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Like you said, in 1vs1, emp is highly situational. So many players don't expect it and start shouting when their "sure strategy" starts to crumble. But in other matches, where you don't need it, the emp user often wishes for that one other upgrade they had to take out (well, at least I do).
Also remember, that if unit with EMP dies or shots don't connect, - it's no longer EMPing anything. You've mentioned Stormcallers, which are high range AOE Artillery unit, which is very strong on it's own. That's why Anti-Missile devices and anti-missile tech on Sabers and War Factory exist. No rockets connecting, - no damage, EMP is useless.
If you watch high mmr games, noone spams EMP ever. It's a very niche technology for a narrow range of moments.
One of the reasons EMP exists is because certain units such as Steel Balls have the potential to "run away" with the game. You give them range, some levels and hp drain and they might be unkillable unless you can turn off their techs.
In the same situation you could buy into a unit you have not been using - let's say wasps and you buy EMP on them. Now the steel balls might die very quickly if they cant health leech. You spent money to make me spend money and that's a balanced trade.
This really is the tell that EMP is fine. It's something you have to plan for when you're trying to rise in the MMR ranks. A number of low/medium ranked players for example love to spam Arclights; yes they can carry but they become worthless if they get hit by EMP. That's part of what keeps units balanced.
EMP even has a balanced place in 4 player FFA because the boss units come with 3-4 abilities and they are much weaker if you can turn those off.
Can you guys elaborate? I can't seem to figure out why EMP is better against someone who only techs a single unit type than someone who techs all their units. Won't the EMP take out the tech of whatever it hits?
But in a crude way, turning off 1200 worth of tech produces more value than turning off 300 worth in tech, in theory.