The early shotguns were really powerful that round. Elevator going up was the turning point though, the Warehouse drop was really more of a distraction and a "what should I do with this extra 60 res." Good games overall though.
The early shotguns were really powerful that round. Elevator going up was the turning point though, the Warehouse drop was really more of a distraction and a "what should I do with this extra 60 res." Good games overall though.
Didn't think the warehouse hive drop was necessary and that's one expensive distraction. The ET hive could have been defended and you would have had been able to TRes drop a fade and ended the game quicker. ggs though. DN dominated all those rounds, with KKG clinging on only in one.
It may have been expensive, but it kept 2? players away from ET at the most vulnerable time - right when it was dropped. I had enough tres to drop a fade when the hive went up, elected to get blink/leap/adren instead.
It may have been expensive, but it kept 2? players away from ET at the most vulnerable time - right when it was dropped. I had enough tres to drop a fade when the hive went up, elected to get blink/leap/adren instead.
so DN tried to put all those crags up in the air to be immortal or whats that bad position?
I wouldn't be surprised if the comm did it accidentally. I've managed to accidentally place crags & upgrade structures in the ceiling a number of times; normally when I'm trying to place them up against a wall.
It may have been expensive, but it kept 2? players away from ET at the most vulnerable time - right when it was dropped. I had enough tres to drop a fade when the hive went up, elected to get blink/leap/adren instead.
By the time you dropped the ware hive the ET hive wasn't in a delicate position at all. it was already at 100% health and maturing. Your fades and skulks already wiping the three push to ET. The marines left, only 1 was sent along with the recapper who incidentally made it to the ware hive. It didn't really need to be dropped. GGs though. You had KKG on the back foot the rest of the rounds.
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Either way, good job DN on coming back from such a crappy opening.
Didn't think the warehouse hive drop was necessary and that's one expensive distraction. The ET hive could have been defended and you would have had been able to TRes drop a fade and ended the game quicker. ggs though. DN dominated all those rounds, with KKG clinging on only in one.
For the same reason why Comms put medpacks under the Tech Point.
By the time you dropped the ware hive the ET hive wasn't in a delicate position at all. it was already at 100% health and maturing. Your fades and skulks already wiping the three push to ET. The marines left, only 1 was sent along with the recapper who incidentally made it to the ware hive. It didn't really need to be dropped. GGs though. You had KKG on the back foot the rest of the rounds.