Why CC before rax?
Fezvez's' Co-op guide and hero review - Page 39
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rogerkitkit
18 Posts
Why CC before rax? | ||
ChaosOS
United States68 Posts
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Amui
Canada10567 Posts
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Tuczniak
1561 Posts
With Vorazun's build I don't know. I did two cannons to clear expo. But it might not be the best. It's the most eco, but it might rely on the ally to deal with the second (third?) wave. I have all still points on starting energy, with my style I don't need faster upgrades or production that much. | ||
rogerkitkit
18 Posts
On October 19 2016 19:13 Tuczniak wrote: To get more scvs. And the build fits better. But I haven't done testing to compare economy. With Vorazun's build I don't know. I did two cannons to clear expo. But it might not be the best. It's the most eco, but it might rely on the ally to deal with the second (third?) wave. I have all still points on starting energy, with my style I don't need faster upgrades or production that much. My build now is: 1st gas Barracks (tech lab) 2nd gas Then as soon as tech lab finish, marauder can be out to clear the rocks | ||
PinoKotsBeer
Netherlands1385 Posts
![]() Great hero. | ||
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monk
United States8476 Posts
On October 19 2016 12:44 PermaScrub wrote: What's the best opening build for vorazun now? I'm going for 4 quick stalkers but is there any better way to break the expo rocks quickly? The guardian shield nerf was a bit of a blessing in disguise since now you can actually replace zealots with higher tech units at a reasonable rate once you max out. Still a bummer for mutations but makes regular coop a bit more fun. Dark Pylon Gas Gas Gateway Dark Pylon Core Break Rocks with Shadow Guard Gas Gas Nexus | ||
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monk
United States8476 Posts
I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits). | ||
rogerkitkit
18 Posts
On October 19 2016 21:59 monk wrote: I've been opening Marine/Goliath/Tank/Raven every game with great success. Her best unit is the Tank simply because of Spider Mine spam. Raven is also amazing mostly for being undercosted. Later on I replace my Marines with Ghosts vs certain waves, because Ghosts are very supply efficient but not cost efficient. I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits). Are tanks really that great? I mean...spider mines seem so difficult to be used correctly in offensive maps. And since there is a limit on supply, i feel like units that can do both ground and air would be more desirable. So I basically go for marines/goliath/liberators/raven If ground pressure is too high, I guess Banshee would be better than tanks? | ||
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monk
United States8476 Posts
On October 19 2016 22:34 rogerkitkit wrote: Are tanks really that great? I mean...spider mines seem so difficult to be used correctly in offensive maps. And since there is a limit on supply, i feel like units that can do both ground and air would be more desirable. So I basically go for marines/goliath/liberators/raven If ground pressure is too high, I guess Banshee would be better than tanks? Are you aware you can deploy mines on top of enemy units and they explode immediately? | ||
GamerJatt
63 Posts
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ChaosOS
United States68 Posts
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GamerJatt
63 Posts
Set 1: Nuke/Decoy cooldown reduction; Ship Bomb strike cost reduction Set 2: Nova attack speed increase; Units attack speed increase Set 3: Nove Energy regen; Units life regen | ||
DrSeRRoD
United States490 Posts
http://prnt.sc/cw0q4p | ||
imJealous
United States1382 Posts
2 gas Barracks Tech Lab, Factory, Engineering bay Marines, Nova sight upgrade, Stim pack, Starport CC and Start working on the expansion rocks... By the way, Nova's sabatoge mine does 400 damage to the expansion rocks so use it while killing them. Particularly useful on expansions where both gasses are next to each other because you can usually hit both gasses and the CC blocker rocks for a total of 1200 damage. I might start opening Marauder in stead of Marines if I wanna get a faster CC, saves some minerals and they should kill the rocks faster. I just worry that they might die to the fast zergling attack timing that hits before nova is out. On October 19 2016 23:03 monk wrote: Are you aware you can deploy mines on top of enemy units and they explode immediately? Hmm... I haven't tried this yet... Sounds fun but I would worry about getting tanks killed as I charge in. I've been going bio with heavy ghosts against zerg, banshees against terran and protoss ground based enemies, and goliaths vs terran and protoss air based enemies. On defensive maps I mix in tanks, on offensive maps in mix in more bio. When facing any kind of infantry based army... terran bio, protoss gateway units, roach hydra, and especially especially ling/bling I just a-move my army and mostly focus on microing Nova in assault mode. Her shot gun attack + Q ability instantly wipes out waves of weak enemies even better than Alarak's E and on top of that it has no cooldown! There's an energy cost but its still more frequent than Alarak's ability. | ||
GamerJatt
63 Posts
Nova defense buildings are pretty strong and a good mineral dump while fast teching to Starport. | ||
Rizare
Canada592 Posts
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ChaosOS
United States68 Posts
Set 1: Both seem pretty meh, but griffin strike cost seems better just due to how rarely I found nuke/decoy all that useful; Plus they have super long cooldowns and even -30s doesn't seem that impactful compared to saving thousands of minerals on griffin strikes Set 2: Combat unit attack speed. Nova is mostly useful for snipe/shotgun blast, I never found her autoattacking stuff that much. Set 3: I'm trying unit life regen, but with the triple stack of raven abilities her army regen is pretty good so I can see the argument for nova energy | ||
APurpleCow
United States1372 Posts
The build is: Refinery -> Rax -> Refiner -> Marauder -> CC. I find that I'm almost never using Marauders, Hellbats, Banshees, or Liberators, though the first two I make sometimes just to dump minerals. Anyone have thoughts on these units? On October 20 2016 15:27 ChaosOS wrote: So I've got Nova to 15 now, so it's time to debate masteries Set 1: Both seem pretty meh, but griffin strike cost seems better just due to how rarely I found nuke/decoy all that useful; Plus they have super long cooldowns and even -30s doesn't seem that impactful compared to saving thousands of minerals on griffin strikes Set 2: Combat unit attack speed. Nova is mostly useful for snipe/shotgun blast, I never found her autoattacking stuff that much. Set 3: I'm trying unit life regen, but with the triple stack of raven abilities her army regen is pretty good so I can see the argument for nova energy Agreed with everything here. I think it's a great idea to put 5-10 points into life regen, but more than that is superfluous. | ||
pretender58
Germany713 Posts
On October 20 2016 23:30 APurpleCow wrote: I'm liking that Marauder start someone posted earlier in here, but I haven't actually done any scientific testing. It feels better than the other methods I've tried (Marine or 3 railgun). The build is: Refinery -> Rax -> Refiner -> Marauder -> CC. I find that I'm almost never using Marauders, Hellbats, Banshees, or Liberators, though the first two I make sometimes just to dump minerals. Anyone have thoughts on these units? [...] -Marauders can have a place in your army against ground-based compositions and they're quite cheap. -Hellbats are pretty worthless though, I opened once with them against ling first wave; other than that they are bad (cleaning the rocks, later on they take up precious supply) -Banshees are pretty dope against ground, but they're eclipsed by Nova's siege tanks. Not even their greater mobility helps because of the griffin transport. -Liberators are excellent anti-air, but against sky toss and sky terran goliaths with their ability to paralyze mechanical units are just better and are less gas intensive. The latter two are thus suffering from redundancy, other (more costefficient) units take their place. I also think that the goliath's stun ability against air should be nerfed. Just disabling all big units on void launch (even the shuttles stop moving) felt ridiculously overpowered. | ||
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