Quote (Cpt_Ghost @ Nov 8 2012 02:54am)
Want a replay of mine where i shot emps right in the middlle of fourteen infestors and there still remained energy for enough fungals to deal with my army? That was the last time i tried using ghosts against infestors even though i was very confident in my bio plays for my top tier splits n agressivity, but i just changed i switched to mech tvz for a more stable play. With enough siegetanks focus firing infestors won't even get into range. Meching has brought a nice boost to my wlr ratio against my high z friend, it was definitely a good decision. (main conclusion is that the infestor is too fucking fat to be worthwhile emping)
Sure. If you've still got the replay I'd love to watch it.
And yes, I AGREE, tanks are another wonderful way to counter infestors (and the primary way to do it, for most games). But ghosts can come as an unsuspected surprise if combined with a marine/tank force. 2-3 good EMPs can literally end a game if the Zerg doesn't expect it.
Quote (Cpt_Ghost @ Nov 8 2012 08:05am)
It may be only me, but i don't like half solutions, if i want to shut down something, i want it to be shut down. So as long as I don't go pure bio it's not worthwhile going ghosts before the superlategame, where nukes can be gamechanging. (There it's quite enough just to produce ghosts off from 1 rax) And I didn't even mention that it can be extremely risky to use ghosts and only rely on them since you can just lose them before you could kill or shut down anything. Wasted supply and resources.
They are a big gamble. Losing a huge chunk of ghosts is a large gas investment lost that could have been put into tanks/upgrades/vikings/banshees. Used in moderation (3-4) they can provide a potentially game-changing play for little risk--but be careful relying on ghosts too much because if Zerg sees them/dodges fungals/ you randomly miss micro you can throw a game. But I suppose that's true of any race's spellcasters, just like the first set of Life vs Flash at MLG where Life threw away the first game by suiciding infestors.
Quote (dwalk1989 @ Nov 8 2012 10:36am)
meanwhile taeja and flash actually build ghosts in tvz and bard is right and all of these low master retards are wrong
Let's not make this a fight, we're all here to learn more and I'm 100% positive that these guys have a LOT they can teach me as well.
Back on the topic of improvement, in a mech TvT when is a good time to start the transition to sky? How many bases/how much gas banked? How many starports should be made?
This post was edited by BardOfXiix on Nov 8 2012 11:52am