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On March 08 2015 05:15 Freakling wrote: Should I edit the wiki page to include some of these? or just add a link to this topic?
I dunno, I'm not about that life no more.
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Bisutopia19139 Posts
I saw the thread title and knew this was a nina thread. You're the best sistah!
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On March 08 2015 11:25 BisuDagger wrote: I saw the thread title and knew this was a nina thread. You're the best sistah! Props to nina indeed, useful thread.
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United Kingdom12021 Posts
When I get to playing again I'm going to use those fact wall ins at the nat. >:D
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It's probably a little too situational if it takes more than 2 supply depots to wall in against lings. And if you're going to wall in vs Zerg, it's definitely preferable to do so at the natural, and kind of important that marines pop out on the inside.
Natural wall in without fac is nice because you make it hard for the Zerg to guess what you're doing. If the overlord is not nearby, they can't tell if you took your expo, you're building marines, or you're teching. Building the fac there lets you expo pretty quick which I guess is nice, but you have to be careful about a Zerg who likes speedlings and make sure you scout well. Supply depots can go down pretty quick if you've only built one marine.
One of the things people don't always consider about walls is repair and attack space. There are some minor changes you could make to some of your walls to allow more scvs to repair at the same time and less lings to attack. A good zerg will sometimes exploit a wall that has not considered this properly.
Command center walls are probably acceptable but not that useful. I think they are more important when you have a wide choke you can't properly defend. When you can just put marines on your ramp, it's nice to be able to hide your intentions. You need marines either way, since you can't repair a command center that's building, and it has a large surface area to attack.
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A friend of mine wanted the walls for 2v2 purposes. It makes more sense in that regard because of the possibility of being backstabbed by zerglings.
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I can visualize a map where the natural expansion CC's optimal collection spot is just barely conducive to such self-walls. Barely because enough SCVs and it would probably bug out
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Gotta love BW spacing. How the heck is this ling tight?
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On March 22 2015 10:11 slytown wrote:Gotta love BW spacing. How the heck is this ling tight? + Show Spoiler +
The matrices just happen to be close enough together. The double depot + barracks wall is better in my opinion for the top right.
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Top spawns suck for T. Marines pop on the wrong side. Easy to exploit.
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On March 22 2015 10:11 slytown wrote:Gotta love BW spacing. How the heck is this ling tight? + Show Spoiler + As you can see, the depot is just there to plug that little gap between rax and cliff that's just barely ling-permeable.
On March 22 2015 15:12 Trozz wrote: Top spawns suck for T. Marines pop on the wrong side. Easy to exploit. Unfortunately true for any map with "top choke"... Arguably, the best positinal balance on four player maps can be achieved by not allowing complete wallins for any nat or using Circuit-Breakers-type axial symmetry...
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