1 |
Not every unit has to be useful in 1v1/small maps/low metal density situations.
|
1 |
Not every unit has to be useful in 1v1/small maps/low metal density situations.
|
2 |
\n
|
2 |
\n
|
3 |
Impaler's huge range and extremely vertical trajectory make it useful in many situations: with vision, its the king of long-distance poking, at least of statics or units that are staying static. It generally costs the enemy a lot more attention and metal to counter the impaler than it costs to make it and use it effectively.
|
3 |
Impaler's huge range and extremely vertical trajectory make it useful in many situations: with vision, its the king of long-distance poking, at least of statics or units that are staying static. It generally costs the enemy a lot more attention and metal to counter the impaler than it costs to make it and use it effectively.
|
4 |
\n
|
4 |
\n
|
5 |
That being said, I find huge impaler balls silly, since they negate the impaler's central advantage of being easy to use and hard to counter by making themselves a huge juicy concentrated target with no capacity to defend themselves against mobile targets at all. If you want a huge blob of mobile artillery that will annihilate everything in their path, there are many better options.
|
5 |
That being said, I find huge impaler balls silly, since they negate the impaler's central advantage of being easy to use and hard to counter by making themselves a huge juicy concentrated target with no capacity to defend themselves against mobile targets at all. If you want a huge blob of mobile artillery that will annihilate everything in their path, there are many better options.
|
|
|
6 |
\n
|
|
|
7 |
I guess something like a group of 5 impalers is ok if you want the ability to insta-gib whatever they fire upon before the enemy can react.
|