<!--quoteo(post=1599083:date=Jan 15 2007, 06:02 PM:name=Saeppel)--><div class='quotetop'>QUOTE(Saeppel @ Jan 15 2007, 06:02 PM) [snapback]1599083[/snapback]</div><div class='quotemain'><!--quotec--> I am talking about clanwars and not public! In clanwars you cant afford to send 2 or 3 marines defending rts because they have fades! or lerks! can you imagine?! you cant kill a lerk-fade-combo with 2 marines and marine rts are dying way faster to a single skulk than in earlier version (i think its 40sec compared to 25 sec) ok, some mathematical magic: lets say 2 rts are killed and the marine arrives 10 seconds after it has died: - 15 sec more res flow (~4 res) - 10 sec until marine arrives (~2.5 res) - 15 secs to build (~4 res)
thats about 10 res for each killed rt and aliens can afford to send 1 skulk killing rts, especially when you make another rine occupied keeping/building/defending rts
1 suggestion:
watch or play a pcw some time <!--QuoteEnd--></div><!--QuoteEEnd-->
im talking about clanwars too but ok. 1 suggestion: change your tactics, because b2 forces u to focus on marine rts more than in previous versions. of course a skulk needs less time to kill an rt now, that doesnt change the fact that if your RT is destroyed then your res game appearantly lacks as tjosan said. because theres always a way to prevent that. so that forces u to change and precise your strategies as commander...
Flatline have never had a marine round worth anything more than a lol.
Sensory is still counterable the same ways it was before, alien nodes aren't really important versus SC just make sure you're denying second hive and holding enough RTs yourself and you'll easily out tech aliens. Takes one scan to clear a hive, setup a new obs and then build a PG under the cover of it.
Comments
I am talking about clanwars and not public!
In clanwars you cant afford to send 2 or 3 marines defending rts because they have fades! or lerks! can you imagine?! you cant kill a lerk-fade-combo with 2 marines and marine rts are dying way faster to a single skulk than in earlier version (i think its 40sec compared to 25 sec)
ok, some mathematical magic:
lets say 2 rts are killed and the marine arrives 10 seconds after it has died:
- 15 sec more res flow (~4 res)
- 10 sec until marine arrives (~2.5 res)
- 15 secs to build (~4 res)
thats about 10 res for each killed rt and aliens can afford to send 1 skulk killing rts, especially when you make another rine occupied keeping/building/defending rts
1 suggestion:
watch or play a pcw some time
<!--QuoteEnd--></div><!--QuoteEEnd-->
im talking about clanwars too but ok. 1 suggestion: change your tactics, because b2 forces u to focus on marine rts more than in previous versions. of course a skulk needs less time to kill an rt now, that doesnt change the fact that if your RT is destroyed then your res game appearantly lacks as tjosan said. because theres always a way to prevent that. so that forces u to change and precise your strategies as commander...
Sensory is still counterable the same ways it was before, alien nodes aren't really important versus SC just make sure you're denying second hive and holding enough RTs yourself and you'll easily out tech aliens. Takes one scan to clear a hive, setup a new obs and then build a PG under the cover of it.
The new changes are great, I love the new fade.