|
![[image loading]](http://www.panschk.de/mappage/EPICA.jpg)
More specifically on EPICA. One of my favorite maps to play casually with friends is this. What kind of strategy do you guys think would be best on it? Lately I've been having problems with spawning on an island base. Even though I'm isolated early and so I can get fast tech/mass expo, eventually I just get out resourced because there are more bases on the mainland.
There are usually around 4 to 5 of us who play free for all and we're all around D rank if it matters.
|
By the way, the mineral patches blocking the naturals of the island bases contain 48 minerals each and the minerals blocking other island bases are 8 minerals
|
Protoss-island = quick robo, expand to islands, cannon up, mass carriers + appropriate support, gg.
Protoss excels long game FFA. Zerg excel early mid-mid game with mass units, mutas in air and hydras on land, Terran is good at turtling as usual with mech and praying the zergs and protosses kill each other.
|
I don't know a whole lot about FFA, especially with 8p, but would you mind uploading the map? Looks really fun.
edit: ty
|
|
I don't get why the islands have to mine 48 min at the nat to fast expand. Seems like a disadvantage when I personally would try to 13 CC everytime on the mainland.
|
Looks like a fun map. Definitely will try it.
|
I haven't played much FFA, but when I do I like to get 4 (maybe 5 in this case) base and turtle up, get all the tech so you can respond accordinagly and pay very close attention to all the players. When Im agressive Im killing someones base and I get attacked by another player. 5 people must be hectic. As for island bases heavy anti air static defence and mass either BC witha few Valks. Carriers witha few corsairs. I don't like transporting all the air units, plus if you're the only one who spawned on the island it's not too likely they'll go for you.
|
I want that map you have. May I ask you to give me that map?
This is my e-mail address. frog032@naver.com
|
On April 13 2017 17:33 ymw032 wrote: I want that map you have. May I ask you to give me that map?
This is my e-mail address. frog032@naver.com
They already put the link where you can get it. Here it is (unless the download link doesn't work, the website has crashed in the past and lost some map files).
On July 07 2010 11:01 Grobyc wrote: I don't know a whole lot about FFA, especially with 8p, but would you mind uploading the map? Looks really fun.
Here you go: http://www.panschk.de/mappage/(8)EPICA(n).scm "Every man has his follies - and often they are the most interesting thing he has got."
|
IDK about strategy, but that map is a beautiful fucking piece of art.
|
On July 07 2010 09:14 lone_hydra wrote: Protoss-island = quick robo, expand to islands, cannon up, mass carriers + appropriate support, gg.
Protoss excels long game FFA. Zerg excel early mid-mid game with mass units, mutas in air and hydras on land, Terran is good at turtling as usual with mech and praying the zergs and protosses kill each other.
I would not say that carriers in this map is gg. Yeah there are a lot of islands, but most of the map is pretty open ground where carriers suck. Sure carrier+corsair would dominate the islands part of the map.
|
2-3 expos right away, like supply>cc>cc, then tech everything ASAP (2 forge 2 core or several armories/chambers), and every tech building (archives/fleet/robo bays) and mass production buildings for every unit, like 12-14 fctories rght away, 5-7 starports, etc. (keep pumping them later) The idea is to get massive economy and a versatile base, so that you can produce every unit needed and jump to 200/200 in 1-2 macro rounds. I would easily get away with being that greedy, as 256 maps are enormously HUGE. And there aren't even 8 of you. So once more, the idea is to expand at least twice right away, tech, upgrade build a base and pile minerals. Once you see the attack incoming, jump to 200 psi to counter it. And scout scout scout. Tha's how I would play (and win) ffas back when I played. Don't worry about being crashed too, as it is very easy to rebuild.
|
On April 14 2017 20:39 shall_burn wrote: 2-3 expos right away, like supply>cc>cc, then tech everything ASAP (2 forge 2 core or several armories/chambers), and every tech building (archives/fleet/robo bays) and mass production buildings for every unit, like 12-14 fctories rght away, 5-7 starports, etc. (keep pumping them later) The idea is to get massive economy and a versatile base, so that you can produce every unit needed and jump to 200/200 in 1-2 macro rounds. I would easily get away with being that greedy, as 256 maps are enormously HUGE. And there aren't even 8 of you. So once more, the idea is to expand at least twice right away, tech, upgrade build a base and pile minerals. Once you see the attack incoming, jump to 200 psi to counter it. And scout scout scout. Tha's how I would play (and win) ffas back when I played. Don't worry about being crashed too, as it is very easy to rebuild. He asked about the island bases, which have minerals blocking expansion, so...
Also the 1 depot 2 CC build might work against certain opponents, but sometimes people do 6 pool and BBS in FFA. I am part of an FFA community where people do shit like that all the time. You have to be prepared to micro, scavenge, survive, if you take risks of that nature. In general though, taking a lot of expansions is usually a good idea; the problem is it draws attention to you because politics plays a big role in FFA. "Teal has the whole map, go kill him."
Anyway, for island base starts on maps of this nature, I agree with others in that you would want to tech to drop ASAP.
For Terran that means something like 8 Depot, 10 Rax, 11 Gas, @100 Gas Fac (you can float it to the mainland and harass people with Vultures and scout!), @150 Gas StarPort. At this point you should start your Command Center and float it over there while your Dropship is building, so that you mine out the extra mineral patch there and then you can land your already-complete CC. Rinse repeat. I'd also suggest getting air upgrades as soon as possible, probably before you even land your CC, and getting Science Facility and a second Armory ASAP so you can go BattleCruisers off of the islands. Even if your expanding options are limited and your army won't be up and running at full force for a while, they are hard to deal with in conjunction with Science Vessels (and liberal use of Comsat). They should give you enough of an edge over your combatants for you to take a hold of the mainland and consider switching to Bio or Mech (probably Bio because BC/Air is very gas heavy).
For Protoss, the above poster outlined the build roughly - get fastest possible Robotics as you did with Terran, expand liberally, and then either go Carriers or Arbiters with recall.
For Zerg, I would do 9 Pool 9 Gas 9 Overlord into Lair/Drop tech and slow-drop a Drone to expand ASAP. Zerg Air may be damaging early on, but I find it better to invest in a Nydus network and Hydra/Ling/Ultra/Defiler and use the Nydus network for offense, defense, and gaining a foothold on the mainland.
EDIT: Just noticed that your first expansion is on the same island as you? Then do all of the above, but immediately after you take a very greedy expansion The issue with there being 2 island players is that a quick drop rush can be very effective. Find a way to scout your island nemesis to make sure you're not getting rushed. Float your rax or overlord there; make an observer, whatever. A build I used to do a lot on island maps that would really fuck people up is rushing to Dropship and loading 4 Zealots in it. No one expects a 4 Zealot rush 6 minutes into the game on an island map!
|
Also the 1 depot 2 CC build might work against certain opponents, but sometimes people do 6 pool and BBS in FFA. I am part of an FFA community where people do shit like that all the time. There is guy in this community who is also a mapmaker, I played at some of his gigantic 256 maps, which have like... millions of expoes and bases are very far away from each other, so that 6 pool bbs etc would be so ineffective... But yeah, there are also 256 maps with close spawns, I should've mentioned that it's map dependant and I was primarily talking about maps with far bases. But then again, mass tech and switching to army in the last second would work best for me, that's why I shared the idea. On Islands I would expand, then make a robo/dropship/upgraded ovies and expand again. If to speak about being resourced, I'd say build new production facilities on the main land (if you're not going mass air) so that you could claim and defend your mainland bases.
|
Norway28606 Posts
spawning on island position with all races:
your first non-supply building should be a hatch or cc or nexus placed in the other expansion. Then, your goal with all races is to expand and turtle as many of the island expansions as possible as fast as possible. With terran, you basically only build command centers, turrets, goliaths and dropships until the point where you have like 5 saturated bases, while rolling out upgrades from 4 armories. Where you go from there is tricky, terran is arguably the worst for an ffa on a this large map because they are the least flexible; the units that pack enough of a punch for late game FFA, tanks and bcs, are really slow, and tech switches are really hard to pull off. But this largely necessitates that you heavily fortify all expansions and your main with turrets.
With protoss you instead want to start out with expanding as aggressively as you can while going corsairs, some cannons for defense, get double cybernetics for air upgrades. A bit later you can go triple forge for ground as well - you want to establish yourself with production facilities on the ground as well. Very unlikely that any opponents try some all out fast drop strategy so you can skimp on ground units for quite some time. Protoss is the by far easiest to play decently with in an island ffa scenario, corsairs are great, templar+cannon is a really inexpensive defense which is really hard to attack, all their spell casters scale well for late game.
You do want to have a really mixed army composition though. Corsairs for air dominance (and get disruption web), carriers so you can attack a fortified position, arbiters because cloak, stasis and recall are all great, templars because storm counters everything that counters carriers and hallucination is the best scouting method protoss has, dark archon because all three spells are fantastic in ffa. (feedbacking defilers is super important, maelstrom against devourers that otherwise defeat your sairs+carrier combo, mind controlling an scv or a drone is a game-winning move. These units are all gas-intensive, spare minerals mostly go to cannons, but if you find yourself with 20k minerals there's nothing wrong with throwing down 15 gateways on the mainland and pumping zealots.
Zerg, that's my favorite, but it's tough. Once again, start out aggressively expanding while getting double spire and enough mutas to give you air dominance. Basically make only drones+mutas until you have like 5 gas, go triple evolution chamber and get hive during that. Deny anyone else any island bases and fortify yourself nicely. Then plop down a bunch of hatcheries in your main, get all tech and all upgrades (queens and defilers are absolutely essential), and plop down a base on the mainland.
Keys are : use a lot of parasite. In FFA, people build expensive units and they keep their entire armies together. By parasiting carriers, arbiters, bcs (terrans can restore, but they rarely do), you'll manage to keep tabs on where the dangerous armies are. Then transition into inexpensive expansion harassment, attack as often as you can as many places as you can with 3+3 cracklings and defiler support. Try to plague any capital ships whenever possible, and if you're in a position where you can challenge their army (9 devourers and 20 mutas with 3-3 are legit fantastic against t or p air armies), throw in a couple ensnare so they can't retreat. Really, really important that you don't engage with a massive air army around dark archons - if you see protoss make dark archons, hydra ling are really the only functional units.
Always have defilers to defend the relevant places. Defiler+hydra and a couple lurkers is seriously difficult to attack, especially with the types of armies that dominate FFAs. What more is, you can change tech immediately, and this is something you have to take advantage of. If you battle against a terran, and he has a bunch of tanks+bcs+vessels, you're not gonna be cost efficient against that. But you can trade somewhat inefficiently and use hydra lurker defiler to hold off any advancement of his forces, and then make sure you attack his main with crackling defiler at the same time.
TLDR is; with all races, expand aggressively. Turtle some at first, while getting units that are either really mobile or good at defending. Then get the entire tech tree with upgrades and a lot of production facilities. Then use spellcasters to cost-efficiently deal damage to your opponents while defending, perhaps baiting out a counter-attack. And while zerg has zerglings and hydras that never go out of fashion, with t and p you don't really want to use the grunt units.
|
You agree to play out 4 separate 1v1s on each corner of the map. Only when your opponent has been eliminated can you leave your corner.
|
|
|
|
|