
: Boston University
: Department of Aerospace and Mechanical Engineering
: "In theory there's no difference between theory and practice, but in
: practice there is."
--
.........................................................................
*>>>>Murvin Lai<<<< >>>>--Muffin--<<<< email: murvi...@sfu.ca *
*homepage: http://www.sfu.ca/~mmlai mm...@sfu.ca *
`````````````````````````````````````````````````````````````````````````
DJSystem wrote in message <7b1bd1$ca8$1...@news2.xs4all.nl>...
>Håvard K. Moen wrote in message <36de2940...@news.online.no>...
>>On 23 Feb 1999 18:32:06 GMT, acs...@bu.edu (Adam Smith) wrote:
>>
>>> Yep. Another tactic I've seen talked about, but never seen in use, is
>>> using an arbiter's stasis on a nuking ghost. Accodring to the stories
>>> I've seen, the ghost is frozen in the stasis field, but the nuke light
>>> keeps shining, and the nuke comes down anyway. Anyone tried this?
>>
Yes, the nuke is aborted, just as if you kill the ghost.
This is a VERY good thing, if you think about it. If stasis
didn't cancel a nuke, pretty soon you would see people all
over Bnet playing Protoss/Terran ally games, building ghosts and
arbiters, and wreaking havoc with unstoppable nukes.
--
Paul Brinkley
ga...@clark.net
With upgeded ghost seeing rage: Yes
--
>No one in this thread has suggested attacking the ghost with
>SCVs.
Probably because by the time they got there, the nuke would have gone
off :o) Oh well, at least a few SCVs made it out alive....
I find this hard to believe.
According to the Compendium, all peon attacks have range 1. All
other units whose range is 1 are known melee units; there are no
non-peons with a ranged attack of range 1. Given this, I would
believe peon attacks are melee.
After experimenting with it, however, you appear to be right in
that peon attacks are ranged.
--
Paul Brinkley
ga...@clark.net
Gamma wrote in message <7b1u37$jnp$1...@callisto.clark.net>...
As an aside, drones and probes both have a range of 32, or one matrix.
SCVs have a range of 3, hand-to-hand range, like zerglings. However, they
do attack 50% faster.
Hemlock
:)
Håvard K. Moen wrote in message <36d731a5...@news.online.no>...
>On Wed, 24 Feb 1999 18:00:40 +0100, "DJSystem"
><bitech@xs_nospam_4all.nl> wrote:
>
>> You might say that, but what DOES happen then ? The ghost is
>> in the stasis, does that stop the nuke ? What happens to the
>> red dot ? Specify !
>
>Nothing happens. Well, the ghost is 'disabled'. If the nuke has been
>launched already, the red dot disappears and the nuke missile thingy
>flies off into space, never to land where it was supposed to.
>
>All you need to know is that statis prevents the nuke from hitting its
>target :-)
>
>--
>Håvard Kvam Moen
> - It has become politically correct
> attempting not to be.
>
Phoenix wrote in message <7b4l7v$bku$4...@server.cntfl.com>...
EAT THAT!! =)
--
Stealth
Lee: Ah! Beach Boys!
Carter: Aw hell no! I know you didn't just touch my radio!
Lee: Beach Boys is great American music.
Carter: Beach Boys is gonna get your ass whooped. You never touch a black
man's radio, boy! Maybe that works in China but it can get you killed over
here.
webrunner wrote in message ...
Either that, or it's just their massive amount of splash damage that
penetrates the Dark Swarm.
Hemlock
-nick-
Phoenix wrote:
> well, first off, dark swarm is concidered a range melee attack *pretty weird
> eh?
> it effects a radiouse, BUT it is melee, meaning dark swarm cant protect
> against it
Allways throw 2 nukes at ones at different places if possible, and
target the dot preferably on a flying target, this way the red dot
won't be visible. yep.
(I once took out a whole protoss fleet with a nuke this way; now my
roommate allways moves all his flying units when he hears the warning
:-))
And a defensive matrix on a ghost is a bitch too...
and a medic near it...
KABOOM!
Greets,
Albert