Stukov P3 is too much of “just a trickle”. You don’t produce enough of a trickle until around 16 mins and even then, you’re relying on your ally or not having a map where attack waves come from diff places, where your troopers would be almost-timed out before they intercept. With P0, P1, P2 you can keep units in bunkers/banshees for a burst output (unload) when it’s actually needed, along with the slow trickle of “one infested trooper every 24 secs” per bunker. Or leave them in bunkers for sustained killing power.
What P3 really gives you is 7.5 low-mobility troopers on the map, for each 60 second interval (assuming 30 points into infested duration), per bunker. And they’re generally streaming in so it’s not like 10 bunkers gives you “an assault force of 75” troopers." You could micro them to group them together and then assault as a blob but you’ll also be losing 10 troopers every 8 seconds while you do that. And since they’re not protected by bunkers, their damage output doesn’t last their full lifetime.
Except for missions necessarily lasting more than 20 mins, and some mutators, I don’t see where this is useful. (OE, MO, ToTP are 25 minute missions, the rest can be finished sooner.)
For mass bunker strat and the random queue, I think P0 or P1 are better. Even P2 if you have the skills and APM to micro loading–>ferrying–>unloading with banshees. And since banshees can hold 16 infested, you can start with 2-3 banshees and slowly work your way up to 15. That’s not very gas heavy over a 20 minute mission. You don’t even need a 2nd starport.
PS. Stukov P2 should remove the tech requirements for the starport. We’re supposed to be using Banshees to ferry infested, after all.
In my opinion, p1 is very fun and powerful, but has a somewhat difficult time against mech terran. Also, a bad engagement is costly.
P2 is too much work for the little gain. Autocast the load and might be worth for some comps.
P3 is the strongest (imo). Midgame you should already have a constant line of forces who slowly but surely will wear down any base. Sure, time might be a bit off, but has more uses than p2 and compared to p0 and p1, has good uses against mutations.
Only P3 quirk I have is that before you get a few bunkers going, if you aren’t paying attention to Nemesis, it literally sits there and kills every single trickled in trooper for giggles. Not a big issue if you’re just paying attention, but I’ve seen this with a few partners.
Use the Psi Emitter at a safer spot, let them build up, then send them into an attack. It’s a strategic change but makes a big difference for this prestige.
You can also still make barracks to create a wave effect as well.
I am. I find that you have to move the bunkers as close to where you want them to go as you can, and since you get a lot of bunkers it can be really unwieldy.
Not really… Sure it is very good vs pre-spawn troops but on map where enemy troops spawning constantly like Scythe of Amon, it is not very good… This is further reduced on map with mutations where a lot of things counter this playstyle.
I haven’t gotten to mastery on his p3 yet but I like a lot so far. Also it’s not as if i can’t build other units. I find myself building lots of tanks and also barracks to just sit on enemy waves spawning broodlings to tank for the endless wave. I haven’t fully upgraded queens yet but I feel like they’ll be really good support for all the infested.
I really think it could do with a little buff. Maybe add an upgrade to the ICC that increases the trooper’s duration to 45sec, or have duration scale with the base ICC upgrades
Trooper’s stats are Ok, and you can easily move the bunkers closer so no changes are really necessary.
If you have trouble with keeping the troopers alive at early stage, use your summons and calldowns.
I also hotkey every bunkers just in case, then move some of them to closer proximity to where I want.
What about separate rally point for bunkers?
They would be useful for strategical methods when you have to send the infested in multiple areas in simultaneously.
Doesn’t matter people who play stukov P3 usually braindead anyway. Just keep sending troopers to die over and over because they’re to lazy to make a single overseer
Apocolisk/Alexander/Broodlings can carry easily for the first 10 minutes by which point you should already have like 3-4 bunkers up and another Apocolisk ready to go