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If this thread can't remain civil then we'll have to close it. Thread will be moderated harshly from pg.3 onwards. |
On August 20 2012 00:36 Rabiator wrote: and since the Zerg is usually the more mobile army that wont be a problem.
Not when we're talking about a broodlord siege push. There are definitely moments when Terran has the mobility advantage over Zerg.
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On August 20 2012 00:32 blug wrote:Show nested quote +On August 19 2012 23:37 iaguz wrote: Ghosts were THE unit a few patches ago because snipe > Zerg. It was that simple. They had other abilities but they were just the tasty sides to the fucking 700 gm medium rare steak that was snipe.
I've tried ghosts quite a bit in my lategame and I think they are mostly rubbish. They are very bad at dealing with big infestor counts even if they cloak and get in there, and nukes are very random, sometimes amazing usually pointless. Ghosts can be really good if one of two things can occur
1) a splash of emp's .3 seconds before a zerg has to fungal and he can't disengage his army without just getting murdered 2) constant nuke harass as part of a constant aggression strategy, keeping the zergs attention spread and any drone kills relevant (I find if both players are turtling successful nukes are pointless. You killed 25 drones? Big deal the zerg can reproduce that with his huge mineral bank in like 10 seconds). Was trying to remember where I've heard of your name... You're that guy everyone calls Gimly yeah? I was at WCS cheering you on xD I remember watching this guys games too. He almost lost a supply depot that he built to block out a probe, and then commented on it in game. Pretty funny game.
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On August 20 2012 00:36 Rabiator wrote:... not with the vision advantage which Zerg has from Overlords everywhere and creep spread. Do remember that cloak gets nerfed in HotS to have a fixed duration with a cooldown. You dont have it available whenever you want (and the energy is there) AND you need several snipes for an Infestor, but one Fungal Growth will reveal the whole pack of Ghosts and keep them in place to be killed by Zerglings. So: - EMP: deals no direct damage and prevents damage if hit correctly - Fungal Growth: deals damage, locks down AND reveals cloaked units So please dont start saying "but you can EMP" ... only one or two Fungal Growths will be the death of the Ghosts due to revealing them and locking them down, while an EMP still lets you withdraw your Infestors ... and since the Zerg is usually the more mobile army that wont be a problem.
You talk as though that Ghosts don't have snipe/nukes/cloak.
And yes, Nukes are incredibly useful late game.
Stop talking as if ghosts are absolutely useless compared to infestors. They are different, not worse. If you get an EMP off on infestors those infestors are useless for ages while a fungal on a group of units doesn't mean death, especially when there are 8 medivacs healing them.
Also if you are losing stuff to fungals you are walking to far away from your siege tanks with your marines.
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On August 20 2012 00:32 blug wrote:Show nested quote +On August 19 2012 23:37 iaguz wrote: Ghosts were THE unit a few patches ago because snipe > Zerg. It was that simple. They had other abilities but they were just the tasty sides to the fucking 700 gm medium rare steak that was snipe.
I've tried ghosts quite a bit in my lategame and I think they are mostly rubbish. They are very bad at dealing with big infestor counts even if they cloak and get in there, and nukes are very random, sometimes amazing usually pointless. Ghosts can be really good if one of two things can occur
1) a splash of emp's .3 seconds before a zerg has to fungal and he can't disengage his army without just getting murdered 2) constant nuke harass as part of a constant aggression strategy, keeping the zergs attention spread and any drone kills relevant (I find if both players are turtling successful nukes are pointless. You killed 25 drones? Big deal the zerg can reproduce that with his huge mineral bank in like 10 seconds). Was trying to remember where I've heard of your name... You're that guy everyone calls Gimly yeah? I was at WCS cheering you on xD
Yup, hehe thanks.
On August 20 2012 00:29 Larkin wrote: I don't understand this complaint.
OP is essentially saying TvZ sucks because of fungal.
So get ghosts.
Ravens deal with broods, infestors, and corruptors quite admirably if you can have them on the flank of your vikings - look at MVP's play for an example. Ravens are also pretty tough. If they get fungal'd, back off. Your bio has stim, ultras and broods are slow.
I do agree that the research time of raven upgrades should be reduced. You need a lot of starports, tech labs, and upgrades before you can even build ravens for them to be effective.
Ghosts can EMP and snipe infestors, and while snipe has been nerfed it is still quite good against brood lords and pre-max upgraded Ultras.
The problem, in my eyes, lies in that Zerg can techswitch so quickly Terran can't have enough of one unit to deal with it.
Ultras - need marauders. Broods - need vikings and ravens. Infestors - need ghosts.
Terrans have been asking how to spend their gas in late game, so I don't think cost is thaaaaaat much of an issue. But production certainly is, just due to how the mechanics work.
The solution is to not sit back and allow the Zerg to get to this stage where they can tech-switch at will and exploit Terran's production style. It's to put them on the back foot, be aggressive, constantly drop and generally be a nuisance, reduce their income, and create a situation where they simply don't have the bank to tech switch constantly.
Have you ever tried to use ghosts vs zerg? It's not the same as using them against Protoss. VS protoss high templars are slow and easier to snipe and they bunch up harder so it's easier to punish a sloppy protoss. Infestors are really fast and really fat and it's really hard to do this to them. EMP works on every Protoss unit so even if the HT's are chilling at the back the ghosts remain relevant unlike vs Zerg where snipe just tickles all their units and you can only emp the infestors (well I guess maybe also the queens too). It's also hard to kepe ghosts out the front of your army because thats what the broodlords will attack first. Add in tank splash too! fun.
The other thing is how the army works as a whole. When you emp a bunch of protoss units you stim and run in there and the Protoss has to engage. If you emp a bunch of infestors then the zerg army tends to be fast enough it can just retreat and wait til it has energy again. This is why if you're going to emp infestors it has to be just as the Zerg is trying to engage and this is very difficult because when zerg is trying to engage you have like a thousand things you have to do all at once like split, stim, move shit, split split split some more and focus and if you have ravens and flying units you also gotta micro them. It's fucking harrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrd.
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On August 20 2012 00:36 Rabiator wrote:... not with the vision advantage which Zerg has from Overlords everywhere and creep spread. Do remember that cloak gets nerfed in HotS to have a fixed duration with a cooldown. You dont have it available whenever you want (and the energy is there) AND you need several snipes for an Infestor, but one Fungal Growth will reveal the whole pack of Ghosts and keep them in place to be killed by Zerglings. So: - EMP: deals no direct damage and prevents damage if hit correctly - Fungal Growth: deals damage, locks down AND reveals cloaked units So please dont start saying "but you can EMP" ... only one or two Fungal Growths will be the death of the Ghosts due to revealing them and locking them down, while an EMP still lets you withdraw your Infestors ... and since the Zerg is usually the more mobile army that wont be a problem.
I didn't know about the cloak nerf, so thanks for that.
Well you shouldn't be allowing these overlords to be there. One thing MVP always does when he gets his starport out is to send a Viking around the map and clear up overlords. Not only does it reduce Zerg's vision, it costs them a few hundred minerals.
And with Ravens, you can clear up creep with ease.
Maybe Terrans could begin to accomodate ghosts in medivacs, as Protoss does with warp prisms and HT's to feedback infestors.
I don't know. A good blanket of EMPs = no fungals. A good fungal = dead bio. It's the same kind of thing in TvP with storm. It's just the way the game works. But now I see Terrans not even trying to deal with infestors except with splitting.
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On August 20 2012 00:48 iaguz wrote:Show nested quote +On August 20 2012 00:32 blug wrote:On August 19 2012 23:37 iaguz wrote: Ghosts were THE unit a few patches ago because snipe > Zerg. It was that simple. They had other abilities but they were just the tasty sides to the fucking 700 gm medium rare steak that was snipe.
I've tried ghosts quite a bit in my lategame and I think they are mostly rubbish. They are very bad at dealing with big infestor counts even if they cloak and get in there, and nukes are very random, sometimes amazing usually pointless. Ghosts can be really good if one of two things can occur
1) a splash of emp's .3 seconds before a zerg has to fungal and he can't disengage his army without just getting murdered 2) constant nuke harass as part of a constant aggression strategy, keeping the zergs attention spread and any drone kills relevant (I find if both players are turtling successful nukes are pointless. You killed 25 drones? Big deal the zerg can reproduce that with his huge mineral bank in like 10 seconds). Was trying to remember where I've heard of your name... You're that guy everyone calls Gimly yeah? I was at WCS cheering you on xD Yup, hehe thanks. Show nested quote +On August 20 2012 00:29 Larkin wrote: I don't understand this complaint.
OP is essentially saying TvZ sucks because of fungal.
So get ghosts.
Ravens deal with broods, infestors, and corruptors quite admirably if you can have them on the flank of your vikings - look at MVP's play for an example. Ravens are also pretty tough. If they get fungal'd, back off. Your bio has stim, ultras and broods are slow.
I do agree that the research time of raven upgrades should be reduced. You need a lot of starports, tech labs, and upgrades before you can even build ravens for them to be effective.
Ghosts can EMP and snipe infestors, and while snipe has been nerfed it is still quite good against brood lords and pre-max upgraded Ultras.
The problem, in my eyes, lies in that Zerg can techswitch so quickly Terran can't have enough of one unit to deal with it.
Ultras - need marauders. Broods - need vikings and ravens. Infestors - need ghosts.
Terrans have been asking how to spend their gas in late game, so I don't think cost is thaaaaaat much of an issue. But production certainly is, just due to how the mechanics work.
The solution is to not sit back and allow the Zerg to get to this stage where they can tech-switch at will and exploit Terran's production style. It's to put them on the back foot, be aggressive, constantly drop and generally be a nuisance, reduce their income, and create a situation where they simply don't have the bank to tech switch constantly. Have you ever tried to use ghosts vs zerg? It's not the same as using them against Protoss. VS protoss high templars are slow and easier to snipe and they bunch up harder so it's easier to punish a sloppy protoss. Infestors are really fast and really fat and it's really hard to do this to them. EMP works on every Protoss unit so even if the HT's are chilling at the back the ghosts remain relevant unlike vs Zerg where snipe just tickles all their units and you can only emp the infestors (well I guess maybe also the queens too). It's also hard to kepe ghosts out the front of your army because thats what the broodlords will attack first. Add in tank splash too! fun. The other thing is how the army works as a whole. When you emp a bunch of protoss units you stim and run in there and the Protoss has to engage. If you emp a bunch of infestors then the zerg army tends to be fast enough it can just retreat and wait til it has energy again. This is why if you're going to emp infestors it has to be just as the Zerg is trying to engage and this is very difficult because when zerg is trying to engage you have like a thousand things you have to do all at once like split, stim, move shit, split split split some more and focus and if you have ravens and flying units you also gotta micro them. It's fucking harrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrd.
Yeah man, I know it's hard. I play Terran and Protoss in equal measure, and I hate TvZ (but love PvZ). But the game is hard. It's meant to be hard. It seems easier for Zergs at the moment, for sure. But it's about learning, isn't it.
I have to disagree that infestors are "really fast" - they're space buffalo. They're slow. On creep, they have decent speed. But certainly catchable off it.
I think it becomes a positioning issue once again. With your ghosts in your army, like in TvP, it becomes hard because of fungal and broodlings. But if you can cloak and flank around, same with Ravens and HSM from the air, you can CRUSH a Zerg army. You take out the infestors and your bio has freedom to destroy broods and ultras with micro and stim.
At times it seems that Zerg can just 1a and win while Terran is working their ass off. But then if you work and come off on top, Terran has been so cost efficient they can push their advantage.
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I don't think terran players get the idea that being able to see creep tumors is reason enough to make 1 raven in a game. Like ive seen a terran player use 5 scans in a game to push back the creep do the math that is 1750 minerals that were not mined by mules in that game. Is that more than the price of a raven definitely. Who gives a crap about seeker missile or auto turrets or pdd, detection is probably the most important skill the raven offers.
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In my experience with ghosts the first time you get a bunch with cloak it can work out quite nicely because zergs never see this it never happens to them they aren't ready for the possibility. But after you reveal ghosts they have overseers and they fungal the shimmers they are now looking for. Sometimes once is enough though.
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On August 20 2012 01:01 FlukyS wrote: I don't think terran players get the idea that being able to see creep tumors is reason enough to make 1 raven in a game. Like ive seen a terran player use 5 scans in a game to push back the creep do the math that is 1750 minerals that were not mined by mules in that game. Is that more than the price of a raven definitely. Who gives a crap about seeker missile or auto turrets or pdd, detection is probably the most important skill the raven offers.
Late game scans aren't really as much of an issue because you aren't technically losing 1750 minerals. You just won't get the minerals as fast.
If you are talking about early game. Just getting to raven tech can be pretty awkward especially when you are trying to pump out medivacs/vikings.
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On August 19 2012 15:45 Thylacine wrote:Show nested quote +On August 19 2012 15:16 TsGBruzze wrote: I am a terran and i Would be sad if they buffed terran... Let The metagame change... That's a very shitty and trolly post but i'll bite and say... Stop living under your 2010-terran rock and go ladder for a few hours. Then come back and say what you just said again, spoiler alert, YOU WON'T. Terran is in an awful position atm not only in TvZ, but TvP too. Take your time to actually read Avilo's thread here and you'll understand.
Why are posts like these allowed but posts shitting on Avilo not? OBNOXIOUS SPOILER I play against Zergs on ladder all the time as Terran, OBNOXIOUS SPOILER I DO think it's balanced.
Stop calling his post a troll and then putting shit effort into your own, its extremely annoying. Most Terran's are just upset the game is balancing out and can't handle the transition. Time to stop bitching, time to start improving.
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Terrans are still winning, that fact proves that TvZ is balanced. Because of that the raven change is fine, theres no need for another change.
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On August 20 2012 00:52 Larkin wrote:Show nested quote +On August 20 2012 00:36 Rabiator wrote:On August 20 2012 00:29 Larkin wrote: Ghosts can EMP and snipe infestors, ... not with the vision advantage which Zerg has from Overlords everywhere and creep spread. Do remember that cloak gets nerfed in HotS to have a fixed duration with a cooldown. You dont have it available whenever you want (and the energy is there) AND you need several snipes for an Infestor, but one Fungal Growth will reveal the whole pack of Ghosts and keep them in place to be killed by Zerglings. So: - EMP: deals no direct damage and prevents damage if hit correctly - Fungal Growth: deals damage, locks down AND reveals cloaked units So please dont start saying "but you can EMP" ... only one or two Fungal Growths will be the death of the Ghosts due to revealing them and locking them down, while an EMP still lets you withdraw your Infestors ... and since the Zerg is usually the more mobile army that wont be a problem. I didn't know about the cloak nerf, so thanks for that. Well you shouldn't be allowing these overlords to be there. One thing MVP always does when he gets his starport out is to send a Viking around the map and clear up overlords. Not only does it reduce Zerg's vision, it costs them a few hundred minerals. And with Ravens, you can clear up creep with ease. Maybe Terrans could begin to accomodate ghosts in medivacs, as Protoss does with warp prisms and HT's to feedback infestors. I don't know. A good blanket of EMPs = no fungals. A good fungal = dead bio. It's the same kind of thing in TvP with storm. It's just the way the game works. But now I see Terrans not even trying to deal with infestors except with splitting. You can't clear the overlords out if you want to go for an early timing, since you won't have the means to deal with them at that point. Those overlord spots + queens prevents terrans from putting pressure on early.
There are a lot of differences in ghosts v HT and ghosts v infestors. For instance, ghosts are very useful in TvP outside of emping the HT. They can emp the army, or they can tank damage very well, and they have high dps against zealots with their auto attack. Against zerg, they are not doing anything, their only job is to take out infestors. Also, HT are slow and if they are caught out of position, they are completely dead. If a clump of infestors get caught out, they can fungal still save a huge chunk of them. The part that makes this even harder, usually zergs will get >15 infestors, whereas protoss usually will have ~6 with the army because infestors scale very well with additional infestors (because you want to be chain fungaling), whereas HT do not scale with additional HT. To stop the fungals, you have to kill so many infestors, instead of just a few HT.
On August 20 2012 00:56 Larkin wrote:Show nested quote +On August 20 2012 00:48 iaguz wrote:On August 20 2012 00:32 blug wrote:On August 19 2012 23:37 iaguz wrote: Ghosts were THE unit a few patches ago because snipe > Zerg. It was that simple. They had other abilities but they were just the tasty sides to the fucking 700 gm medium rare steak that was snipe.
I've tried ghosts quite a bit in my lategame and I think they are mostly rubbish. They are very bad at dealing with big infestor counts even if they cloak and get in there, and nukes are very random, sometimes amazing usually pointless. Ghosts can be really good if one of two things can occur
1) a splash of emp's .3 seconds before a zerg has to fungal and he can't disengage his army without just getting murdered 2) constant nuke harass as part of a constant aggression strategy, keeping the zergs attention spread and any drone kills relevant (I find if both players are turtling successful nukes are pointless. You killed 25 drones? Big deal the zerg can reproduce that with his huge mineral bank in like 10 seconds). Was trying to remember where I've heard of your name... You're that guy everyone calls Gimly yeah? I was at WCS cheering you on xD Yup, hehe thanks. On August 20 2012 00:29 Larkin wrote: I don't understand this complaint.
OP is essentially saying TvZ sucks because of fungal.
So get ghosts.
Ravens deal with broods, infestors, and corruptors quite admirably if you can have them on the flank of your vikings - look at MVP's play for an example. Ravens are also pretty tough. If they get fungal'd, back off. Your bio has stim, ultras and broods are slow.
I do agree that the research time of raven upgrades should be reduced. You need a lot of starports, tech labs, and upgrades before you can even build ravens for them to be effective.
Ghosts can EMP and snipe infestors, and while snipe has been nerfed it is still quite good against brood lords and pre-max upgraded Ultras.
The problem, in my eyes, lies in that Zerg can techswitch so quickly Terran can't have enough of one unit to deal with it.
Ultras - need marauders. Broods - need vikings and ravens. Infestors - need ghosts.
Terrans have been asking how to spend their gas in late game, so I don't think cost is thaaaaaat much of an issue. But production certainly is, just due to how the mechanics work.
The solution is to not sit back and allow the Zerg to get to this stage where they can tech-switch at will and exploit Terran's production style. It's to put them on the back foot, be aggressive, constantly drop and generally be a nuisance, reduce their income, and create a situation where they simply don't have the bank to tech switch constantly. Have you ever tried to use ghosts vs zerg? It's not the same as using them against Protoss. VS protoss high templars are slow and easier to snipe and they bunch up harder so it's easier to punish a sloppy protoss. Infestors are really fast and really fat and it's really hard to do this to them. EMP works on every Protoss unit so even if the HT's are chilling at the back the ghosts remain relevant unlike vs Zerg where snipe just tickles all their units and you can only emp the infestors (well I guess maybe also the queens too). It's also hard to kepe ghosts out the front of your army because thats what the broodlords will attack first. Add in tank splash too! fun. The other thing is how the army works as a whole. When you emp a bunch of protoss units you stim and run in there and the Protoss has to engage. If you emp a bunch of infestors then the zerg army tends to be fast enough it can just retreat and wait til it has energy again. This is why if you're going to emp infestors it has to be just as the Zerg is trying to engage and this is very difficult because when zerg is trying to engage you have like a thousand things you have to do all at once like split, stim, move shit, split split split some more and focus and if you have ravens and flying units you also gotta micro them. It's fucking harrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrd. Yeah man, I know it's hard. I play Terran and Protoss in equal measure, and I hate TvZ (but love PvZ). But the game is hard. It's meant to be hard. It seems easier for Zergs at the moment, for sure. But it's about learning, isn't it. I have to disagree that infestors are "really fast" - they're space buffalo. They're slow. On creep, they have decent speed. But certainly catchable off it. I think it becomes a positioning issue once again. With your ghosts in your army, like in TvP, it becomes hard because of fungal and broodlings. But if you can cloak and flank around, same with Ravens and HSM from the air, you can CRUSH a Zerg army. You take out the infestors and your bio has freedom to destroy broods and ultras with micro and stim. At times it seems that Zerg can just 1a and win while Terran is working their ass off. But then if you work and come off on top, Terran has been so cost efficient they can push their advantage. As for speed of infestors being really fast, consider the case where you catch infestors off guard. Off creep, ghosts and infestors are the exact same speed so infestors can kind of get away. They won't be chased down by ghosts. On creep, infestors have a speed multiplier of 1.3, so they can easily get away. Even if you stim bio, bio is only 15% faster than the infestor. That is not much time that you have to punish infestors out of position. Then on top of that, infestors have two escape spells of fungal and burrow to help them escape.
Now for high templar, ghosts are already 20% faster! Add in stimmed bio which is 80% faster! HT also do not have any escape spells. That is why HT caught out of position is a huge blunder, and those HT will not be saved at all. Infestors, however, are not punished anywhere nearly as hard.
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On August 20 2012 01:20 D4V3Z02 wrote: Terrans are still winning, that fact proves that TvZ is balanced. Because of that the raven change is fine, theres no need for another change.
Pretty much... MVP owning Nerchio atm in late game ZvT (Basically just won the game with a bunch of seekers on broodlords).
Apparently Ravens are useless....
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MVP putting on a show with Ravens in the late game at IEM. Check it out!
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Absolutely totally agree - I saw at IEM Cologne Bomber vs Violet set1. The whole game evolved on the one money fungal which killed all the expensive vikings. I don't understand how a spell can be so OP to do that. If you think about it, Blizzard knew about the power of fungals that they wanted to remove it's ability to affect air units - but zerg qq reverted the change.
Zergs have fungals and protoss have HTs - terran doesn't have a easy kill spell.
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On August 20 2012 01:31 Azzur wrote: Absolutely totally agree - I saw at IEM Cologne Bomber vs Violet set1. The whole game evolved on the one money fungal which killed all the expensive vikings. I don't understand how a spell can be so OP to do that. If you think about it, Blizzard knew about the power of fungals that they wanted to remove it's ability to affect air units - but zerg qq reverted the change.
Zergs have fungals and protoss have HTs - terran doesn't have a easy kill spell.
Errr... Hunter Seeker Missile eats broodlords/corrupters. Most underused ability in the game.
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On August 20 2012 01:33 blug wrote:Show nested quote +On August 20 2012 01:31 Azzur wrote: Absolutely totally agree - I saw at IEM Cologne Bomber vs Violet set1. The whole game evolved on the one money fungal which killed all the expensive vikings. I don't understand how a spell can be so OP to do that. If you think about it, Blizzard knew about the power of fungals that they wanted to remove it's ability to affect air units - but zerg qq reverted the change.
Zergs have fungals and protoss have HTs - terran doesn't have a easy kill spell. Errr... Hunter Seeker Missile eats broodlords/corrupters. Most underused ability in the game. MVP being a much better player than the one dimensional zerg players at IEM doesn't prove the viability of the ravens.
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On August 20 2012 01:31 Azzur wrote: Absolutely totally agree - I saw at IEM Cologne Bomber vs Violet set1. The whole game evolved on the one money fungal which killed all the expensive vikings. I don't understand how a spell can be so OP to do that. If you think about it, Blizzard knew about the power of fungals that they wanted to remove it's ability to affect air units - but zerg qq reverted the change.
Zergs have fungals and protoss have HTs - terran doesn't have a easy kill spell.
I know this thread is about how bad seeker missles are but Ive been watching MVP use them all weekend now and he's a great benchmark for how good something is used the best way. Guess what he's decimating groups of infestors broodlords and baneling clumps with ease with the seeker missles its really punishing the swarmyness of zerg. Terrans are learning cute new tricks this weekend and your going to see a meta game shift now with Ravens being used as the norm in later game.
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the problem isn't the raven
the problem is avilo
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On August 20 2012 00:47 blug wrote:Show nested quote +On August 20 2012 00:36 Rabiator wrote:On August 20 2012 00:29 Larkin wrote: Ghosts can EMP and snipe infestors, ... not with the vision advantage which Zerg has from Overlords everywhere and creep spread. Do remember that cloak gets nerfed in HotS to have a fixed duration with a cooldown. You dont have it available whenever you want (and the energy is there) AND you need several snipes for an Infestor, but one Fungal Growth will reveal the whole pack of Ghosts and keep them in place to be killed by Zerglings. So: - EMP: deals no direct damage and prevents damage if hit correctly - Fungal Growth: deals damage, locks down AND reveals cloaked units So please dont start saying "but you can EMP" ... only one or two Fungal Growths will be the death of the Ghosts due to revealing them and locking them down, while an EMP still lets you withdraw your Infestors ... and since the Zerg is usually the more mobile army that wont be a problem. You talk as though that Ghosts don't have snipe/nukes/cloak. And yes, Nukes are incredibly useful late game. Stop talking as if ghosts are absolutely useless compared to infestors. They are different, not worse. If you get an EMP off on infestors those infestors are useless for ages while a fungal on a group of units doesn't mean death, especially when there are 8 medivacs healing them. Also if you are losing stuff to fungals you are walking to far away from your siege tanks with your marines.
While he is understating the usefulness of ghosts and, yes, they are different: ghosts are worse than infestors. Considerably so.
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