[D] Neutral supply depot no longer necessity - Page 3
Forum Index > SC2 Maps & Custom Games |
Krivvan
Canada18 Posts
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creamwolf
United States48 Posts
On September 01 2011 01:30 Zelniq wrote: i tested 6pool on xel naga w/ drones vs protoss wall..doesnt work. when you click their mineral patch they go away from the wall ..cant use this to rush. i imagine it's like that with every map as well since there's no ramp that's right next to main minerals I tried the same. It didn't work on Xel'naga, but it did work on Steppes of War. So maybe it works for other maps with similar main base architecture. | ||
ShallNoiseUpon
United States311 Posts
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Zelniq
United States7166 Posts
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MrBarryObama
Korea (South)141 Posts
On September 01 2011 00:59 Zelniq wrote: Holy shit fuck yea | ||
2v2SNAX
Canada97 Posts
Either way this trick is a fair response being cannoned and should probably stay in the game. | ||
NemesysTV
United States1088 Posts
On September 01 2011 01:37 ShallNoiseUpon wrote: CombatEX on suicide watch. U sir deserve a medal | ||
Resistentialism
Canada688 Posts
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Tunzi
United States14 Posts
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Tuthur
France985 Posts
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101toss
3232 Posts
On September 01 2011 02:07 Tuthur wrote: I hope this won't be patched, little tricks like this will be what makes the game closer to brood war and increases the general skillcap (this is true for most competitive games where most of the mechanics used by pros are unintended by the developpers, such as bunnyhops, sidejumps in FPS...ect) They already got rid of fazing, archon toilet, mining faster, and a bunch of other things. I don't think this will last | ||
Shorty90
Germany154 Posts
About 20% of my losses come from bunker and cannon wallins so this is like christmas and eastern together. ;D | ||
kingNothing42
United States42 Posts
On September 01 2011 02:03 Resistentialism wrote: I wouldn't get rid of the neutral depots just yet. Overly fast low-ground wall-offs aren't solved by this. This. I seem to remember that the other half of why the depots were placed was to keep (usually Terrans') two-building walloff from being possible on the low ground. Prevents early game scouting because a player couldn't get a worker there fast enough on big maps if they guessed wrong once. That is quite the cool trick, though. +1 for you, sir. | ||
Yoshi Kirishima
United States10152 Posts
can't believe haven't seen people do this? This is epic way so that now these cheesy wall offs won't be too strong anymore, imo it is good for the game. Now we don't need neutral depots all the time :D | ||
orotoss
United States298 Posts
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Jakkerr
Netherlands2549 Posts
It's so obvious ^^ | ||
Gprophet
United States1 Post
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highsis
258 Posts
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Diamond
United States10796 Posts
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Deerminator
Canada3 Posts
On September 01 2011 02:20 orotoss wrote: So does this mean that zerg can safely 14 hatch against protoss now? Would this work on Tal Darim Altar against the 3-pylon wall off? I think so.. yes. Unfortunatly, I don't think it does anything VS a well placed cannon behind your natural mineral line (the one blocked by pylons). I would still 15 pool ZvP because of that. | ||
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