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PvZ Sim City - Page 2

Forum Index > StarCraft 2 Strategy
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Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37023 Posts
December 10 2011 20:42 GMT
#21
AMAZING WORK!!

But may I make a suggestion that u spoiler all the pictures? :D
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Gara
Profile Joined March 2011
Canada435 Posts
December 10 2011 20:44 GMT
#22
This is an amazingly useful guide! You have no idea how many times I've failed a forge fast expand due to poor walloff on Metalopolis.

On December 11 2011 05:37 kcdc wrote:
This guide is woefully incomplete without an explanation of how to cancel your wall at the last minute and carrier rush.


SPESHUL TAKTIKS
paintfive
Profile Joined September 2011
785 Posts
December 10 2011 21:41 GMT
#23
On December 11 2011 02:07 ZeromuS wrote:
Show nested quote +
On December 11 2011 01:30 paintfive wrote:
http://imgur.com/a/37m5p here you go made this a while back
follows mostly what youre talking about, pylons in the back and 1x1 hole to prevent ling runbys

oh yeah, the brown grids connecting thing dosent hold true on some maps. ex: top spawn on xel.

needs the cannon or lings can pass by.
[image loading]



I really dislike forge FE on Xel naga though to be fair. The second cannon covers the mineral line from ling run bys but not the second gas. Furthermore it provides no extra protection against roaches as they are ranged units. This kind of cannon placement was awesome in BW when all you had to worry about ultra early on was lings but we need to worry about roaches in sc2 as well. This makes FFE on wide natural maps very very hard. I know the pros try to do it and like to do it but they do it for the economic edge and corner cutting they need to really eek out any advantage they can.


It's definently risky to FFE on a map like Xel or Shattered. But the 3rd is so difficult for zergs to take, I think it is often worth the risk.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
December 11 2011 01:28 GMT
#24
All very basic stuff but excellent because its most often the basic stuff that doesn't actually get explained by anyone.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Ihsahn
Profile Joined April 2010
Chile132 Posts
December 11 2011 01:42 GMT
#25
Great Post, really lots of necessary tips for starting players.
thanks!
nadaesimposibleniunawea
OxyFuel
Profile Joined August 2011
Canada195 Posts
December 11 2011 03:52 GMT
#26
This has really helped with my walls. I personally don't like to forge fe on metal and xel naga though.. I feel it's much to hard to hold roach busts and such as the roaches can just walk around the side and snipe a cannon and have a turkey shoot on the probes and nexus.
Flash | Boxer | qxc | KawaiiRice | LuckyFool | Avilo
PlacidPanda
Profile Joined September 2011
United States246 Posts
December 11 2011 04:08 GMT
#27
Awesome post! I've been having problems with my sim city on open choke maps and this will help a lot!
Squirtle Hwaitting!!
Quartal
Profile Joined April 2011
140 Posts
December 11 2011 07:48 GMT
#28
I've read this 3 times, so if it's there and I've missed it I must be stupid.... but I think you forgot to mention that buildings must border a Nexus on two hexes, otherwise lings and probes can get through.
madmax12ca
Profile Joined December 2011
Canada2 Posts
December 11 2011 09:06 GMT
#29
Awesome. Thanks for the info, Helpful for a newbie like myself.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
December 16 2011 12:56 GMT
#30
On December 11 2011 00:16 CaptainHaz wrote:
Show nested quote +
On December 10 2011 21:00 Danglars wrote:
I'd also like to state that these concepts also apply to forge expands. Here is an example of what I consider the most optimal building placement with Nexus First/Forge expand:

Knowledge that your "optimal building placement" is really just "optimal placement for spawning at 3'oclock position" will start to make you understand that it's quite the rabbit hole.

Hardly optimal per se, just a good example of building placement within a forge-fast expand.

Sad you barely touched on the build with such reliance on building placement (FFE/Nexus First). Gateway-Core walloffs is pretty wide-spread now, maybe for new players it deserves a look. But you won't find "Why would I consider moving the first cannon back?" and "Why the second cannon?" or even "Would my walloff look like this on other maps?" answered here.

Would like to ask you to re-read this:
Show nested quote +
I don't intend to teach you every possible useful building placement location (I will show a few though), but more so provide a basis that you can use to construct walls accordingly.

I agree that I haven't covered forge expand adequately and will expand more on it today. However, it makes little sense to explain every possible layout on every map since that doesn't really provide a good foundation. I will give a few examples of how to properly lay out your expansion, but ideally after reading this players should be able to kind of construct that after just looking at the natural. I just used metalopolis in this example because it just seemed like a good map to demonstrate wall offs on.

It's hard to go forward with "This is the most optimal building placement" in a thread where you seek to confine yourself to a minor role. You provide very little disclaimer as you go on to describe your most optimal building placement for Metalopolis in this position. Okay okay, that's fine, I'll concede that for sake of argument. You give an example, claim it's the most optimal, but don't go into why it is, or even hint that its most optimal in that spawn location but needs to be reworked in others. If this were indeed a mini guide on simcity, you would go into some of the questions that arise in your only-provided-example on Metalopolis. Must I restate this to clarify my point? I did read your quoted disclaimer, however, it is regrettably insufficient for any newcomer to this forum. I will separate these, hoping you will see my point.

Why would I consider moving the first cannon back?
The cannon could be moved back further as well if desired, but keeping it forward is better imo.
You invite the reader in, but never state why someone would desire this, or why you decided having it forward is the better idea. Cmon, now.
Why the second cannon? You put a big fat arrow to it on a picture, yet never introduce why it exists. Heck, I know it is to protect against harass on your mineral line, and even more defense of the Nexus and ramp. Would a newcomer, that appreciates your newcomer-friendly approach realize this? No, he/she is expected to take it on jpeg-faith, not even a word of description at all. This is to improve your mini-guide, not to insult you. To point out a lack of description of even your mini-example.
Would my walloff look like this on other maps? I must refer to my previous point to illustrate why this is a question deserving an answer in the thread. You photoshop explicitly that you want a second cannon in your example optimal FFE on Metalopolis. Yet, you do not give its reasoning for existence. How is the casual reader to skim through a common gate-core walloff to the FFE and discern the key tenets of FFE, if you pronounce no reasoning? Maybe Shakuras and Taldarim look very difference in respects to that second cannon (they do, and the reasons for adding it on these maps are worthy of consideration). Oh well, I hope you know I want your guide to be more newbie-friendly than you have made it, and think it a worthy contribution to deserve added improvement. Thanks.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
December 16 2011 13:18 GMT
#31
On December 16 2011 21:56 Danglars wrote:
Show nested quote +
On December 11 2011 00:16 CaptainHaz wrote:
On December 10 2011 21:00 Danglars wrote:
I'd also like to state that these concepts also apply to forge expands. Here is an example of what I consider the most optimal building placement with Nexus First/Forge expand:

Knowledge that your "optimal building placement" is really just "optimal placement for spawning at 3'oclock position" will start to make you understand that it's quite the rabbit hole.

Hardly optimal per se, just a good example of building placement within a forge-fast expand.

Sad you barely touched on the build with such reliance on building placement (FFE/Nexus First). Gateway-Core walloffs is pretty wide-spread now, maybe for new players it deserves a look. But you won't find "Why would I consider moving the first cannon back?" and "Why the second cannon?" or even "Would my walloff look like this on other maps?" answered here.

Would like to ask you to re-read this:
I don't intend to teach you every possible useful building placement location (I will show a few though), but more so provide a basis that you can use to construct walls accordingly.

I agree that I haven't covered forge expand adequately and will expand more on it today. However, it makes little sense to explain every possible layout on every map since that doesn't really provide a good foundation. I will give a few examples of how to properly lay out your expansion, but ideally after reading this players should be able to kind of construct that after just looking at the natural. I just used metalopolis in this example because it just seemed like a good map to demonstrate wall offs on.

It's hard to go forward with "This is the most optimal building placement" in a thread where you seek to confine yourself to a minor role. You provide very little disclaimer as you go on to describe your most optimal building placement for Metalopolis in this position. Okay okay, that's fine, I'll concede that for sake of argument. You give an example, claim it's the most optimal, but don't go into why it is, or even hint that its most optimal in that spawn location but needs to be reworked in others. If this were indeed a mini guide on simcity, you would go into some of the questions that arise in your only-provided-example on Metalopolis. Must I restate this to clarify my point? I did read your quoted disclaimer, however, it is regrettably insufficient for any newcomer to this forum. I will separate these, hoping you will see my point.

Why would I consider moving the first cannon back?
Show nested quote +
The cannon could be moved back further as well if desired, but keeping it forward is better imo.
You invite the reader in, but never state why someone would desire this, or why you decided having it forward is the better idea. Cmon, now.
Why the second cannon? You put a big fat arrow to it on a picture, yet never introduce why it exists. Heck, I know it is to protect against harass on your mineral line, and even more defense of the Nexus and ramp. Would a newcomer, that appreciates your newcomer-friendly approach realize this? No, he/she is expected to take it on jpeg-faith, not even a word of description at all. This is to improve your mini-guide, not to insult you. To point out a lack of description of even your mini-example.
Would my walloff look like this on other maps? I must refer to my previous point to illustrate why this is a question deserving an answer in the thread. You photoshop explicitly that you want a second cannon in your example optimal FFE on Metalopolis. Yet, you do not give its reasoning for existence. How is the casual reader to skim through a common gate-core walloff to the FFE and discern the key tenets of FFE, if you pronounce no reasoning? Maybe Shakuras and Taldarim look very difference in respects to that second cannon (they do, and the reasons for adding it on these maps are worthy of consideration). Oh well, I hope you know I want your guide to be more newbie-friendly than you have made it, and think it a worthy contribution to deserve added improvement. Thanks.


I believe it is not his duty to tell newbies on the reason to build a second cannon. He simply shows a picture of where to place the second cannon. His duty in this thread is to teach new players on how to sim city optimally. The second cannon can be explained by the thread on 'Forge FFE'.

Also, are you expecting him to tell you how to wall off in every single map? He only pulled a map out of the box and proceeded to show examples of how to place buildings. hug them on the walls, make 1 hex overlay etc. this is self-explanatory. After being shown on how to strategically build LEGO pieces, do you expect the instructor to show even more examples of that technique over and over again? No. It is a guide.
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
Danglars
Profile Blog Joined August 2010
United States12133 Posts
December 20 2011 11:03 GMT
#32
On December 16 2011 22:18 HaruRH wrote:
Show nested quote +
On December 16 2011 21:56 Danglars wrote:
On December 11 2011 00:16 CaptainHaz wrote:
On December 10 2011 21:00 Danglars wrote:
I'd also like to state that these concepts also apply to forge expands. Here is an example of what I consider the most optimal building placement with Nexus First/Forge expand:

Knowledge that your "optimal building placement" is really just "optimal placement for spawning at 3'oclock position" will start to make you understand that it's quite the rabbit hole.

Hardly optimal per se, just a good example of building placement within a forge-fast expand.

Sad you barely touched on the build with such reliance on building placement (FFE/Nexus First). Gateway-Core walloffs is pretty wide-spread now, maybe for new players it deserves a look. But you won't find "Why would I consider moving the first cannon back?" and "Why the second cannon?" or even "Would my walloff look like this on other maps?" answered here.

Would like to ask you to re-read this:
I don't intend to teach you every possible useful building placement location (I will show a few though), but more so provide a basis that you can use to construct walls accordingly.

I agree that I haven't covered forge expand adequately and will expand more on it today. However, it makes little sense to explain every possible layout on every map since that doesn't really provide a good foundation. I will give a few examples of how to properly lay out your expansion, but ideally after reading this players should be able to kind of construct that after just looking at the natural. I just used metalopolis in this example because it just seemed like a good map to demonstrate wall offs on.

It's hard to go forward with "This is the most optimal building placement" in a thread where you seek to confine yourself to a minor role. You provide very little disclaimer as you go on to describe your most optimal building placement for Metalopolis in this position. Okay okay, that's fine, I'll concede that for sake of argument. You give an example, claim it's the most optimal, but don't go into why it is, or even hint that its most optimal in that spawn location but needs to be reworked in others. If this were indeed a mini guide on simcity, you would go into some of the questions that arise in your only-provided-example on Metalopolis. Must I restate this to clarify my point? I did read your quoted disclaimer, however, it is regrettably insufficient for any newcomer to this forum. I will separate these, hoping you will see my point.

Why would I consider moving the first cannon back?
The cannon could be moved back further as well if desired, but keeping it forward is better imo.
You invite the reader in, but never state why someone would desire this, or why you decided having it forward is the better idea. Cmon, now.
Why the second cannon? You put a big fat arrow to it on a picture, yet never introduce why it exists. Heck, I know it is to protect against harass on your mineral line, and even more defense of the Nexus and ramp. Would a newcomer, that appreciates your newcomer-friendly approach realize this? No, he/she is expected to take it on jpeg-faith, not even a word of description at all. This is to improve your mini-guide, not to insult you. To point out a lack of description of even your mini-example.
Would my walloff look like this on other maps? I must refer to my previous point to illustrate why this is a question deserving an answer in the thread. You photoshop explicitly that you want a second cannon in your example optimal FFE on Metalopolis. Yet, you do not give its reasoning for existence. How is the casual reader to skim through a common gate-core walloff to the FFE and discern the key tenets of FFE, if you pronounce no reasoning? Maybe Shakuras and Taldarim look very difference in respects to that second cannon (they do, and the reasons for adding it on these maps are worthy of consideration). Oh well, I hope you know I want your guide to be more newbie-friendly than you have made it, and think it a worthy contribution to deserve added improvement. Thanks.


I believe it is not his duty to tell newbies on the reason to build a second cannon. He simply shows a picture of where to place the second cannon. His duty in this thread is to teach new players on how to sim city optimally. The second cannon can be explained by the thread on 'Forge FFE'.

Also, are you expecting him to tell you how to wall off in every single map? He only pulled a map out of the box and proceeded to show examples of how to place buildings. hug them on the walls, make 1 hex overlay etc. this is self-explanatory. After being shown on how to strategically build LEGO pieces, do you expect the instructor to show even more examples of that technique over and over again? No. It is a guide.

Maybe if he recommended second thread for how to FFE. I suppose you would support arrows to where structures go on a blank map? Gateway arrow here, Core there. It's not a terrible post, but it still leaves much to be desired. Explanation without justification in multiple instances.

(And no, of course I don't think he should explain every walloff. Just the principles that he introduces--Second Cannon here, etc. I hope a newcomer to the game from reading this thread can see this discussion and realize from my comments the important points that were missed and must be sought elsewhere.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Tazerenix
Profile Joined December 2010
Australia340 Posts
December 20 2011 11:08 GMT
#33
Yes! You put in information about walling the third on TDA. This is something I barely ever see protoss players do that I do all the time. It's absolutely great to defend your third from Roach and Ling attacks, and In the even that they have hydralisks you can sit behind your wall and shoot them with colossus and range. I do a 5 gateway variation (moving the wall up a few hexes) with a good number of cannons behind. Means you don't need to worry about counters nearly as much.
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