Quote from nutsophastYes you are top ten, and you have experience with 500 games.
Early game I find fire start unreliable because of range disadvantages. If the fire start is somehow viable EvO, can someone tell me because I don't know how it's viable. For air start, getting a CA just shuts them down, CA = 300 gold, Air = 400 gold. The only good thing is three earth start, which isn't even an aggresive start. I'm ranked fairly high and I've lost to people just getting lots of swords and rushing my miners, because with a large number of swords, your castle air won't do anything.
When I say turtling I mean it mid-game. Elementals do have lag, but that doesn't give them an advantage xD. Lag just makes it hard for both players.
Now for infernos, I wouldn't say that it's over-centralizing the media. Elementals aren't used that much anyway. But you guys are correct. Cast meteors and archers are either dead or gone. But without it, archers are free to just run around and rip your whole army to shreads. I wouldn't nerf the spell's stats, maybe increase meteor cost? Because this is the only thing that elementals have to counter archers.
Without meteors I don't know any other method to counter archers, maybe I'm just stupid. You mind telling me any other way to counter? I've tested many things and I found meteors to be the best.
fire start is unreliable if the micro is bad enough. With the burn damage support, and also earth unit tank, usually two swords + one archer lose to one fire + one earth, and all order units are forced to garrison after a few hits from fire. Push order player with fire bit by bit and kill a few miners, then it is an easy gg. The only two players who I can see that can counter fire start well are jerrytt and miscrits due to their good micro.
Range disadvantage is not really a problem due to health difference and damage difference. If ele player is smart enough, he should keep the fire behind and remain a fixed distance to prevent archer kiting.
And I honestly laugh when I see "Elementals do have lag, but that doesn't give them an advantage "
Also, elementals do not have lag, just the replays lag. If there is lag during the game, then is the player's internet problem.
I found the joke quite funny when I saw someone said "Lag makes hard for both players, so I won fairly even 1500 ping lag"
The point is, order does not allow any single mistake or delay in early game, while elemental can tank more than 10 hits with earth and fire in early game.
That means if there is delay, if the early archer of order got caught by simply earths, or die from two hits of fire, then auto-gg . Not even a chance to win.
Yes,Lag makes it hard for both players, but the one who plays order is 10 times harder and vulnerable to lag in the early game.
Archers need much more kiting and micro than fire and airs, while like 1/3 health of fire and air. Swords have low health compared with charrog and disposable upgraded scorpions.
For the mid-game you said, if elemental cannot win within 6 mins, basically the ele player easily dies. Early game with either tree ma ss or charrog rush, or even an early tower spawn simply rekts order easily.
For inferno, I am not sure about others, but I used it almost every game against top order player, and it is no doubt strong caster. But considering high cost of inferno, I think inferno is fine with his nice ability
Counter archers are not a big deal in the early game, earth rush and fire shuts down any archers. The proper way to stop archer is to kill one by one before more are built. Two trees can instant kill archer, charrog rush , cycloid spell. and scorpions upgraded poison. All these easily deal with archers.