I'm new here, you may have played against me and my friend Phoenix (I recognize some of reccurent names here ^^)
And I'm here to talk about many points.
First of all I don't understant why infest and high templar gets countered that hard against a gohst. (carefull here. I understand why a gohst counter them.) but why can he use 2 emp in less than 0.1 sec to kill them.
The fact that he can snipe and remove their energy is (in my opinion) way enough. cause then your HT or infest are not worth the mineral you invested in.
But the fact that he can kill them form a very long distance (further than a feedback or a drain) amost instantaniously and there isn't much to do about this... except making a gohst and try to emp him first...
and there is nothing you can do to protect your infest or high templar from this kind of use of a gohst. except putting him out of range of the EMP (witch is extremly far and also mean that you won't be able to kill any unit with it).
A high templar or an infest demands 1 000 minerals of investissement to start earning money from it. (for the range, and damages) price of the infest or high templar excluded.
Where your ennemy only have to buy a gohst to counter you without question witch cost him 400 minerals
Thing is, how ever good you are at keeping it alive if he have a gohst and use the 2 ultra fast EMP you just can't get money from you hero.
In an other hand, I had to fight guys that made 3 hydras each (with attack speed upgrade).
And in that situation, snipe one of the 6 hydras don't make any difference and I had to abuse of the EMP to damage them all and be able to win (with 2 gohsts and 4 good EMPs)
so I don't think that removing the damage from the EMP is the key but definitively something to work about.
this being said,
I also wanted to talk about the drop merc marines.
I think it's a wonderfull thing that may be put at a lot of uses, like adding some mens to your low army cause many players attack you all the time, or correcting a bad surround for your troops, get a lone merc / hero.
It's a very good strategy card to have in your hand.
BUT many players only uses them to snipe merc building when you pulled most / all of your army with you. or even snipe your command center ! ...
This is just frustrating.
And I think that there is a nice (easy ? ) way to stop is to limit the merc marine drop to anywhere on the map except an ennemy base.
I also wanted to ask it it was normal for 2 gohsts to be more usefull, cheaper and effective than a nova (they also gove less money when they got killed) but I saw that an other post talked about it already. So if it's already discussed, no need to argue about it.
At last I wish to talk about the different upgraded marine spawn:
Tychus : I don't really know what is his purpose in life cause nobody plays him. I think he gets some splash damage (and attack speed ?) in exchange of range.
Raynor : He gets a bit of range and damage in exchange of attack speed.
double spawn : well alright.
Tosh : gets his HP in Shield and + 1 armor and + 1 shield armor. in exchange of ???? Maybe I missed something just please tell me
And I think we're done here. I'm really open to discussion, and won't just go like "need to remove marauders !"
I'm really pragmatic ^^
PS : My friend wants me to ask about the return of the tempest that he loved ^^