I'm still allowed to point out stuff like the center having double gas though, right?
What's viable on Battle Royal? - Page 4
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scwizard
United States1195 Posts
I'm still allowed to point out stuff like the center having double gas though, right? | ||
Grobyc
Canada18410 Posts
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scwizard
United States1195 Posts
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Grobyc
Canada18410 Posts
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MasterReY
Germany2708 Posts
That rule is used most of the time already and i don't see why people don't use it all the time 8rax = rax with 8 supply 8 rax = eight barracks (without a space, it kind of belongs to the word so it determines the sort of it) | ||
EtherealDeath
United States8366 Posts
FBH/Savior spoiler + Show Spoiler + note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it. | ||
SpiritoftheTunA
United States20903 Posts
On April 20 2009 06:29 MasterReY wrote: to be honest i think you should always use a term WITHOUT a space like 8rax to refer to the supply count when the rax is built and a term WITH a space for the number. That rule is used most of the time already and i don't see why people don't use it all the time 8rax = rax with 8 supply 8 rax = eight barracks (without a space, it kind of belongs to the word so it determines the sort of it) naw i see "6 fact push" as 6fact push all the time its more of a common sense thing | ||
MasterReY
Germany2708 Posts
On April 20 2009 06:33 SpiritoftheTunA wrote: naw i see "6 fact push" as 6fact push all the time its more of a common sense thing ofc its common sense, but why shouldn't it be like that additionally? there are alot of things that are common sence but there are rules for it anyways (in grammar of a language or stuff) | ||
SpiritoftheTunA
United States20903 Posts
On April 20 2009 06:34 MasterReY wrote: ofc its common sense, but why shouldn't it be like that additionally? there are alot of things that are common sence but there are rules for it anyways (in grammar of a language or stuff) takes too much effort; its pretty hard to completely standardize any kind of shorthand | ||
scwizard
United States1195 Posts
On April 20 2009 06:32 EtherealDeath wrote: wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time. FBH/Savior spoiler + Show Spoiler + note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it. Oh I didn't notice that. It's definitely a much shorter distance than on Heartbreak Ridge for instance. As far as I can see, it looks like mutalisks can go back and forth but the marine's can't, because not only is the distance too long, its also very slightly curved. Does a terran need to be able to transfer marines back and forth to beat mutalisks? Or is it possible to have each base be a seperate turtle? | ||
SpiritoftheTunA
United States20903 Posts
On April 20 2009 06:46 scwizard wrote: Oh I didn't notice that. It's definitely a much shorter distance than on Heartbreak Ridge for instance. As far as I can see, it looks like mutalisks can go back and forth but the marine's can't, because not only is the distance too long, its also very slightly curved. Does a terran need to be able to transfer marines back and forth to beat mutalisks? Or is it possible to have each base be a seperate turtle? against 2hatch mutalisks, there's literally no way to have enough marines and turrets to cover both bases with static marines and turrets by the time the first mutalisks hit, so you have to move them around. | ||
scwizard
United States1195 Posts
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Chill
Calgary25938 Posts
The problem isn't the first six Mutalisks, it's the fact that Zerg will be continually adding more Mutalisks and poking around, dealing damage in any hole in your defense. As such, your defense needs to be somewhat united and you need to be able to merge and split armies as necessary. Further, if there is no possibility of a counter attack whatsoever, Zerg can invest everything into Mutalisks and expansions, giving him more Mutalisks than usual and compounding the issue. | ||
Hot_Bid
Braavos36362 Posts
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deathgod6
United States5063 Posts
On April 19 2009 23:53 niteReloaded wrote: I don't see why not. This gas blocking thing.. it's not one of those hacks mapmakers use, it's a normal thing in BW. So if you can build a refinery there, the choke WILL reopen. (unless they made the gas unbuildable like someone mentioned) lol... if you could simply rebuild the gas then it wouldn't be that big of a deal if your opponent killed them. Map makers aren't that dumb. | ||
scwizard
United States1195 Posts
EDIT: Err, Flash can probably handle things. The skill gap between the players is really wide in that case. | ||
thunk
United States6233 Posts
I think wraith builds might be a popular option here. It gives you the mobility to take on mutalisks but I don't know how it would fair against hydra builds. It would put zerg on the defensive so you could both defend against mutas and take your nat, and then you might be able to stall for enough time to break out and cause some damage. The map is just so troublesome. Just the map and the initial short air distances reminded me a lot of Raid Assault so Terrans started using Wraiths on that map so I think that might have a chance of being the highest probability build on this map too. On April 20 2009 06:32 EtherealDeath wrote: wow the distance from main to nat on this map is just crazy, all on flat open ground. Whatever the solution is for terran/protoss I think will have to do something about the distance between nat and main, since if you could somehow secure your nat and main in a not too long period of time. FBH/Savior spoiler + Show Spoiler + note that FBH lost his nat, as his turrets were really spread out, trying to cover all that ground. It seemed though that the vulture timing allowed FBH to prevent the second assim from dying, so if there is a way to protect both main and nat, you could then transition to pure bionic and just dropship across the gap, if the zerg kills assims later. But again, how to secure both bases on that map.... I dunno, and I have no idea how you could 1 base on that map without getting overrun by a zerg having free control over the rest of it. More FBH/Savior spoilers + Show Spoiler + Yea, I was really impressed by how FBH played, and I'm not an FBH fan. He got beat really badly but his decision making was really not that bad for how his planned vulture harass didn't pan out and how he was locked into using slow golaiths to catch fast mutas over that large of a distance. That gol han bang was reallly his only chance | ||
bioboyAT
Austria1762 Posts
On April 20 2009 06:05 Grobyc wrote: scwizard, you should stop posting in this thread and giving advice, because you aren't 100% sure what you are talking about. Trust the forum veterans, you ideology doesn't work the way you think it does. yeah it is just plain annoying the way he explain things, the way he thinks he is so damn right, the way he thinks he knows something about sc but actually has no clue at all and the way he writes. just annoying to discuss things with this guy. | ||
scwizard
United States1195 Posts
Hmm, how would things turn out of the terran mined out that patch earlier in the game, before zerg got mutas? How badly would it screw up timings? bioboyAT: sorry. I'm trying to change here. I hope this post doesn't give the impression that I think I know everything about sc. | ||
s_86
United States191 Posts
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