@fruitien00b said in Why I think T3 air is badly designed:
Also, a single t2 shield hard counters a strat rush.
You can hover under the shield with strat lol
Yes and I can count on one hand the amount of times I've seen that actually be pulled off after a ridiculous number of games played/watched, and if there's any aa present this kills the strat.
@fruitien00b said in Why I think T3 air is badly designed:
@exselsior said in Why I think T3 air is badly designed:
Creating an air based counter to asf means sams reign supreme in the late game. Asf blobs are useful as meat shields for strats and t4 air units, now that just makes it so that those units are virtually useless if enemy has sams and are taking away options to end the game. Not to mention a unit that kills asf blobs would also wreck a group of strats coming in.
You do realise that if your opponent is fully coverd in sams than it means he spend a lot on it and the game just progress into even later stage at the game. Its like asking for still having an option to kill acu with mantis on t2 or t3 stage.
Not really. It doesn't take that many sams (if well placed) to effectively deny strat attacks with a single strat on most team game maps, and building a lot of sams before starting game enders on high eco team game maps is fairly standard practice anyway in the late game. Perhaps ladder is different, but in ladder there are other issues if you're losing to a strat that don't have much to do with t3 air being badly designed. I see t3 gunships end high level ladder games that make it to t3 air more than strats anyway I think.