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Re: A couple of thoughts on high-power maps
Posted: 29 Jul 2010, 14:27
by Assault Gunner
Quite sadly, of course. Also, it must be noted that Big Game Hunters has been replaced by Fastest Possible Maps. These are maps with small square bases, 50 minerals stacked right next to your cc/nexus/hatchery, and 10 gas right there. They are player-balanced, not money-balanced. Oh, right. No expansions, but each mineral cluster/vesepene geyser has 50K minerals/gas. No way you are gonna run out there...
Furthermore, you can bunker rush and cannon rush. The only race incapable of structure rushes is Zerg, and that's because of how creep works.
Re: A couple of thoughts on high-power maps
Posted: 29 Jul 2010, 14:42
by NoQ
Do you set up games in #warzone2100-games? That's where you would.
Yeah, thanks for the suggestion again. I think i've underestimated the power of this channel (:
Re: A couple of thoughts on high-power maps
Posted: 29 Jul 2010, 18:42
by 3drts
Dylan likes playing small low power maps.
In particular, on startup2:
Far from being a choice of cannons vs rockets, one game turned out to be Wheels vs Half tracks.
He went for a twin MG rush, he had some new build order he was trying out (I think with 4 factories), and it was my twin mg hftx against his more numerous twin mg wheels.
He nearly had me (in fact I think he would have had me if he hadn't waited to repair a few times and let me regroups and my re-enforcements arrive).
I can't recall if that game advanced beyond HMG before it was over - it really came down to tactics once combat had started, intial factory #, and wheel vs hftx (by the time both sides were fielding medium bodies, the tides had turned).
High oil, open maps are good for testing out balance- where tactical use of terrain, chokepoints, expansion decisions, etc, don't affect the outcome.
Oon that beta with the overpowered HPVs, I'll bet it woulda taken a lot longer to realize how OP they were on a map like mountain.
High oil maps aren't that good for testing build orders.
Many High oil map build orders are unworkable on lower maps due to low power supplies - either before the build is even complete, or you finish the build without draining all your power, but now you have more factories than you'll ever be able to afford to run at once.
I never set up forward factories on anything but low oil maps.
When you can only run one or two facs at once, a forward factory helps keep your forces concentrated, by making the unit close to where your battle group is/where it is needed.
When you can run all 5 facs, and 5 cyb facs at once, you want them together so they are easier to defend, and so that every production cycle, you dont have 10 dispersed units.
Re: A couple of thoughts on high-power maps
Posted: 02 Aug 2010, 11:52
by NoQ
In particular, on startup2:
Far from being a choice of cannons vs rockets, one game turned out to be Wheels vs Half tracks.
He went for a twin MG rush, he had some new build order he was trying out (I think with 4 factories), and it was my twin mg hftx against his more numerous twin mg wheels.
He nearly had me (in fact I think he would have had me if he hadn't waited to repair a few times and let me regroups and my re-enforcements arrive).
I can't recall if that game advanced beyond HMG before it was over - it really came down to tactics once combat had started, intial factory #, and wheel vs hftx (by the time both sides were fielding medium bodies, the tides had turned).
I wanna see more battle reports like this!!
