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On August 10 2010 13:39 sob3k wrote:Show nested quote +On August 10 2010 13:16 Simberto wrote: I find banelings extremely strange at the moment, since they basically deny any money from kills to the other team. I have lost quite badly yesterday to two guys who literally only spammed banelings in the beginning, and then, after having about 5 baneling buildings each, switched to zerglings + tanks with much more income than i had, which in combination with the banelings than proceeded to destroy the few marauders i was able to get out with my sole income being those small amounts of minerals you get from having your buildings exist. Also, is it just me, or dont zerglings give any money to you when you kill them, too? Might all be relicts of an old version of the game on the EU servers, though.
This system of map distribution feels like it is really not working at all, and also seems to be way more complicated then necessary for everything except playing some random game from time to time. I don't think ling give any money when killed, or banelings. I do agree that banelings seem a bit overpowered as an opening...they should be changed to make it less of an obvious choice...I'm pretty sure they are by a large amount the best opening because of the sheer fact that they don't give the enemy any income and can hold off any other opening with relative ease (except maybe fast roach...but roaches are sooooo bad once anyone gets antiarmor). I think banelings should be nerfed
Zerglings give zero bounty upon being killed. Which makes them a great opener to stagnant the opposing team and move to quick Roaches covered by Sentrys. Of course, never build more then 1-2 Roaches. What you want is to encourage them to build Marauders or Immortals and then pump out something to combat that.
As to Banelings, they give zero bounty when they explode. However, they give +3 minerals for a bounty if you can shoot them down before they reach you. Time a double Reaper with your teammate and you can pick them off before they reach you easily.
I've found myself doing 1 Ling, 1 Roach, 1 Sentry, 6 Hydra. Mixing in Reaper if they go Banelings. 2 Roach if they invest in Anti-Light units even after seeing the first Roaches. Lurkers if they lack stealth detection. Range upgrade on the Hydras after six sync'd spawns. I'll either finish with pure Hydra, Hydra/Lurker, or Hydra/Broodlord. Roach/Sentry is extremely debilitating to any attacking ranged force that isn't Marauder or Immortal. Roaches absorb a ridiculous amount of Banelings. The theme is that as soon as they would counter Roach/Sentry you have accumulated enough money to do mass Hydra. Generally they eventually push back the Roach/Sentry and manage to slowly creep their way back to your own base. By that time, the Hydras are coming out well in sync and slowly start dissolving their wave. Without nuking, you should be able to push them back. Hydras spawn so often if they don't nuke early the mass of them gets to be too large. The AoE counters are hampered by Zerg Air.
Of course, every strategy works best with your teammate working together on Syncs. Countering the opponents is key. Generally a strategy that implies a "counter or die" (such as Roach/Sentry) is not the winning strategy in itself. It's the fact that you know they are going to counter it with specific key units. Knowing which units counter the opposing units is key. So far, I've yet to leave the Zerg tech tree.
On a side note, double sync'd Zerglings with your teammate is hilarious. It will often push them back into their base and nearly kill them. Even if they become worthless later on.
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Are you absolutely sure that banelings give you money when killed? Because i am pretty convinced of the opposite, since i can not recall ever having seen a money number pop up when i killed a Baneling. Also, aren´t banelings not light, and thus the reapers are not very good against them? I am a bit lazy at the moment, but i will look these thinks up lateron.
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The very premise of this thread makes me giggle inside.
Anyway, banelings are NOT light units, which is what makes them potentially useful against hellions, once upgraded and on creep. I'm talking about melee games of course.
Strategy for Nexus Wars basically goes along the lines of, wait and see what units come walking down the lane, then make what you think "counters" it best. Try to mass many of the same DPS units when possible so that you can get the upgrade for them later if feasible. When choosing counters, think of in WoW terms of having tanks and DPS. Oh, and pray your teammates aren't idiots. lol
Take it for what you will, but my opinion of Nexus Wars is something mindless and easy to can play when on the phone or need to take a break from a losing streak that's evoked nerd rage in my Zergy heart.
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this game is so effing easy... (assuming you have competent partners)
my build is simple: zel -> rine -> rine -> marauder -> marauder (or reaper if need detection) -> pylon -> income advantage over everyone else and start massing whatever you want... -> another pylon -> start up other tech trees -> more pylons -> 250+ income easily if you haven't won already
throw in a baeling for splash or some anit air in places if your team isnt doing it
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Pylons only are worth it after 10 incomes, which is more than 3 minutes (if you do not count bounty)
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Zerglings do give money when killed, but its 0.5 minerals for each, if you keep watching the minerals while you kill them you can confirm it, but it does not show up on the body when you kill them because its half a mineral.
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they need to update this map x1000 Castle fight was incredible in wc3 and this version is just missing sooooo many features
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Is it possible for anyone to upload the latest version to some site and then post the link here?
This map is awsome and i would love to play a later version than v0.2 wich is on the European servers atm.
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what is the best late game unit these days?
for T it should be thor BC with a curve of Thors shotting up For P smhow carriers didnt do much as i thought For Z i have no freaking clue@ mass hydra muta?
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*for the endgame* Terran can do pretty much whatever they want. Mass marauder, thor and battle cruiser seems to be the best.
Protoss tend to use immortals or colussi backed by high templar and a crazy large air force.
Zerg:Ultralisk broodlords and hydra's plenty of hydra's
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Nexus Wars as it existed in beta and early release is essentially dead with the inclusion of Fog of War, which is voted on in the vast majority of games. Nexus Wars gameplay was about counters under a condition of perfect information, what we're seeing now is a completely new map. Since it's a map I have no interest in playing, I leave every game where the option gets voted on (after warning them I'd do so in the lobby), which all but dooms whatever team I was assigned to. Hardly ideal for anyone involved.
Thanks, Bnet 2.0, for making it impossible to advertise game modes!
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Or now it is possible to actually use invisible units and have some sort of strategy. Fog on is 10x better.
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All this talk about composition? You need to time your units so they come out in big balls rather than limbo lines.
I had a friend teach me this technique and its golden. You do it by canceling units so everything comes out at exactly the same time. With decent composition this will increase your power by 9000. Promise.
Exact. Timing.
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Did a quick search through the thread, and didn't really notice anybody mentioning abusing center building. Basically, if you build in the middle strip of your base (the one thats slightly different color), you can choose to rally on either top or bottom. The benefit of this is that it gives you great map control and can compensate for weaker allies. This effectively gives you the power to force the win with random teammates; in a normal situation where top and bottom each have two, you have limited power to help your team win.
In addition, this is particularly effective to force an early 3v2 on one side while other side is 1v2. The 3v2 should be powerful enough to force an early nuke; on the 1v2 side, once the enemy gets close, use SCVs to defend and re-rally your troops to defend (making it 2v2 effectively, again).
The route I tend to take is mass rines in the middle (they're the best support unit early on), then switch to sentries or marauders in the middle. If they have particularly weak anti air, I might go banshees in the middle instead of sentry/marauder. Here's a sample replay of it:
http://rapidshare.com/files/413154087/Nexus_Wars__21_.SC2Replay
They arguably had a better starting race/unit composition than we did, but I think effective use of rallied marine support from the middle turned the wave over several times. Plus, we forced 2 early nukes by the time one of our partners left which minimized the impact of him leaving. We're the team on the right.
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What's up with the new version? Seems that the lobby is 5v3 and everyone is placed on a random team. That means we can't get an arranged 4-man stomp anymore. When is he going to fix it so that the teams are predetermined?
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On August 10 2010 10:34 sob3k wrote:Show nested quote +On August 10 2010 00:27 TheFinalWord wrote:On August 04 2010 17:02 sob3k wrote:. Spam HT later game, they do MASSIVE damage to a pushing ball....if there is one tip I have for Nexus Wars noobs then it is to make a ton of these.
Have you ever used high templar vs broodlords. You will lose automatically. All the high templar will storm your own units. I don't get these for this reason. I think it might even be better to destory your ht buildings if they get broodlords. Please don't give advice until you have played more, HT do not damage friendly units with storm. Mixing carrier/broodlord/a few lings is a good counter to storm though because their spawned units will take the brunt of the damage. I thought they did, maybe only in the SEA version.
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What's up with the new version? Seems that the lobby is 5v3 and everyone is placed on a random team. That means we can't get an arranged 4-man stomp anymore. When is he going to fix it so that the teams are predetermined?
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Zealot->Marine seems to be the best opener that I've found. Marines are too squishy in small numbers and Zealots too expensive. Everything else get beaten to a critical mass by marines.
Then add in hellions/tanks/marauders depending on what your opponent is building. Hydras rock too, but you have to tech through zerglings (crap) and they are pricy compared to marines.
HTs are AWESOME if you are behind and need to catch up. Sentries are very handy in marine vs marine games.
Usually though Terran is the way to go. Late game Carriers are very powerful however, especially with Battlecruisers (aka Tanks of the sky) in front to soak damage/kill ground units.
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Does anyone know if it is possible for you and a friend to play against the AI on the same team? I've tried all kinds of stuff and can't seem to get it to work, it will always split you up.
edit: nvm, the party then public game made it work. Just too bad the computer is so horrible, they can't stay alive at all
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What's the best strat if people turtle, like mass baneling with cannons behind a wall of baneling nests ? My teammates did that in their lane and totally owned last game, eventually teching to mass dingle+BC (their lane was covered in like 500 point defense drones at every single point).
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