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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)
POS, I guess you don't know I have Korean blood in my veins. The phone doesn't come close to out macroing me in Starcraft Brood and Wings of Liberty, but it can outplay you in a simple flash game.
I said the following before: "Top level microed Scouts decimate any amount/controled marines."
You need a few Scouts to pull it off. Send one scout in to force the Marines to overkill. Then send the rest of your armada to fire 2 volleys, and retreat. After that repeat while replenishing your sacrifice Scout. You should only lose your sacrifice Scout by doing this.
Why does this work? It was created by me, and as far as I know noone else does this. Even so, it is top level micro/macro, and it should be used, like my Glad-Medic combo.
Mass Hovers would be defeated by a slightly larger mass of Groditz due to the range difference, same with snipers; which also out range hovers.
and as far as I know noone else does this
and it should be used, like my Glad-Medic combo
Mass Hovers will beat mass groditz because groditz dont do enough dmg to kill the hovers before the hovers fight back.
POS I was serious, I almost always am. '\\_("-.-`);_/'
Dark123456789, if you even try to make that many units, your flash player will crash way before you get there. I don't think hacking would help you do this. I really don't want to blow your mind in an explanation, so I'm just leaving it at that.
If I build 1000000000000 Groditz
The strategy with Groditz is to greatly outnumber the enemy forces with them
POS I was serious, I almost always am. '\\\\_("-.-`);_/'
Groditz don't do a lot of burst damage, and they fire...eh, somewhat fast?
But I don't think they have that much of a range and speed advantage over hovers to let you do anything except stutter step micro, which cuts down your dps but a lot.
Dark, if you want to prove an example through outnumbering...choose better numbers. In your example, groditz outnumber tanks by 100 million to one.
Marines will beat hovers at ratios of 100 million to one. Should I mass marines and zerg them to counter hovers?
Glad-meds will get bursted by chronites, and unless glad dps and range were also buffed by a huge amount in 6.1, they suffer the same problem as groditz when trying to kite.
Microed scouts in that manner will beat marines, yes, but if you send in a sacrificial unit the other player can just have enough marines fire to take out only that, and conserve the rest.
It doesn't matter if Post sends a Marine. The Scout reload isn't high, like the Marine is 6 seconds antiair.
yos, that micro trick is useful, but counter-able.
charging the marines until the main scout force is in range then holding will counter that neatly.
and med-glads is very nice. I have used it in numerous battles successfully. it works like a medicated pride, just harder to kill. the dps is not bad as well. the only thing to watch out for is of course hovers.
marines beat scouts hands-down in terms of cost-benefit analysis. Most people just don't know how to micro marines properly.
Sacrificial scout is actually not that useful at top level play. You just end up sacrificing a scout for a tiny gain in ground.
At top level play, I think that a post player who is capable of microing separate groups of marines would have a distinct advantage over a forge player. But the thing is, since the game's double-click selection fails 80%+ of the time (for me at least), it's difficult to coordinate your marines and tanks as well as you would want to, resulting in unnecessary damage to your tanks most of the time.
Microing marines is honestly a lot easier and less punishing than microing scouts. As MBA said, losing scouts is a lot more detrimental than losing marines. You're able to make slight mistakes as post and lose a couple of marines now and then without too much of a long-term impact, but if you screw up and lose a few scouts, that could potentially guarantee loss of field control.
The way I see it, forge really has a huge dependence on making an ops.
This is just a question because I haven't really played much (especially as cap) and I lack experience. If a fascist opponent's build is bank, forge, gen, ops and my build as cap is bank, post, war sanc, would attempting to tech with armory be more or less beneficial than building an ops as well? Or would you not recommend for me to go war sanc at all?
it's difficult to coordinate your marines and tanks as well as you would want to, resulting in unnecessary damage to your tanks most of the time.
It doesn't matter if Post sends a Marine. The Scout reload isn't high, like the Marine is 6 seconds antiair.
if you can guard them with Hover Tanks
this is extremely useful in Safe Skies or Low Tech
This is when Groditz become useful
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