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OK here comes my views on Luna the final. (since no one seems to post it) This is far from perfect but I did my best.
Position 1: Nuked better job done
Position 4: Nuked better job done
Position 7: Nuked better job done
Position 10:
*EDITED* note: OK this one is far better than the previous one. Apart from the way out of your base you need one zealot at the bottom left of the ramp or lings may go through. forge and nexus are fully protected. However there is still litle room to harass gas. (long way to go to do this) clearly the bottom canon is a little bit weak but tell me what you think of this.
EDIT: end of ninja edits or so I hope
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is awesome32269 Posts
Sorry but on some of those, lings can hit nexus because cannons are out of reach
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On November 21 2007 02:36 IntoTheWow wrote:Sorry but on some of those, lings can hit nexus because cannons are out of reach ![](/mirror/smilies/puh2.gif) y I know ITW that's why I went for only one canon. I'll update this soon but got to buy some food before everything closes.
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Position 1 layout is terrible. That nexus is toast.
I dislike position 7 due to the exposed cannon.
I don't want to be rude, but I think the luna layouts are weak. ~_~
Position 4 is the only solid sim city I see.
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thedeadhaji
39489 Posts
On November 21 2007 01:57 boudiou wrote: OK here comes my views on Luna the final. (since no one seems to post it)
Look more carefully next time, WhatisProtoss posted good Luna setups in the previous page.
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On November 21 2007 02:53 thedeadhaji wrote:Show nested quote +On November 21 2007 01:57 boudiou wrote: OK here comes my views on Luna the final. (since no one seems to post it)
Look more carefully next time, WhatisProtoss posted good Luna setups in the previous page.
Damn my bad. Dunno how I skip it. :/ feel free to nuke as much as u want.
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Here's a few reworks of boudiou's work.
Luna 5
This one is great =) The cannon isn't bothering the peons mining gas.
Luna 7
You can either place the second cannon to the right of the gate in order to protect the gas or next to the first cannon in order to protect it from an all in. The path between the gate and the nexus is lingwalkable but is quite the detour.
Luna 1
The only thing that bothers me with this one is that the gas still isn't protected. Maybe it's worth it to move out the wall. That would make it worse vs runbys but the gas would get protected just as much as the rest of your base.
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Btw, I think I've figured out the general rules for the building placement.
The internal structure of the wall should be gate above forge if they are to be placed next to each others.
The gate can be placed above obstacles and to the left of walls (not water though).
The forge can be placed above and below obstacles, to the right of walls (not water though) and to the left of walls (not water though.)
Everything was tested on the twilight tileset.
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This is how I normally wall in on peaks of baekdu. The top one, I have seen pros use, however the bottom, just is my copy. It might have some flaws.
TOP--PEAKS OF BAEKDU
BOTTOM--PEAKS OF BAEKDU
Edit: Not sure why picture doesn't show, but I'll fix it later.
Edit2: Thanks humblegar =].
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holy shit this thread is pro.
thanks
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I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun.
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On November 21 2007 19:22 evanthebouncy! wrote: I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun. Yes this could be nice to know with how much speedlings zerg can get a breakthrough that bothers protoss economy. (something like 5-6 lings or more)
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On November 21 2007 19:29 boudiou wrote:Show nested quote +On November 21 2007 19:22 evanthebouncy! wrote: I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun. Yes this could be nice to know with how much speedlings zerg can get a breakthrough that bothers protoss economy. (something like 5-6 lings or more)
3 lings is often all you need to really bother toss economy early game.. assume toss doesn't have more than 1 zealot.
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On November 21 2007 12:32 nevake wrote: ... Edit: Not sure why picture doesn't show, but I'll fix it later.
For the first image use "http://img510.imageshack.us/img510/2129/peakstopwallingk2.png", for second use "http://img214.imageshack.us/img214/7085/peaksbottomwallinzo9.png" in your tags. You get them from the "direct" field at imageshack below your image.
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Russian Federation4235 Posts
Usually, people wall-in on Peaks with their pylon on high ground. I will do Peaks later, bit busy atm.
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Ok I fixed peaks, but can someone make an LT wall-in picture xP (especially for 12 if it's even possible)
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Calgary25961 Posts
Nice. A lot of these are really good, but I think a lot of these can be improved. Specifically nevake's Peaks. You should be considering the following when you place your Cannons, in descending order of importance:
- Are they blocked in by buildings (Forge, Pylon, Nexus, Gateway) to prevent an easy surround? - Do they cover all buildings? - Do they cover Probes? - Can they easily be run by into my main?
In the top Peaks, both Cannons are fairly exposed and side-by-side, meaning they will easily die to 12 Zerglings. The top position doesn't even cover the Forge, meaning you will lose that to Zerglings. Once the Forge is gone your ramp is exposed, even though you should have Zealots by this time.
It's a similar problem for the bottom Peaks. The Cannons are exposed and not easily protected by Zerglings. This position is slightly better because the Forge isn't exposed.
There must be a better formation for Peaks. I realize it's tough because you need to have your Gateway and Forge blocking the ramp, but I think we can find (or come up with) something better.
On the top Peaks I'm not sure because that Forge is so exposed if you try to block the ramp. I would probably move the bottom cannon to the top left of the Nexus, at the very least, but I think this formation needs to be entirely redone.
On the bottom Peaks I would move the top Cannon to the left of the Pylon so it's more protected. I'd still be really nervous with that formation, and would probably use a Pylon or Cybernetics Core to block the Cannons from the top.
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I see your point with the top (but I think it's more my mistake that the cannons didn't reach than anything else, so I re did it and I think the cannons reach now). I'll try to get a different top wall-in I have seen from a replay I have (and edit it into this post).
Edit: I think this is Kal's top wall-in from one of his replays. It has a wider choke, but the cannons are further apart.
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I think the gate on the bottom spot should be moved to atop the forge. That would limit the possibel angles of approach. And I think the cannons should be moved to below nexus for better protection.
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Alright, so I'll stick my neck out and try this ![](/mirror/smilies/smile.gif)
First of all, I checked like 10 pvts with top players just now. And they don't seem to rely as much (based on those 10) on a perfect wall-in on peaks (unlike blue storm), especially not at 12.
In addition they often build only the forge and a cannon first, and they sometimes place the forge where I place the gateway (on 12), they don't have the luxury of placing it all at the same time and therefore have to choose differently. When expecting lings all of them built three or more cannons at 12, often two along the Nexus and one behind it leaving big holes otherwise, just slapping a gate under the forge. I am quite sure they have good reasons for this, but that did not stop me for trying to make something more along the lines of this thread.
Peaks 12:
Peaks 6:
Buildings and gas are covered in both positions (the gas cannot be surrounded by lings afaik here either). Minerals are mostly covered too. 12 is obviously harder to defend. With probes placed like shown the lings have to run around the Nexus (or attack).
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