On December 09 2010 01:26 MrCon wrote:
The real problem of the Jinro TvP build (wich is standard TvP build) is that when too many zealots are on the field, they force kiting, then stalker can kill vikings, then game over.
I wonder if adding bfhelions could be good for that, and use ghost to emp the zealots, they are the biggest threat imo.
The real problem of the Jinro TvP build (wich is standard TvP build) is that when too many zealots are on the field, they force kiting, then stalker can kill vikings, then game over.
I wonder if adding bfhelions could be good for that, and use ghost to emp the zealots, they are the biggest threat imo.
This isn't a late game concern but I'll say this: in my TvP I use blue-flame hellions quite a bit (I'm kind of not great, 2000 diamond level whatever that means).
However, I use them in a very specific circumstance and it pretty much always works... Namely when I scout a Protoss going templar off 2 base. I add in blue flame hellions to my MnMnM, and it consistently crushes them.
It's like, off 2 base they don't really have enough gas to make as many stalkers as they need to hold off the hellions AND enough templars to storm my infantry. Blue flame hellions are also great at sniping templar and good at dodging storms...
I can see them being used in the late game for sure. At the very least their presence would force photon cannons at every mining expansion because trying to react to the hellions with just units is probably a bad idea, you space out for half a second and lose a million probes.
And yeah, they do great splash damage to chargelots.