So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)
TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)
Hmm, if the mon user goes bank forge ops, using a fast BQ cap build can actually work, I have used it as a counter on numerous occasions but, it can also fail..It all depends on how good the player is really.
oppose to the saint which can only target single units, marines are actually an APPROPRIATE counter measure along side groditz.
Groditz are a perfect counter and do huge damage to saint, marines do way too little damage, I only spam them when pinned by saint in an effort to get more Influence.
That's true also, but Bank Forge Ops, is faster than a BQR (Black Queen Rush), so this leaves us to another imbalance in the game.
Who knows what I am talking about?
false.....My bq rush..... bank, bank, armory, post, barracks, arsenal, bq is timed at 2 minutes 10 seconds and 3 milliseconds
Bank, forge, ops, spec forces as monarchy is clocked at 2 minutes 13 seconds and 6 milliseconds(not including the travel time your spec forces needs to demolish my base)
change to prides and i still have 1 hover tank ready to be made.... scout spam only slows your build further and i can counter with marines, snipers, and, groditz(if needed). roman rush me and your romans will meet my tanks. Depending what you do with your 4th building, my banks can be demolished to act accordingly
the imbalance i believe your talking about is the fact that bqs delay their air attacks if ground is present.
true this build loses to other builds, but that's how its suppose to be... Paper covers rock, rock smashes scissors, scissors cuts paper.... with an occasional gun to spice things up.
draco is partly right ...but yuo only need 30 energy to upgrade so forge could rush u with romans...and he explained things perfectly..rock paper sisors colony is bout have a lil bit of all three..the imbalance is that forge is limated to olny one of the three and post can be played in more styles so there will always be something to counter the forge player solo..... i have come to the conlution that all build are irelavent till matched with you allys strat or 2 amazing strats could fall apart
here is and idea... instead of all the pros knowing builds by singular form/for one player i suggest when at start off game chat, asking your ally what they will be doing, there awnser will alsogive you a strat to play to no1. if both player are lets say cap all pros will know a set of 2 player strats witch cover each others weakneses...here is an exsample 2 player strat... NAME: duofoxer GOVS:cap-cap(both players cap) player 1 build. normal foxer pi strat (bank, post, pin, hosp, opps, upgrade) player 2 build (i call this single build forgefox) bacilay same as fox, bank>foge>in>gen>opps>upgrade ..i belive in 2v2 this work better as forge build seeing as fox limits you from tieler three and forge tier 3 is rubbish while post tier 3 has some of the best units
I agree that units need a counter and should counter something, but Units like the Saint (if rushed shuts down post) and S-Marines (shut down Forge) should not have the power they possess.
I am not telling you guys where the imbalances are because I want you to think about it.
no......in 1v1 there are imblaances but a good 2v2 TEAM can counter.....i agree that often tier 1 or 2 units often need tier 3 to counter then but thsts fine and s maren v romans lol..counter found
OMG! I am talking about high level counters. Romans vs Marines is both can win. If it is a Roman spam, Marines will win. If it is a Roman wall, the Marines will lose.
S-Marines own Forge tech. Even if the Forge player makes enough Romans to kill the S-Marines, the forge player loses because of the amount of resources spent in defending.
This game is where SC2 is at with balance, and in both games playing like a noob is rewarded.
S-Marines own Forge tech. Even if the Forge player makes enough Romans to kill the S-Marines, the forge player loses because of the amount of resources spent in defending. This game is where SC2 is at with balance, and in both games playing like a noob is rewarded.
.....tch.. thas what i been sayin bromigo.. but it is the responsibility of those who are venerated by their peers to set a decent example and not play like noobies.
Bro, I know Monarchy and Capitalist are stronger than the other govs. Monarchy is stronger than Capitalist if both are used right.
Lol dont say that.. why say that? thats silly.. maybe for certain 1v1 match-ups i can see that, but i (and many others i am sure) make very efficient and effective use of fas and commie govs in 2v2 games..
OMG! I am talking about high level counters. Romans vs Marines is both can win. If it is a Roman spam, Marines will win. If it is a Roman wall, the Marines will lose.
Marines beat romans if left at base and horded. And if there are enough built up, you can easily use them to beat scouts and romans combined.
Yos, you go on about imbalance but all games are not completely balanced and if you have the imbalance and your opponent has the imbalance, surely the fact that both players have the same handicaps makes the game more balanced, no? The only real imbalance in this game is that the right side is better than the left. (Everyone in 1v1 and 2v2 that makes the game pretty much switches to that side...Why? I mean, when I make a game, I don't switch side purposely for a slight advantage as I think it would make me seem like a noob. I much prefer say 1 game with me on left then the next with me on right to even things out completely between players.) Also, cap can beat every monarchy build but it takes a lot of effort and skill especially if the monarchy user is an experienced player. Fascist can beat monarchy very easily though with the right pin and technique, it is hard in Normal but quite a lot easier in Cold War. And as Esordereno says, fascist and commie in 2v2 can be really effective, fascist rush build works exceptionally well in 2v2 if your teammate goes for fast hovers or something.
Ahe, has anyone realized the game is imbalanced because it is MADE FOR 2V2? In 2v2 these kinda of things are easily covered. Also inflict thats a bad plan because it removes the teamwork from 2v2. Dual foxers mean two individuals. The main 2v2 build sticks and its generally either dual post/forge rush or hover/sakata mk2/phantom combo.
hey, im kinda a noob at this game but i found a fairly good stratagie for moarchy and was wondering if it actually would suck agaisnt good players lol, here it is: 1. play as monarchy 2. build bank 3. build hospital 4. if there rushing set to manpower, if they rnt autobuild meds 5. upgrade hospital 6. build saint if they build romans, phantoms, or tanks, build sphinx's and med's if they send marines, scouts or black queens 7.build 2 spec ops and set them 2 influence 8. once u have 80$, destroy bank and make another spec ops and set it to influence
The 1st parts good but i think their are more usefull building i could make instead of 3 spec opp's lol
The 1st parts good but i think their are more usefull building i could make instead of 3 spec opp's lol
Instead of 3 ops, you would be better having a post as well, tanks can be made to kill romans, marines, etc. and marines can be made to kill scouts, pretty useful if you are primarily making saints and/or sphinxes.
HWW U BULD BANK IDK N E MOR
Click the base point and then press '4' (Still can't get over you not using hotkeys. xD)