PFs are great, but are so big and expensive that could be troublesome to place them on the right spot on time, plus you need 550/150 only to build one that is not your mining CC that usually is very far from your defences, other then that it proves itself really usefull only on the last mission... And the other missions? Not so inaluable imho; Perdition Turrets instead are small, cheap, don't cost vespene, do great AoE and can take enemies by surprise
The thing is Perdition Turrets aren't that useful at all. Too low range, too weak, and too hard to repair to be much of a threat. Going PF at least gives you that option on final mission.
Plus since All In is the hardest mission, it makes sense to upgrade your stuff based around that mission.
The problem of lurkers is that they can be easily killed if a detector is present and take care of units that are not a threat by themselves, low health light units like marines/reaper/ghosts/hellbats, the real problem are armored units, that usually have a shitton of health... Plus he has a ridiculous short range for a unit so expensive, i can't even place it behind spine crawler or he will end up hitting nothing
There are few detectors present when you are:
defending virophages with lurkers
Defending bio lanchers with lurkers
When your expansion on the final mission is under attack
Breaching the palace gate
And sure, mech units may have some health, but three or four lurkers do more than enough DPS to take even mech down.
You underestimate the value of command center reactor. CCR is like a loan, you pay more early, but you get a lot of minerals back when you hit saturation before you usually can. While it's not as good as the other option, it's not entirely useless.
Regenerative Bio-steel is also underrated as it can allow you to move out mech armies with little to no Science vessel support, which cost a lot of gas.
PF's are criminally underrated, they are large, high HP things that can block chokepoints.
Lurkers underrated, the splash makes them very useful in few numbers when defending bio-launchers, virophages or your base.
Annihilators can also get rid of air units, which means for missions with a light air presence you don't need to waste minerals on things like dragoons/phoenix's. Also they can hit while moving.
Also mothership is slightly underrated because blink gives it the mobility the other 2 don't have.
Is anyone not concerned about spectres ultrasonic pulse? I mean stunning 1/2 the opponents army instantly as terran seems pretty good. And don't compare them to disruptors, disruptors take time to connect and has significant cooldown, this doesn't.
Also, leaping banelines/splitterlings can both provide amazing value.
Raptors were like reapers for raiding and had higher damage than swarmlings. In the campaign you relied on the one revive ability to resurrect 30 zerglings at a time so it was quality over quantity. Next to early rushes who uses zerglings at all after clearing the expansion. If there was to be an in map choice it would have to be in the 50 mineral range cost wise.
50 mineral range? You know that zling/bling is one of the strategies against bio right? And that zerglings are quite often used in ZvZ?
And I think you underestimate the ability of the jump on them. Not only do they move faster than reapers, they have higher single hit damage (less absorbed by armour), higher attack speed, hatch in 7, and 0 gas cost.
And who uses them? Well have you watched the WCS finals recently?
Wraiths were good because they were in between the aa of the Viking and the anti ground of the banshee but could attack both.
Wraiths were both weaker in damage and in range than vikings and banshees. Plus they're a tech lab unit, making them even worse compared to vikings. Even in the mission they were in you were much better off building banshee/viking mix than those things.
The thing is Perdition Turrets aren't that useful at all. Too low range, too weak, and too hard to repair to be much of a threat. Going PF at least gives you that option on final mission.
Plus since All In is the hardest mission, it makes sense to upgrade your stuff based around that mission.
There are few detectors present when you are:
And sure, mech units may have some health, but three or four lurkers do more than enough DPS to take even mech down.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
@DEFILERRULEZ: Go
Mostly agree, but a few points:
You underestimate the value of command center reactor. CCR is like a loan, you pay more early, but you get a lot of minerals back when you hit saturation before you usually can. While it's not as good as the other option, it's not entirely useless.
Regenerative Bio-steel is also underrated as it can allow you to move out mech armies with little to no Science vessel support, which cost a lot of gas.
PF's are criminally underrated, they are large, high HP things that can block chokepoints.
Lurkers underrated, the splash makes them very useful in few numbers when defending bio-launchers, virophages or your base.
Annihilators can also get rid of air units, which means for missions with a light air presence you don't need to waste minerals on things like dragoons/phoenix's. Also they can hit while moving.
Also mothership is slightly underrated because blink gives it the mobility the other 2 don't have.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Is anyone not concerned about spectres ultrasonic pulse? I mean stunning 1/2 the opponents army instantly as terran seems pretty good. And don't compare them to disruptors, disruptors take time to connect and has significant cooldown, this doesn't.
Also, leaping banelines/splitterlings can both provide amazing value.
Also:
50 mineral range? You know that zling/bling is one of the strategies against bio right? And that zerglings are quite often used in ZvZ?
And I think you underestimate the ability of the jump on them. Not only do they move faster than reapers, they have higher single hit damage (less absorbed by armour), higher attack speed, hatch in 7, and 0 gas cost.
And who uses them? Well have you watched the WCS finals recently?
Wraiths were both weaker in damage and in range than vikings and banshees. Plus they're a tech lab unit, making them even worse compared to vikings. Even in the mission they were in you were much better off building banshee/viking mix than those things.
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)