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Co-op Commander Guide: Raynor - Page 2

Forum Index > SC2 General
50 CommentsPost a Reply
Prev 1 2 3 Next All
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
September 12 2017 14:33 GMT
#21
I'm torn between my own trusted macro-oriented build order vs. th provided by TL.

What I do (at higher levels, with instant call-down of supply depots mastery unlocked):

*Continuous SCV production
14 Barracks
15 Supply depot
16 Orbital command on 1st CC
2nd CC at rocks with next 400 minerals
2 marines to clear the rocks
2nd Supply depot
3rd CC
2 refineries OR 4th CC


This allows for a faster mule, and saves the banshee call-down for either the first wave or pushing.


TL suggests:

14 Supply Depot
16 2nd Command Center (at rocks if available)
19 Barracks
20 Orbital Command on first CC
20 3rd Command Center (at rocks if available)
21 Orbital Command on 2nd CC
21 Refinery
22 Refinery
25 4th Command Center (at main base, optional)


The TL build order is probably better in terms of pure mineral income as the CCs come online faster (or is it due to later mules?), but it sacrifices the banshee call-down to clear rocks.

Which is better? And for which maps?
AranciataExcess
Profile Joined December 2015
5 Posts
September 12 2017 15:58 GMT
#22
Great guide, good work.
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
September 12 2017 18:21 GMT
#23
On September 12 2017 08:33 seemsgood wrote:
Show nested quote +
On September 12 2017 03:03 Shellshock wrote:
sometimes I like to build 30+ OCs so I can mine out mine and my ally's minerals

Yeah xD that is fun as shit considering you can't BM your enemies which is A.I xD A.I feels nothing.

I'm all about that econ
[image loading]
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
monk
Profile Blog Joined May 2009
United States8477 Posts
September 12 2017 19:28 GMT
#24
On September 12 2017 23:33 EngrishTeacher wrote:
I'm torn between my own trusted macro-oriented build order vs. th provided by TL.

What I do (at higher levels, with instant call-down of supply depots mastery unlocked):

Show nested quote +
*Continuous SCV production
14 Barracks
15 Supply depot
16 Orbital command on 1st CC
2nd CC at rocks with next 400 minerals
2 marines to clear the rocks
2nd Supply depot
3rd CC
2 refineries OR 4th CC


This allows for a faster mule, and saves the banshee call-down for either the first wave or pushing.


TL suggests:

Show nested quote +
14 Supply Depot
16 2nd Command Center (at rocks if available)
19 Barracks
20 Orbital Command on first CC
20 3rd Command Center (at rocks if available)
21 Orbital Command on 2nd CC
21 Refinery
22 Refinery
25 4th Command Center (at main base, optional)


The TL build order is probably better in terms of pure mineral income as the CCs come online faster (or is it due to later mules?), but it sacrifices the banshee call-down to clear rocks.

Which is better? And for which maps?

I've tested a lot of Raynor builds and the one you suggest comes out to about 200 minerals less economical if you skip your two marines and clear rocks with Dusk Wings instead. Using two Marines instead of Dusk Wings to clear the rocks probably sets you back around 250 effective resources compared to the build suggested. One way to compare the two builds is to ask yourself, would you pay 250 minerals for the first set of Dusk Wings to be use offensively? Another thing to consider is that Raynor requires a small critical mass before he can push into objectives. Even if you clear out the first small base with Dusk Wings, Raynor is stuck at home anyways until he builds up that critical mass.

So my answer to your question is that the build that we(TL) recommends is always better.
Moderator
Rizare
Profile Joined April 2010
Canada593 Posts
September 12 2017 21:33 GMT
#25
Oh, nice to see this advanced guide from you, monk. I thought that you abandonned co-op since you stopped posting in the weekly mutation threads.

As for this Raynor guide, not much to say since he's not a commander that my computer can handle well. At some point, it gets too laggy and a-move is only way to reliably do anything.
fishjie
Profile Blog Joined September 2010
United States1519 Posts
September 12 2017 22:13 GMT
#26
wait a second i haven't bought LOTV, but what is this coop commander stuff? It actually sounds really cool. sick enough to purchase...
curufinwe_wins
Profile Joined August 2017
68 Posts
September 13 2017 00:23 GMT
#27
On September 13 2017 06:33 Rizare wrote:
Oh, nice to see this advanced guide from you, monk. I thought that you abandonned co-op since you stopped posting in the weekly mutation threads.

As for this Raynor guide, not much to say since he's not a commander that my computer can handle well. At some point, it gets too laggy and a-move is only way to reliably do anything.


good thing a-move + t for him is more than enough to win any brutal mission if you keep up with upgrades heh.
Rizare
Profile Joined April 2010
Canada593 Posts
September 13 2017 04:29 GMT
#28
On September 13 2017 07:13 fishjie wrote:
wait a second i haven't bought LOTV, but what is this coop commander stuff? It actually sounds really cool. sick enough to purchase...

Co-op missions is a new mode that was introduced with lotv release. Basically you do campaign-style missions with an ally. The mode is available to everyone with Raynor, Kerrigan and Artanis being free. Purchasing lotv gives you 4 additional commanders. There are more commanders but they're dlcs so they can be bought at any time.
48
Profile Joined September 2017
3 Posts
September 13 2017 12:15 GMT
#29
--- Nuked ---
zyce
Profile Blog Joined March 2011
United States649 Posts
September 13 2017 22:10 GMT
#30
Thanks, this is great.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
pzlama333
Profile Joined April 2013
United States282 Posts
September 14 2017 02:14 GMT
#31
Alarak's havoc is one of the best support units for Raynor. The +2 range aura (which makes 6-range firebat, 7-range marine and 8-range maruader) greatly increase Raynor bio's damage output.
seemsgood
Profile Joined January 2016
5527 Posts
September 14 2017 10:02 GMT
#32
On September 14 2017 11:14 pzlama333 wrote:
Alarak's havoc is one of the best support units for Raynor. The +2 range aura (which makes 6-range firebat, 7-range marine and 8-range maruader) greatly increase Raynor bio's damage output.

Jimmy syncs well with all commanders.But i found out best commander to pair with must be Artanis.Due to his ability you could win almost any games with only bios.All you need is macro well.
Afterstar
Profile Joined November 2010
67 Posts
September 15 2017 14:42 GMT
#33
Very nice and Comprehensive guide.

Raynor is one of the more rewarding commanders the better you get with your macro and micro.

I would like to add that on Brutal difficulty, if you are bio and face heavy mech (mass siege tanks) or mass banelings, make sure to scan and use your low cooldown dusk wings up front to clear some of the tanks/banes/other aoe capable units in advance. It makes a big difference.

Also adding more maurauders and firebats infront to absorb damage is a great way to feel safer when you are stutter stepping or a-moving against an enemy army.
Don't cry because it's over,smile because it happened.
seemsgood
Profile Joined January 2016
5527 Posts
September 16 2017 11:08 GMT
#34
On September 15 2017 23:42 Afterstar wrote:
Very nice and Comprehensive guide.

Raynor is one of the more rewarding commanders the better you get with your macro and micro.

I would like to add that on Brutal difficulty, if you are bio and face heavy mech (mass siege tanks) or mass banelings, make sure to scan and use your low cooldown dusk wings up front to clear some of the tanks/banes/other aoe capable units in advance. It makes a big difference.

Also adding more maurauders and firebats infront to absorb damage is a great way to feel safer when you are stutter stepping or a-moving against an enemy army.

LOL i remember the time where you could call down 2 mules.All you needs to fight against mech is rally drop point into tanks line and they just kill themself.
drakonnan1st
Profile Joined May 2016
6 Posts
November 01 2017 05:47 GMT
#35
> Stimpack damage is negligible with a good Medic count and it doesn’t affect Mech Raynor. The second mastery is the clear choice here.

I don't understand, doesn't the mastery increase the stimpack duration, and not decrease the damage cost? wouldn't that help bio a lot?
29 fps
Profile Blog Joined March 2008
United States5725 Posts
Last Edited: 2017-11-01 07:01:50
November 01 2017 06:59 GMT
#36
On November 01 2017 14:47 drakonnan1st wrote:
> Stimpack damage is negligible with a good Medic count and it doesn’t affect Mech Raynor. The second mastery is the clear choice here.

I don't understand, doesn't the mastery increase the stimpack duration, and not decrease the damage cost? wouldn't that help bio a lot?


I think the writer means that if you have enough medics, you can just stim again when it wears off (and the medics can just heal the wounded infantry), meaning that you don't need to invest mastery points into it.
4v4 is a battle of who has the better computer.
DeceiverK
Profile Joined December 2017
1 Post
January 13 2018 10:47 GMT
#37
Great guide,but vulture is not as good as it used to be, looking forward to some recent version of the game
TheRealHeino
Profile Joined April 2018
2 Posts
April 07 2018 10:51 GMT
#38
Thanks a lot for this great guide.
Would be nice to have a guide for non-professionals as well. Many people like me just don't play hotkeys or only a few hotkeys and are rather occupied (on hard) with building economy and producing enough army.
So additionally microing mules and spider mines is simply out of question.
DSh1
Profile Joined April 2017
292 Posts
April 08 2018 17:59 GMT
#39
This is far from the quality of these, but maybe it helps:
http://www.teamliquid.net/forum/single-player/530037-co-op-for-f2a-players-intermediate-level
Dacataron
Profile Joined August 2018
1 Post
August 11 2018 22:01 GMT
#40
Any advise on some other good replays? Because my eyes hurt just trying to look at how LilArrin is playing while constantly and without end switching between things... Not saying that he is bad, but I am not joking about saying that my eyes hurted while I was trying to watch the replays...
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