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On July 05 2011 08:02 shockaslim wrote:Show nested quote +On July 05 2011 07:51 Gimmickkz wrote:+ Show Spoiler +On July 05 2011 07:44 shockaslim wrote:Show nested quote +On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe Edit: btw I played terran in masters before I switched to zerg, dropped to plat, and then got back into masters. It's h'okay though, once you get 20+ APM new doors will open for you young soldier. I am pretty sure that it takes less APM to split your marines before an engagement rather than after when a large ball of banelings are running at you. Even then, at least you can RUN from banelings. Also, what you are arguing is a mechanics issue, which has no bearing with so called "balance".
What... split marines and there's no running requirement. and it's not a mechanics issue, it's more like... hey try to not be an idiot and don't let your units clump.
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On July 05 2011 07:58 Weinstein wrote: I just want to list what infestors are capable of because I found some points were missing in the OP.
Infestors have AOE Which is good against Mass units Infestors have neural parasite which is very effective against very stong units like battlecruiser Infestors are airproofed because of the deadly combination of fungal + infested terrans Infestors are detectors (yes fungal does reveal) Investors have the ability to move unseen (dark templar/banshee ability) and cast fungal on mineral lines (harras) Infestors do not clump up because of their model size and they accumulate energy so that 1 emp does not deplete it completly Infestors have a speed upgrade on creep on Which a zerg can choose to fight
The only two downsides to calling the infestor a unit which counters everything is that it has little health and needs to be microed
They also have the +25 starting energy upgrade and the Infestor Mound is required for the Hive tech anyway.
I did believe snipe was 45 damage so infestors died in 2 snipes. But it's 40 which kinda sucks. IMO Ghosts are only good on paper against both Infestor and Zergling.
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The key is how weak the zerg is while teching to infestor. Similar to mass muta in PvZ, the key is killing the Zerg while they are teching greedily.
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On July 05 2011 08:04 dodrta wrote:Show nested quote +On July 05 2011 07:58 Gimmickkz wrote:On July 05 2011 07:54 dodrta wrote:On July 05 2011 07:51 Gimmickkz wrote:On July 05 2011 07:44 shockaslim wrote:On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe How many control groups are you going to use then? Like 10? Let's compare the amount of micro t and z have to do then. Zerg = fungal and a move banelings and broodlords - Terran = Mass snipe, split marines, unsiege tanks/siege tanks, use different control groups just for marines only,+ tanks + ghosts I can't actually believe a zerg player is telling terran players how to micro, terran is by miles the most micro-intense race already. Not sure what part of "I used to play terran" is difficult but meh... typical? :[ What I'm saying is pre splitting marines or using.. oh I don't know THREE? controll groups for your army ( btw that's how many I use minimum for just queens mid game, late game I'm up to 4-5 for just queens ) then you immediately cut half the potential damage down to random fungals. Not sure what part of 5-AAAAAAAAAAAAAAAAAAAAAAAAAAAAA requires so much micro that you can't keep an eye on your army. you don't even need to unsiege your tanks if you handle the infestors correctly since they're the control for the broodlords. Now you are comparing queen control groups that you only need to use every like xx seconds to terran marine control groups that you have to micro in battle. I don't even know what to say to this.
because that's the only point I made right? And also, I was emphasizing spliting before a fight, because you do that and iuno, try to use those pretty ghosts of yours. you don't even need to micro during the fight too much. I've done it before
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I find your claim that ultraling/infestor is cost effective to be completely ludicrous. If you have marauders mixed into your army and a wel upgraded tank based army and some ghosts for emp and snipe on the ultras then it's rarely possible to trade well as zerg. Broodlord/corruptor/infestor can be considered cost effective but absolutely not the ultra compisition. If terran spends the same ammount of money on upgrades and units he will dominate that army if he is sieged up and spread out before the battle starts.
Also if someone skips mutas you can pretty easily do double drops and switch over to a more tank /marauder based play. The only way infestor/ling dominates someone is if you have all your marines clumped up so he gets a super fungal.
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On July 05 2011 08:04 Gimmickkz wrote:Show nested quote +On July 05 2011 08:02 shockaslim wrote:On July 05 2011 07:51 Gimmickkz wrote:+ Show Spoiler +On July 05 2011 07:44 shockaslim wrote:Show nested quote +On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe Edit: btw I played terran in masters before I switched to zerg, dropped to plat, and then got back into masters. It's h'okay though, once you get 20+ APM new doors will open for you young soldier. I am pretty sure that it takes less APM to split your marines before an engagement rather than after when a large ball of banelings are running at you. Even then, at least you can RUN from banelings. Also, what you are arguing is a mechanics issue, which has no bearing with so called "balance". What... split marines and there's no running requirement. and it's not a mechanics issue, it's more like... hey try to not be an idiot and don't let your units clump.
I seriously think you are like gold or something like that. worst poster on this forum ... by miles.
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On July 05 2011 08:07 dodrta wrote:Show nested quote +On July 05 2011 08:04 Gimmickkz wrote:On July 05 2011 08:02 shockaslim wrote:On July 05 2011 07:51 Gimmickkz wrote:+ Show Spoiler +On July 05 2011 07:44 shockaslim wrote:Show nested quote +On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe Edit: btw I played terran in masters before I switched to zerg, dropped to plat, and then got back into masters. It's h'okay though, once you get 20+ APM new doors will open for you young soldier. I am pretty sure that it takes less APM to split your marines before an engagement rather than after when a large ball of banelings are running at you. Even then, at least you can RUN from banelings. Also, what you are arguing is a mechanics issue, which has no bearing with so called "balance". What... split marines and there's no running requirement. and it's not a mechanics issue, it's more like... hey try to not be an idiot and don't let your units clump. I seriously think you are like gold or something like that. worst poster on this forum ... by miles.
Anh.521 check it out br0
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On July 05 2011 08:02 Gimmickkz wrote:Show nested quote +On July 05 2011 08:01 phisku wrote: with a good micro infestor are not OP, but people with enough skill to make good split are only a "few" people. My point is that infestor is extremely strong at lower level (diamond and under). if you're under diamond you can't really talk about balance sorry :[ if you're under grandmasters, you really shouldn't either. almost nobody in this thread is good enough to be saying the things they are, there are always things you can improve.
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On July 05 2011 08:05 Gimmickkz wrote:Show nested quote +On July 05 2011 08:04 dodrta wrote:On July 05 2011 07:58 Gimmickkz wrote:On July 05 2011 07:54 dodrta wrote:On July 05 2011 07:51 Gimmickkz wrote:On July 05 2011 07:44 shockaslim wrote:On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe How many control groups are you going to use then? Like 10? Let's compare the amount of micro t and z have to do then. Zerg = fungal and a move banelings and broodlords - Terran = Mass snipe, split marines, unsiege tanks/siege tanks, use different control groups just for marines only,+ tanks + ghosts I can't actually believe a zerg player is telling terran players how to micro, terran is by miles the most micro-intense race already. Not sure what part of "I used to play terran" is difficult but meh... typical? :[ What I'm saying is pre splitting marines or using.. oh I don't know THREE? controll groups for your army ( btw that's how many I use minimum for just queens mid game, late game I'm up to 4-5 for just queens ) then you immediately cut half the potential damage down to random fungals. Not sure what part of 5-AAAAAAAAAAAAAAAAAAAAAAAAAAAAA requires so much micro that you can't keep an eye on your army. you don't even need to unsiege your tanks if you handle the infestors correctly since they're the control for the broodlords. Now you are comparing queen control groups that you only need to use every like xx seconds to terran marine control groups that you have to micro in battle. I don't even know what to say to this. because that's the only point I made right? And also, I was emphasizing spliting before a fight, because you do that and iuno, try to use those pretty ghosts of yours. you don't even need to micro during the fight too much. I've done it before 
Yeah sure you have, I highly doubt you ever played terran or you might be some type of new flash. Even top terran pros complain about broodlord/infestor, but yeah splitting your marines pre battle is totally solving the match up, it prevents tanks from having to unsiege and broodlings from attacking your marines, it even stops banelings from rolling over your tanks when they are unsieged or infestors from fungaling all your units. You only have to split, easy.
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On July 05 2011 08:02 Gimmickkz wrote:Show nested quote +On July 05 2011 08:01 phisku wrote: with a good micro infestor are not OP, but people with enough skill to make good split are only a "few" people. My point is that infestor is extremely strong at lower level (diamond and under). if you're under diamond you can't really talk about balance sorry :[
I'm diamond facing master, thank's. I'm just worried for the lower level player. Empathy...
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On July 05 2011 05:36 Limenade wrote: well since i face pretty much the like top 20in GM consistently and most top T just laugh at infestors cuz they find that infestors are gimicky and easyto out micro if u spread marines the right way and spread tanks the right way then infestors are ez to deal with. Also T has this unit that has really cool spells too i think its called umm....... hmm..... A GHOST?!?!?!? no wary a unit that can EMP and deal snipe for 25 energy to do 45 dmg?!!?!?!? what!!!!!!!!!!!!!!!!!!!! .,....................
you do know how much ghosts cost right? they are expensive (200mins/100gas) we can't always make a ton of ghost, especially if they go infestors/broodlords + Show Spoiler + but I do agree w/ you tat you have to spread out marines, that's key in tvz atm
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On July 05 2011 07:56 Noocta wrote:Show nested quote +On July 05 2011 07:50 dodrta wrote:On July 05 2011 07:47 Noocta wrote:On July 05 2011 07:44 dodrta wrote:On July 05 2011 07:31 BinxyBrown wrote: Ghosts do as much dps vs light as marines do and have more range, can cloak, can snipe Zerg t3 units, and emp or snipe infestors.
That's right let's mass a unit that costs 200/100, has as much dps vs light as a marine has, needs 6 snipes to kill a broodlord and 3 snipes to kill an infestor. Not to mention that terran has to invest gas into tanks, medivacs AND ghosts then whilst the zerg can spend all hist gas on just infestors (and broodlords). And let's just assume you mass ghosts and somehow manage to beat mass infestor/broodlord with perfect emps and snipes on ALL broodlords. You now have like 20 ghosts on the field (at the very least), zerg now builds mass roaches. You die. well played. Broodlord / infestor / corruptor cost as much ( if not more ) gas than marine medivac tank ghost. :/ Excuse me? Pretty sure that zerg can save all his gas whilst terran has to start pumping gas into tanks in the late early game and like I said if you somehow kill infestor/broodlord with mass ghost a simple tech switch into mass lings or even roaches is going to kill you. The point here is not rushing to ghost. ._. Midgame infestor are something you shoudl be able to deal with marine tank medivac. Abuse drops against mutaless zergs. Drop somewhere, attack else where. Infestors are slow. Abuse that. The point if how to deal with zerg when they get a high tech lategame army. Well, you have to transition to some techlab rax to pump ghost ( or marauder against Ultra , viking from the already existing reactor spartport if Broodlord. ) Spread Viking to not get all fungaled. Don't send all your ghost at once to not get them fungaled and killed. Abuse the fact that lategame zerg don't have muta anymore, do more drops. I don't get why terran are complaining, TvZ lategame is usualy something hard for terran but not impossible. If zerg roflstomp you, you were probably more behind than you though.
terran mechnics are not like zerg mechanics. as i terran, i cant build 1 tech building and spam the unlocked unit from the same building i get everything else from. if i was producing marines from (for arguments sake) 8 rax + tanks/ hellions from 4 fact + medivacs from 1 reactor port its not as easy as you might think to do a sudden tech switch and have enough production capabilities to handle your tech switch with my existing structures.
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On July 05 2011 08:09 phisku wrote:Show nested quote +On July 05 2011 08:02 Gimmickkz wrote:On July 05 2011 08:01 phisku wrote: with a good micro infestor are not OP, but people with enough skill to make good split are only a "few" people. My point is that infestor is extremely strong at lower level (diamond and under). if you're under diamond you can't really talk about balance sorry :[ I'm diamond facing master, thank's. I'm just worried for the lower level player. Empathy...
Then why aren't you Master? Just because your facing doesn't mean your winning.
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On July 05 2011 08:10 iloveroo wrote:Show nested quote +On July 05 2011 05:36 Limenade wrote: well since i face pretty much the like top 20in GM consistently and most top T just laugh at infestors cuz they find that infestors are gimicky and easyto out micro if u spread marines the right way and spread tanks the right way then infestors are ez to deal with. Also T has this unit that has really cool spells too i think its called umm....... hmm..... A GHOST?!?!?!? no wary a unit that can EMP and deal snipe for 25 energy to do 45 dmg?!!?!?!? what!!!!!!!!!!!!!!!!!!!! .,.................... you do know how much ghosts cost right? they are expensive (200mins/100gas) we can't always make a ton of ghost, especially if they go infestors/broodlords + Show Spoiler +but I do agree w/ you tat you have to spread out marines, that's key in tvz atm infestors - 100 minerals, 150 gas 2 supply brood lords, 300 minerals 250 gas 4 supply corruptors, 150 minerals 100 gas 2 supply
and you're talking about ghosts being expensive D:
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On July 05 2011 08:09 dodrta wrote:Show nested quote +On July 05 2011 08:05 Gimmickkz wrote:On July 05 2011 08:04 dodrta wrote:On July 05 2011 07:58 Gimmickkz wrote:On July 05 2011 07:54 dodrta wrote:On July 05 2011 07:51 Gimmickkz wrote:On July 05 2011 07:44 shockaslim wrote:On July 05 2011 07:30 Gimmickkz wrote: Hi you split marines against banelings and don't take much damage now... using all that brain power... what should you do against infestors? One of them you can run from and split later, the other one you can't. Try harder next time babe. Okay you're right, but thankfully I have a team of scientists with me right now. They said, after many many hours of painstaking research and analysis, that they have come to the following conclusion : split your marines before! If that is still too difficult, you can always try to like I don't know, use more than one control group for your marines. Hell that might have to high an APM requirement actually nvm, maybe you can try to attack off creep... I'm tryin real hard babe How many control groups are you going to use then? Like 10? Let's compare the amount of micro t and z have to do then. Zerg = fungal and a move banelings and broodlords - Terran = Mass snipe, split marines, unsiege tanks/siege tanks, use different control groups just for marines only,+ tanks + ghosts I can't actually believe a zerg player is telling terran players how to micro, terran is by miles the most micro-intense race already. Not sure what part of "I used to play terran" is difficult but meh... typical? :[ What I'm saying is pre splitting marines or using.. oh I don't know THREE? controll groups for your army ( btw that's how many I use minimum for just queens mid game, late game I'm up to 4-5 for just queens ) then you immediately cut half the potential damage down to random fungals. Not sure what part of 5-AAAAAAAAAAAAAAAAAAAAAAAAAAAAA requires so much micro that you can't keep an eye on your army. you don't even need to unsiege your tanks if you handle the infestors correctly since they're the control for the broodlords. Now you are comparing queen control groups that you only need to use every like xx seconds to terran marine control groups that you have to micro in battle. I don't even know what to say to this. because that's the only point I made right? And also, I was emphasizing spliting before a fight, because you do that and iuno, try to use those pretty ghosts of yours. you don't even need to micro during the fight too much. I've done it before  Yeah sure you have, I highly doubt you ever played terran or you might be some type of new flash. Even top terran pros complain about broodlord/infestor, but yeah splitting your marines pre battle is totally solving the match up, it prevents tanks from having to unsiege and broodlings from attacking your marines, it even stops banelings from rolling over your tanks when they are unsieged or infestors from fungaling all your units. You only have to split, easy.
Read the rest of the conversation before you quote me =[! I'm trying to say splitting your army a little bit pre fight takes away the whole random fungal killing all your marines as you send 20 to kill a ling
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TLO was skipping Mutas for mass ling/Infestor long before Mr. Bitter.
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On July 05 2011 08:11 GinDo wrote:Show nested quote +On July 05 2011 08:09 phisku wrote:On July 05 2011 08:02 Gimmickkz wrote:On July 05 2011 08:01 phisku wrote: with a good micro infestor are not OP, but people with enough skill to make good split are only a "few" people. My point is that infestor is extremely strong at lower level (diamond and under). if you're under diamond you can't really talk about balance sorry :[ I'm diamond facing master, thank's. I'm just worried for the lower level player. Empathy... Then why aren't you Master? Just because your facing doesn't mean your winning.
okay sorry from now on i'll shut the fuck up because i'm nothing, i'm just a SCRUB.
oh internet such a nice place.
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i only have one piece of input for this thread
i am completely sick of all these noobs saying "lol, a terran should pressure the zerg, a terran should drop the zerg like MMA"
listen people. drops / aggression are not the end all be all of the matchup. if the zerg is competent, he will defend the drops well without taking too much damage. if the zerg is competent, he will defend the aggression as well.
Are you telling me lategame ZvT should be instant win for the zerg? hell no
lategame ZvT should be a battle of tactics and unit making decisions and knowing where to attack and trying to control the map as well as you can. it should NOT be "terran must pressure the zerg and try to win before lategame or he auto loses"
If you say "the terran should pressure the zerg and deal enough damage to have a big enough lead in the lategame to win" i will say hell no again, not only is that a bad design concept, but from the way the game looks right now it seems like thats not even how the current state of the game is. It will take many pro games to see the truth but it seems to me like as long as the zerg is competent and reacts properly, he can defend pressure / drops properly and always be out ahead.
Sure, MMA beat losira with drops in MLG. but im not talking about that. lets just say hypothetically losira was actually playing badly and it is possible for smart zergs to stop/defend that aggression.
ask yourself this question. IF, remember this is a hypothetical question. IF ... IF dropping a smart zerg EVEN for the best / greatest terran like MMA was always a bad idea because a smart zerg could always defend properly to make it so the terran invested more than the damage he did, why the hell would dropping be a good idea in high level play?
now you see, that hypothetical question depends on alot of opinions.
some people out there think its possible for terrans to drop in a way where its a good thing and zergs even if they play perfect are always behind from it. some people think thats not true. WHICH GROUP OF PEOPLE IS CORRECT? honestly theres no damn way to know the truth right now. and all im saying is even if the first group of people were correct, i still dont think thats a good design concept
i see no problems with brood lords. but the infestor seems to have a problem later in the game if the zerg can protect them because they just keep regenerating energy which allows to zerg to keep throwing up armies of infested terrans and then fungal bunches of marines when he can. if you fight an army of infested terrans, you might be able to stop it but you just sacrificed units while the zerg only sacrificed energy.
sure, when zergs stupidly A-move their infestors into tanks and they die it makes infestors seem weak. but a smart zerg that actually protects his infestors can show how broken the unit might be
i could talk about balance change ideas but ultimately thats pointless. balance change ideas are a reaction to a game imbalance. the discussion should be if a game imbalance exists, and honestly i dont really know. but if one does exist, i would say the problem is with the infestor (not brood lords or ultras).
i know talking about balance change ideas is dumb, but honestly i think a good fix would be to make fungal growth not slow units and deal the same damage but over 15 seconds and increase the AoE by like 300%. that way terrans could try to repair/heal the damage but it would be doing more damage per energy but it would make mass infestors less powerful in the fungal aspect but they would be just as strong in the infested terran armies / NP aspect
but alas, talking about balance changes is stupid. the real question is whether or not imbalance exists, because balance changes are a REACTION to identified imbalance. so i wont talk about balance change ideas anymore
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On July 05 2011 08:12 MonsieurGrimm wrote:Show nested quote +On July 05 2011 08:10 iloveroo wrote:On July 05 2011 05:36 Limenade wrote: well since i face pretty much the like top 20in GM consistently and most top T just laugh at infestors cuz they find that infestors are gimicky and easyto out micro if u spread marines the right way and spread tanks the right way then infestors are ez to deal with. Also T has this unit that has really cool spells too i think its called umm....... hmm..... A GHOST?!?!?!? no wary a unit that can EMP and deal snipe for 25 energy to do 45 dmg?!!?!?!? what!!!!!!!!!!!!!!!!!!!! .,.................... you do know how much ghosts cost right? they are expensive (200mins/100gas) we can't always make a ton of ghost, especially if they go infestors/broodlords + Show Spoiler +but I do agree w/ you tat you have to spread out marines, that's key in tvz atm infestors - 100 minerals, 150 gas 2 supply brood lords, 300 minerals 250 gas 4 supply corruptors, 150 minerals 100 gas 2 supply and you're talking about ghosts being expensive D:
except you forget zerg is always on more bases. Cost a different for different races since 100 gas for toss is worth a lot moer than 100 gas for zerg.
Im gonna put this in a perspective that zergs can understand how broken this unit composition is.
First: it is basically as strong if not stronger than void/colo since not only its got great aoe/damage oh It also prevents movement. Against Void colo, you can actually still hit the units attacking you. Not with brood/infestor
Second: unlike toss just because you kill the army once doesn't mean you win. Toss at least if they mismicro their hugeball and get obliterated by good positioning. They really can't come back. Alll their core units takes forever to produce. Zergs can easily reproduce the deathball if on a good economy because of larva mechanics
So basically you got a strategy that is very strong without risks or any real hard counter or even good ways of engaging unless they make a mistake.
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On July 05 2011 08:10 eu.exodus wrote:Show nested quote +On July 05 2011 07:56 Noocta wrote:On July 05 2011 07:50 dodrta wrote:On July 05 2011 07:47 Noocta wrote:On July 05 2011 07:44 dodrta wrote:On July 05 2011 07:31 BinxyBrown wrote: Ghosts do as much dps vs light as marines do and have more range, can cloak, can snipe Zerg t3 units, and emp or snipe infestors.
That's right let's mass a unit that costs 200/100, has as much dps vs light as a marine has, needs 6 snipes to kill a broodlord and 3 snipes to kill an infestor. Not to mention that terran has to invest gas into tanks, medivacs AND ghosts then whilst the zerg can spend all hist gas on just infestors (and broodlords). And let's just assume you mass ghosts and somehow manage to beat mass infestor/broodlord with perfect emps and snipes on ALL broodlords. You now have like 20 ghosts on the field (at the very least), zerg now builds mass roaches. You die. well played. Broodlord / infestor / corruptor cost as much ( if not more ) gas than marine medivac tank ghost. :/ Excuse me? Pretty sure that zerg can save all his gas whilst terran has to start pumping gas into tanks in the late early game and like I said if you somehow kill infestor/broodlord with mass ghost a simple tech switch into mass lings or even roaches is going to kill you. The point here is not rushing to ghost. ._. Midgame infestor are something you shoudl be able to deal with marine tank medivac. Abuse drops against mutaless zergs. Drop somewhere, attack else where. Infestors are slow. Abuse that. The point if how to deal with zerg when they get a high tech lategame army. Well, you have to transition to some techlab rax to pump ghost ( or marauder against Ultra , viking from the already existing reactor spartport if Broodlord. ) Spread Viking to not get all fungaled. Don't send all your ghost at once to not get them fungaled and killed. Abuse the fact that lategame zerg don't have muta anymore, do more drops. I don't get why terran are complaining, TvZ lategame is usualy something hard for terran but not impossible. If zerg roflstomp you, you were probably more behind than you though. terran mechnics are not like zerg mechanics. as i terran, i cant build 1 tech building and spam the unlocked unit from the same building i get everything else from. if i was producing marines from (for arguments sake) 8 rax + tanks/ hellions from 4 fact + medivacs from 1 reactor port its not as easy as you might think to do a sudden tech switch and have enough production capabilities to handle your tech switch with my existing structures.
What are you even arguing?
Terran don't have to do large tech switches. Marines are always good. Tanks are always good. Medivacs are always good.
Only at the 16-20 minute mark, when the threat of brood lords appears, do you even have to consider putting a reactor on a starport for vikings, or making a ghost academy. It's not like you need 8 tech lab barracks to make ghosts, you need at most 2.
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