Wed 1. Jun 2011, 20:34


Wed 1. Jun 2011, 20:34
Wed 1. Jun 2011, 23:19
Thu 2. Jun 2011, 23:57
Fri 3. Jun 2011, 01:19
Sun 5. Jun 2011, 19:46
Sun 5. Jun 2011, 19:49
Mon 6. Jun 2011, 10:57
3) the additional rocks allow more mobility. zerg should prefer to take them down which is fine, but terran really has to destroy them, because taken the long patch each time sucks with a mech army. I do not see a need or any gain by adding rocks in this passage.

4)I think the extra entrance is the better idea. you have an extra attack path or exit and as the DRs are so close to you or rather in your base it would be really hard to break them if your opponent wants to keep them up. Crevasse-style is a different concept!
Mon 6. Jun 2011, 14:54
Meltage wrote:3) the additional rocks allow more mobility. zerg should prefer to take them down which is fine, but terran really has to destroy them, because taken the long patch each time sucks with a mech army. I do not see a need or any gain by adding rocks in this passage.
That a player wants to destory the rocks - isn't that a good thing and how rocks should be used? Are you saying that if both T and Z wants to destroy the rocks, they serve no function?
I think about it another way - a good player who reads the map well, will destroy the rocks at the right moment in the game to take advantage of the extra path. If you are defending your third as T or P as top in tvp close pos, for instance, you might take the left-hand-third and keep the rocks to better defend it. In cross pos you'd keep the rocks closest to you of the same reason, but still destroy those along the attacking path.
Am I being ignorant to some aspect of how those affect the game, perhaps?
Tue 7. Jun 2011, 19:57
Tue 7. Jun 2011, 20:59
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