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I was in the middle of finding optimal placements for buildings when the server went down T_T. So I only did 2 maps for terran so far.
Some maps like desert oasis, LT, or whatever are just too open to really put stuff like this into use. But you can still place a few structures towards the sides to see them coming and react. Or at the least place some good blocks around the mineral areas.
But for a few maps: Steppes of War, Kulas Ravine, Scrapyard they have limited edges of the main bases from which Reapers can get in. So these are the ones I was focusing on.
Feel free to add to this from other races, maps, etc. Also since the game is still new, I'm going to point out again that rally points can be placed any direction and units will spawn respectively.
(The open spaces can eventually be lined with depots, but that is where your force will be collecting and be pretty safe.) SY: Right side:
doodad helps block here
this side is already defended pretty well by the narrow corner, doodad, ramp just the barracks there is all you need.
Left Side: (this side is much more open)
Again doodads helping out.Depot can be subbed for a lab/reactor and really we are just blocking the corner here (other depots are later on like I suggested earlier)
The towerish doodad near the ramp is helping a little here.
SoW: Top side:
factory could be barracks ofc. line with depots for eventual defense. Depots and barracks towards the bottom (and in the next SS at the top).
This base is the most efficient walling of all imo, I like how smoothly it all fits with labs etc. This spot can actually be done by the time the first reaper is out.
Bottom Side:
Tech lab and depots again here. (line the rest as the game goes on ofc). Again, This spot can actually be done by the time the first reaper is out.
This part is kinda tough, but eventually this is what you should be going for. The uppermost depot here can be semi surrounded.
More to come hopefully.. KR: BS: DO: Metal:
2v2 SP: TF: LT:
And maybe I'll add some natural expansion placements as well.
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I've been thinking of the exact same thing Tho marauders or even just marines shuts them down so easily so I don't think it's worth it?
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Does this type of SIM city affect things like the colossus climbing walls?
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It seems risky to put down your buildings down like this, especially vs terran who can wreck havo with marauders and tanks.
Still very ice OP could beccome very ueful very soon =)
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On February 26 2010 09:27 ziggymondais wrote: Does this type of SIM city affect things like the colossus climbing walls? collosus walk over most units and small structures afaik and before anyone asks, stalkers can blink over structures up walls but reapers cant.
On February 26 2010 09:28 Teejing wrote: It seems risky to put down your buildings down like this, especially vs terran who can wreck havo with marauders and tanks.
Still very ice OP could beccome very ueful very soon =)
TvT doesn't really need a wall since all units are ranged anyways. So placing first structures to defend reapers IS OP.
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I don't know about his. If the reapers get vision they could take out a lot of your supply from the low ground very fast. I am leaning towards the other tactic people here have mentioned of not walling-in and keep your buildings closer together in TvT to make it easier to defend them all. But then again... I don't have beta *cry*
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On February 26 2010 09:34 DeCoup wrote: I don't know about his. If the reapers get vision they could take out a lot of your supply from the low ground very fast. I am leaning towards the other tactic people here have mentioned of not walling-in and keep your buildings closer together in TvT to make it easier to defend them all. But then again... I don't have beta *cry* Only way they would get vision is to use a floating barracks or scans. Both of which are not very efficient early on. The main purpose of these is to have your opponent unknowing jump up and get stuck, so you can blast them undefended as they jump back down. Also, marines have 5 range and reapers have 4.5 , so they can actually outrange them with these walls if they decide to stay and target a depot.
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I think it's better to just counter the reapers with reapers on high ground or just go marauder first.
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On February 26 2010 09:44 Psyonic_Reaver wrote: I think it's better to just counter the reapers with reapers on high ground or just go marauder first. obviously the unit counters are the main goal here, but these placements are just added defense or net to kill his reapers should they try to get in. Additionally, later games if your force is not around, or you are not watching. This could help immenesly.
I really don't see a point to not build your structures in this way.
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This is completely worthless. Reapers suck vs anything that isn't light and you're making your buildings super vulnerable to any ranged unit. You also are giving up a simcity inbase to deal with drops/harass like helions. If you can't deal with a few reapers you're doing something REALLY wrong.
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Aotearoa39261 Posts
On February 26 2010 09:47 Floophead_III wrote: This is completely worthless. Reapers suck vs anything that isn't light and you're making your buildings super vulnerable to any ranged unit. You also are giving up a simcity inbase to deal with drops/harass like helions. If you can't deal with a few reapers you're doing something REALLY wrong. That and investing a shit ton of resources into a wall which probably won't be ready by the time the first few reapers are on the way...
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On February 26 2010 09:47 Floophead_III wrote: This is completely worthless. Reapers suck vs anything that isn't light and you're making your buildings super vulnerable to any ranged unit. You also are giving up a simcity inbase to deal with drops/harass like helions. If you can't deal with a few reapers you're doing something REALLY wrong. what? last I checked TvT had the same choices of units. (your range argument is retarded) Plus you have LoS being uphill, he has to scan or use a barracks/air unit to see. Simcity for hellions? wtf are you talking about.
Guys, I never said these will be done by the time the first reaper arrives. IT IS JUST AN OVERALL PLACEMENT GUIDE.
Jesus christ, take it for what it is. Stop being such nitpicky faggots.
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I like the idea of trapping them between the cliff and your buildings once they get up there. You can then snipe them and they have no other choice than turning back. Otherwise, like others said, you can get your buildings sniped from below with tanks.
Also, your base looks very empty lol
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this will hold up against random public players in public games, but in any real competition you're just making yourself prone to drops. not to mention while you're building this, your opponent has the option of just going something else which means you wasted placement.
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I have to go with Zealot here. If I was Terran and I saw my opponent going this, I'd switch up to Mech play or something and I could just terrorize him with Siege Tanks and even some air units if I dare choose. Most likely marauders though.
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In my experience TvT consists of reaper/marine/marauder to start. Maybe some hellion. Then either air: banshees/drops - or tanks w/turrets. Vikings generally are just used defensively. Then thors or BCs.
So, as you are going along this normal build thinking of all things and scouting. I don't think it hurts to place your structures like this as the game plays out.
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this is so pointless lol, just make marauders and you won't lose anything to reapers
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Nice thought, but I don't think it would work out
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Invitation for ur opponent to make Banshees, u better be going air/thor if ur doing this or half ur depots are free kills ;o
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This is really creative. Good job man.
I guess the downside is that it makes your buildings vulnerable, but it would be a great option for maps where reaper harass is really strong.
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