Friday, January 27, 2012
it's been awhile;
all the same, i think this needs to be said.
most situations, people will tell you from 70-90 (liquid ret for 90+ tt) is a good amount of workers to have. the triple orbital build breaks this rule because of triple mule. they alone count for roughly 15 to 18 workers continuously, and can be used for other things, allowing faster marines, depots, and better than depots, more command centers so you can turtle the hell out of the map, MVP style. i really think this style will come back into fashion after BW's initial phase of pinning the role of turtling initially on terran, forcing the humans to rely on harassment to win back the game.
on nukes: is it WRONG to do the STRainBOw style multi nuke in one location? it seems like this kind of maneuver has the "very" win mindframe. MVP is always focused on "just" winning as opposed to the overkill, multinukes on one hatchery/base that will wipe the opponent off the map in one shot. i want to say that the statistics speak for themselves, but i don't know if this is true or not. of course, barely winning is way tougher, but allows you to deal with much more, such as getting the single ghost spotted and killed, as opposed to losing a whole drop ship and 4 ghosts to a single scan/crawler/obs.
also, school really screws up your ability to play well. just saying.
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