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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?
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United States97274 Posts
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
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United States8476 Posts
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.
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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.
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wait a second i haven't bought LOTV, but what is this coop commander stuff? It actually sounds really cool. sick enough to purchase...
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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.
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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.
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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.
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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.
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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.
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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.
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> 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?
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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.
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Great guide,but vulture is not as good as it used to be, looking forward to some recent version of the game
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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.
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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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