Terran teleporter of death! - Page 11
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Chairman Ray
United States11903 Posts
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peckham33
United States267 Posts
On September 23 2010 06:15 GulpyBlinkeyes wrote: Hilarious and amazing. Finally I can mitigate that long rush distance on scrap station without wasting my precious time breaking down those pesky rocks. Thank you Morrow! or you can just end a line of bunkers at or past those "pesky rocks". ![]() ![]() | ||
aztrorisk
United States896 Posts
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NeWnAr
Singapore231 Posts
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Nirvash
Germany1 Post
I don't think it will work in a real game, but its funny indeed. | ||
RickOrShay
New Zealand132 Posts
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peckham33
United States267 Posts
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eazo
United States530 Posts
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GathFox
United States58 Posts
Also someone should make a tight bunker loop and see how units warping through it endlessly *cause its a ring* affect possible damage outpu? Im thinking maybe a slower more spaced out bunker crawl could be viable though, using the munkers first to secure territory away from your base and using the bunker warp aspect later as an extra benefit to the strat since you dont need them all tight together anyway. Let us now bask in the glory of the Iron Nydus Network of the Terran Dominion! aka the morrow train. *made those up myself* | ||
KiLL_ORdeR
United States1518 Posts
Other than that, i think this is a pretty epic troll ^^ | ||
LuDwig-
Italy1143 Posts
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Mastermind
Canada7096 Posts
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peckham33
United States267 Posts
On September 25 2010 16:26 LuDwig- wrote: useless but indeed real cool XD not useless, but it's uses may be very small. (just looking cool is a use!) | ||
peckham33
United States267 Posts
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KirbyToss
Canada21 Posts
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Uranium
United States1077 Posts
On September 25 2010 15:26 GathFox wrote: In its current form while a funny novelty i dont think it could see much use. Im gonna test some variations of it that involve maybe having teh bunkers 1 bunker space apart and see how fast it is. Hopefully i can gauge various cost over efficency versions of it and then try to think of ways you can apply this. Also someone should make a tight bunker loop and see how units warping through it endlessly *cause its a ring* affect possible damage outpu? Did you read the thread? I posted a video that incorporates both of those things on page 9. | ||
Chronopolis
Canada1484 Posts
On September 21 2010 13:05 Uranium wrote: OK I created a real Teleporter Wall of * DEATH* Bet you never saw a Bunker shoot this fast: Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D MorroW, if you could link this in the OP that'd be awesome... HOOOLY SHIT, Now that I can see lategame potential for. Loop it around 2 bases that are close to each other and you have 360 protection at all angles. | ||
Uranium
United States1077 Posts
On September 28 2010 03:58 Chronopolis wrote: HOOOLY SHIT, Now that I can see lategame potential for. Loop it around 2 bases that are close to each other and you have 360 protection at all angles. Yep, and the best part is - if they block the exit of one of the bunkers or destroy it, all the Marauders will spill out immediately to that point as you mash D, so it serves the original purpose of teleporting your units as well. And Terran is usually limited by gas in the late game (I usually have 1k+ minerals in late game cuz of MULEing), so you can easily turn those minerals into defensive protection/mobility. AND if you want to reconfigure/expand your bunker network, salvage is 100% cost effective. So you can just keep on adding bunkers with a few turrets covering them and protect a whole bunch of bases from harass in the late game. Run the bunker line behind your minerals even - take that, drops! | ||
Marahumm
United States98 Posts
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Moa
United States790 Posts
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