Here’s the thing. I never see this ability used at all. Then again I rarely see mecha ultras used on Stetmann at all but that’s symptomatic of people just Not Playing Him.
Vectored Burrow Charge is an incredibly good ability. It does 50 damage to all ground units in an area and knocks them back. This has an alarming tendency to evaporate everything touching the ground whenever I use it. The ability to upgrade it into an anti-mech stun is even more nice, and it rips apart terran mech and robotoss comps.
3 Likes
The micro tends be to a hurdle for the effort required, especially amidst the chaos of battle.
1 Like
Just bind it to rapidfire, press tab to select ultras, and then spray and pray. It works.
1 Like
I use it from time to time vs anything mechanical. The problem is that Stetlagg is ridiculous, and all the siphoning beams from the ultras add to the problem.
I really wish Stetlagg wasn’t a thing. :u
2 Likes
Read: amid Stetmann’s 0.5 FPS.
2 Likes
i have a pretty bad laptop and still manage to use it, it’s definitely worth it
1 Like
I manage to use it, too. Doesn’t mean that all that lag doesn’t frustrate people you’re playing with.
1 Like
BTW, for those who struggle with Stetlag, have you tried SC2 on Geforce Now? It’s free for up to 1 hour per session.
Edit: Just started trying it the last few days, and input lag was a lot better than I expected.
It has the same problem that affected Zeratul and caused all the crying after his well deserved Cannon nerf, people tunnel vision on the Imba strat that works wonder and requires zero effort or skill, on stetmann case that build is called mono infestors, even if his other units are amazing aswell
Huh? From the description this ability sounds very weak.
It’s a good ability, especially against mechanical units.
If you are going for Ultra/ling with Stetmann, you are only microing Gary and Ultras, so it’s no so bad for control.
Yeah that’s the thing, most good builds with stetmann rely on two caster units: Super Gary, and the other ones. HydraLingUltra, HydraLingLurk, CorruptorLingBane, Mass Battlecarrier Lord, Mass Infestor.
The best part is that most of these caster units have selection priority, so all you have to do is press tab once and you got your abilities. Also of course put the abilities on rapidfire but that should go without saying.
It really isn’t you gotta try it it’s SO GOOD.
If the ability only stun and deal damage, i can understand why it’s good. However, knock back units are a big “no”.
They just mess up a perfectly good group of units. The scattering enemies will now be placed in a much larger area which isn’t idea.
Compare this to when it doesn’t knock back. 4-5 ultra can charge right in the middle and deal 200+ damage to the entire group, instead of scattering them around.
Still 50 damage per charge is ok, Maybe?
1 Like
With Zerg isn’t it often a good idea to increase the enemy’s surface area though? After all, melee units are generally restricted by how many can hit the enemy at one time with the army sizes we have in Co-op.
My personal way of looking at it anyway, the lag tends to make it difficult for me to use charge with them myself.
I am not sure though. If you have a group of banelings around then may be. Otherwise, keeping them in group will allow Ultralisk to Cleave them better.
Why not? Most zerg strats do better with more surface area to attack.
I… Think you either replied the wrong guy or misread what I said. Because, yup, that was my point.
Fair, I was thinking of Zerglings when I was talking about the surface area. Really depends on the ratio of Ultras and Lings, doesn’t it?
It also depends on whether your lings are ahead or behind the Ultra.