(copy the line because tl fks this link) fast forward a couple of minutes because its only macroing up to it
how to -rally point the raxes to the closest bunker -rally point each bunker to the bunker in front -make sure the bunkers arent touching any edges that might cause them to walk around some areas (like the xel naga cliff in this example) -bind all bunkers to a hotkey -spam unload as soon as a unit enter the teleporter (yep thats whats its called!)
revolutionary? well thats my question to you guys, will we be seeing a new way of travel for the terran race? imagine making a big push towards the enemy that can be reinforced instantly! and if the attack fails you can reverse the rally points and go home, salvage the bunkers and be in good shape. i think blizzard may have to rethink the game here, well just have to wait and see
random things you should know -if you fill 2 bunkers in a row they wont enter the next bunker, you can prevent this by splitting up your rax rally points more to different bunkers (3 by 3 for example). you can also upgrade a +2 cap to make it more apm friendly -if they try to destroy your teleporter you can enter units in it and be very difficult to kill -you can upgrade building armor to make it that much harder to destroy -you can create different roads and all u have to do is change rally on 1 bunker -this also works with command centers and scvs in case your into super long distance mining (need high apm)
that's surely not good idea for early/mid game, you have to spend so much minerals on bunkers instead of army. However it may have a good purpose lategame.
I can't decide wether to hate you because of that reaper bs, or love you for this terran teleporter strat. If you manage to pull this off in a tournament game I'll become a fan. No doubt.
morrow, you should do it in the finals in some big tournaments where the score is 2-2 and win thanks to this. being defeated by this would be such a humiliation roflmao
On September 19 2010 20:46 Superouman wrote: that's surely not good idea for early/mid game, you have to spend so much minerals on bunkers instead of army. However it may have a good purpose lategame.
would take alot of practice and would cut back on other things as well but still cool and this could definatly find a use in such things as BASE DEFESE SPEED think about how fun it would be to send your army across the map to your other base right after/before he attacks.
I definitely knew that terran were imba. Look, they have their own teleportation know, but it is also a protection for its users. Tsss, tsss. Blizzard must rework completely the terran now :p
SO after doing the 5rax no-gas build as terran and then the BC rush and winning games in mid-diamond league....guess I know what to try next now to ease my transition into T =D
Damn that's bullshit. Wouldn't you need to switch the rally points the other way to turn around though?: Unless you've got a 2nd set of bunkers with the rally points set the other direction of course XD
First I was thinking WTF but then I realized you could salvage, fight from them. make chains, and unlike the other to races you need 100.
lol
I'm sorry this is just unplausible for...... anything.
that and you can't transport mech or non infantry. Give me a winning game of pro play where they used it and succesfully won w/out putting a huge dent in their army. so much easier to just mass air.
HOWEVER. custom maps could do this, and would be very interesting.
On September 20 2010 02:06 Thoreezhea wrote: First I was thinking WTF but then I realized you could salvage, fight from them. make chains, and unlike the other to races you need 100.
lol
I'm sorry this is just unplausible for...... anything.
that and you can't transport mech or non infantry. Give me a winning game of pro play where they used it and succesfully won w/out putting a huge dent in their army. so much easier to just mass air.
HOWEVER. custom maps could do this, and would be very interesting.
I think there's also a bug where SCVs can build (and possibly repair) a adjacent bunker when it's already in a bunker. Incorporate that when you're building the "teleporter"
one big weekness i see is that your enemy dosent need to wonder where you are producing because your production is at the end of the bunkers. (now if only bunkers were yellow and made of bricks )
Looks and acts more like rail transport than a teleporter. A strong, rusty rail system also fits the terran theme more than some sissy weak protoss technology. I propose a name change.
What's almost as hilarious is the people being like "OH THIS MUST BE WHY THEY"RE NERFING BUNKERS" (because obviously dumb trains of thought must be all in caps, right? :D )
The changed build time of a bunker in the patch has...
On September 20 2010 04:13 Energin wrote: This is hilarious dude.
What's almost as hilarious is the people being like "OH THIS MUST BE WHY THEY"RE NERFING BUNKERS" (because obviously dumb trains of thought must be all in caps, right? :D )
The changed build time of a bunker in the patch has...
nothing at all to do with this lol
How can you get one joke but not get a joke in direct response to said joke?
I just realized that in that screen, he flew his command center to the gold expansion in the beginning of the game, now we know where all that money came from.
I'm pretty sure this will redefine every single Terran Matchup. What's Terran's weakness? Immobility. Zerg have creep, and now Terran have Bunker lines.
Imagine entire railways of bunkers. You can change the direction of an army simply by switching one single bunker relay in the middle. Suddenly you can have your entire marine marauder army anywhere you want.
And bunkers salvage for free, so this basically costs nothing.
You saw it here, first. I don't see this ever going away in ladder.
What makes it even more OP is that it's completely free. If you suddenly decide you don't want the teleporter you can sell it back for a ton of minerals...
You can easily leave a one-square gap between bunkers when going horizontally or vertically with about only 10% decrease in speed. When going diagonally you can have the bunkers touch each other only at the corners and it's very fast as well.
This whole thing should seriously be considered when trying to supply a contain or just generally a tank line with marauders or marines. Ramps and sight-blockers kinda get in the way on some maps though.
Ok now that the terran has finally figured it out i guess there's no reason for us zergs to try and keep it a secret anymore. The zerg nydus worm is actually infested supplydepotbunkers, sunk into the ground .
I hope Blizzard patches it to allow Tanks and Thors to enter bunkers. Without that this ability is underpowered and gives an inherent advantage to zerg/toss.
I use a similar teleporter to move SCVs to my expansions for quicker saturation, except with planetary fortresses so it's faster (5 SCVs at a time) and also it doubles as a protective wall.
On September 20 2010 09:02 peckham33 wrote: i'm serius with my above question though! (the one on page 5 in my last post that is)
The answer is: no, there is no bunker auto-unload. This is clearly a mistake on Blizzard's part; if they had seen this coming they would have obviously added right-click autocast for "unload".
On September 20 2010 12:21 prodiG wrote: If you make a circle like this, and hold down D will the units fire every time they switch bunkers (avoiding the cooldown?)
That would be absolutely disgusting (and probably patched) but I'd be hilarious to see a marauder shoot 300 rounds a minute in a melee game.
...You knwo what, i'm going to test this right now
If that works, you don't even have to make a circle, just make 2 bunkers next to each other and rallied to each other and spam unload.
On September 20 2010 12:21 prodiG wrote: If you make a circle like this, and hold down D will the units fire every time they switch bunkers (avoiding the cooldown?)
That would be absolutely disgusting (and probably patched) but I'd be hilarious to see a marauder shoot 300 rounds a minute in a melee game.
...You knwo what, i'm going to test this right now
If that works, you don't even have to make a circle, just make 2 bunkers next to each other and rallied to each other and spam unload.
On September 20 2010 12:21 Alsn wrote: Seeing this and finding the concept of nydus mining really cool(albeit just as useless as this), I set out to try the terran version!
You can basically build a machine gun, I tried it and it works (too lazy to upload replay sorry): You place a certain number of bunkers in a circle (works very well on Xel Naga by circling the small hole in front of each player's natural with bunkers). Then you load them up with 1 marauder/3 marines per bunker and then spam the unload whenever u get attacked. What happens is when a unit shoots it then moves to a further bunker to let its place to a new unit which has no cooldown, hence you get to shoot as fast as you can switch units in the bunker.
Its less dps then having all the units shoot at the same time but its pretty damn cool to watch!
blizzard should make this viable by making bunkers cost 0 minerals and have 0 build time... or make a new terran building called Railroad. lol 10 cost with 4 sec build time!!!
On September 20 2010 13:25 Akramba wrote: Hi all, Morrow's teleporter gave me another idea.
You can basically build a machine gun, I tried it and it works (too lazy to upload replay sorry): You place a certain number of bunkers in a circle (works very well on Xel Naga by circling the small hole in front of each player's natural with bunkers). Then you load them up with 1 marauder/3 marines per bunker and then spam the unload whenever u get attacked. What happens is when a unit shoots it then moves to a further bunker to let its place to a new unit which has no cooldown, hence you get to shoot as fast as you can switch units in the bunker.
Its less dps then having all the units shoot at the same time but its pretty damn cool to watch!
Haha what a nice and creative strategy, I don't think that its too overpowered as thats a HUGE mineral investment in comparison to warpgates and nydus worms. Besides, bio is already incredibly mobile with medivacs and stim.
On September 20 2010 14:17 YoureFired wrote: Haha what a nice and creative strategy, I don't think that its too overpowered as thats a HUGE mineral investment in comparison to warpgates and nydus worms. Besides, bio is already incredibly mobile with medivacs and stim.
It's good to see you've grasped the fundamentals of this thread.
On September 20 2010 14:17 YoureFired wrote: Haha what a nice and creative strategy, I don't think that its too overpowered as thats a HUGE mineral investment in comparison to warpgates and nydus worms. Besides, bio is already incredibly mobile with medivacs and stim.
It's good to see you've grasped the fundamentals of this thread.
Sorry that I didn't read the entire thread before posting? I read the last page and figured I'd add my input.
I'm way too tired to actually write something insightful >.>
I think this may have a place in late-game for linking expansions, think Metalopolis 10 o'clock vs 4 o'clock the Terran will naturally expand from the 10 to the 11 then 12 etc. etc. If you make this line of bunkers behind the mineral lines with exits at each expo it may just work, though this is just a scapegoat for if your macro is bad and your minerals are piling up. I'll make a screen shot and edit this post with it.
All the screenshots and videos posted here use like 33% too many bunkers! You can actually leave a gap without noticable slowdown (unless when you are going diagonally; you should have the bunkers touch corners there). I guess I need to add screenshots too to make this clear :-|
On September 20 2010 17:21 UntitledQ wrote: Waah, no one is listening to me
All the screenshots and videos posted here use like 33% too many bunkers! You can actually leave a gap without noticable slowdown (unless when you are going diagonally; you should have the bunkers touch corners there). I guess I need to add screenshots too to make this clear :-|
Please do! Not sure how big a gap you're referring to.
On September 20 2010 14:36 Zerokaiser wrote: It must be nice to know that since you've learned to abuse Terran, you don't need to practice, and can instead spend your time doing crap like this
On September 20 2010 14:11 EntropyFails wrote: Heya, I posted a short tutorial video of this specifically in action describing the how's and why's of The Terran Teleporter of Death opperation.
edit: nvm mules cant enter bunkers. i wanted to 15orbital 15bunker and abuse teleport to boost mules income lol man blizzard need to fix so mules can enter bunker so i can make a bunker between cc and mineral and have 0 walk distance :[
omg that is epic, nay awesome, nay legendary......... if only you could use it in a real game. you would have to have set up a perfect contain tho or else the bunkers would get sniped.
very creative use of bunkers, great to see that there is more to this game than macro and micro ;p
and think of the possibilities for map control.... a bunch of marines spread out in diff bunker set up in a circle.... you could just spam them round to where the enemy happens to be at any one time ;p
I don't think MorroW was the first person to find this since I saw a Youtube video of someone doing this in the beta, but I can't seem to find the video now. Hopefully I'm not the only one on TL who saw it.
it dosen't matter who found it first. what matters here is who the first one to bring it up to us is. (also, who says MorroW is a person [not that i think MorroW isn't but you never know])
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
Omg that is awesome.
Another thing this might be useful for is for terrans to defend against muta harass. You can transport marines from expo to main really quickly to defend against mutas. the only issue I foresee is changing the rally points fast enough.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
I really want to try this in a real game. Maybe use it to encroach on an expansion or something. Build bunkers in pairs, and close the rally loop when you're ready to fire.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
Wow.. That instant attack is insane.. Is it not fixed?
I was thinking that in case there is a chance the opponent does a harass, you could always build a reverse teleporter, rather than changing the polarity of the teleporting machine.
that's pretty messed up. i was just trying it and yea, its like a gatling gun.
however, melee units seem to mess it up and return it normal firing rate. prob has something to do with the fact you need the 1 spacing around the bunker.
You can do it without the 1 spacing but melee units mess it up even worse. The 1 spacing at least gives you a little margin for error. I wouldn't do this against Zerg. Although maybe if you cliff hugged you could control the unloading direction. I'll have to try this in a real game eventually.
@Uranium: Did you try it with something smaller like a triangle, where 3 bunkers are close to each other ? How many bunkers do you need to make this reliable ?
Yes you can do it reliably with a triangle or square. However you will only have 3 or 4 Marauders so you won't be able to fire constantly. Having a ton of bunkers enhances the "gatling gun" effect as each unit cools down going around the ring. So if you only have 4 Marauders you might as well put them in 2 bunkers and leave them there.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Could you abuse that with just 2 bunkers rallied to each other?
It doesn't skip the refire rate of units, just a new one with CD ready comes in range every time you unload. It seems like it's infinite, but it probably wouldn't work with less than 10-20 bunkers. SC2 is pretty solid when it comes to stuff like this.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Could you abuse that with just 2 bunkers rallied to each other?
No, it doesnt do anything. The unitskeep their attackcooldown, unlike lolrays. The reason you see one bunker firing like a gatling gun is because during that time it has 10 different marauder sitting in it. But if you had only 2 bunker looped, 2 marauders total, they wouldnt shoot anyfaster. However in most cases when you defend a choke and buid 5 bunkers, it happens rarely that all of them shoot at a time, so it is helpful to do this trick. But notice that its not more dps, than if all bunkers shot at a time.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Could you abuse that with just 2 bunkers rallied to each other?
No
On September 21 2010 21:18 Zaphid wrote: It doesn't skip the refire rate of units, just a new one with CD ready comes in range every time you unload. It seems like it's infinite, but it probably wouldn't work with less than 10-20 bunkers. SC2 is pretty solid when it comes to stuff like this.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
Omg that is awesome.
Another thing this might be useful for is for terrans to defend against muta harass. You can transport marines from expo to main really quickly to defend against mutas. the only issue I foresee is changing the rally points fast enough.
Very cool, however don't forget that he has a marauder in each bunker. All of them could be moving around with stim for even more damage, plus you could add 2 marines for the cost of each bunker.. Still, something fun to try in FFA.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
Omg that is awesome.
Another thing this might be useful for is for terrans to defend against muta harass. You can transport marines from expo to main really quickly to defend against mutas. the only issue I foresee is changing the rally points fast enough.
Very cool, however don't forget that he has a marauder in each bunker. All of them could be moving around with stim for even more damage, plus you could add 2 marines for the cost of each bunker.. Still, something fun to try in FFA.
who cares about practicality (jk) it's all about confusing you opponant with constats fire from one bunker.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Dude, you should make a new thread, that is awesome!
if the guy lets you get away with all those bunkers, he deserved to lose to say the least xD
i could see this being used for bm or something in a totally one sided match. like, spelling out noob in cursive with bunkers and then sending all your troops to his base through it.
On September 22 2010 09:22 coltrane wrote: has anyone tried to rally 2 bunks one into another, like for defending an expansion?
maybe it is viable after all.
yeah just have 4 bunkers in a 1 rax FE into 3 more rax, in a square formation so they all fire while rotating the unload
that doesn't make them fire any faster- it just rotates the marauders that have cooled down to the front. It's kind of like making a bunker with 10 marauders in it.
We should call it Morrowport! I love it so much, that I want to play terran now. (: Especially appreciate the option to build branches, and switch between them, by changing just one rally point.
Note that by hitting the hotkey and shift-clicking one mid-bunker, then mass unload - you can quickly move your army to that specific mid-point, without even changing the rally points. This way you can defend it easily in the middle. So, one could keep building and extending it, until it becomes a mini-version of the Chinese wall.
About going backwards; it probably takes quite some time to reset rally points, but there could be 2 parallel morrowports - one for each direction.
I probably wasn't the first to think about it but I mentioned this technique in Morrow's creativity contest 6 months ago. I was even considering making an array of bunkers and making a tetris video out of it but bunkers in an array wouldn't unload in every direction (maybe it's been fixed in patch 1.1 who knows).
I didn't win a beta key at this time so now I read Morrow saying he's invented it makes me huhh. Sorry about sounding like an ass but I just needed to blah.
Just for the record
On March 24 2010 02:28 chuky500 wrote: Initially I wanted to do it with an array of bunkers instead of supply depots, since you can unload units instantly from a bunker to another bunker. But it doesn't seem to work in all directions so I had to find a replacement.
I've actually tried this to speed gaz mining. I placed 2 bunkers between my CC and my refinery. And rally points like this Bunker 1 -> Refinery -> Bunker2 Bunker 2 -> CC -> Bunker 1
With 2 SCVs and holding down the unload button, i was able to get a mine rate equal to that of 3 scvs in a normal geyzer.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
Hang on ... What is the minimum amount of bunkers required for this to work? 3 or 4? If so, this could actually be viable to use in a real game!
On September 22 2010 09:22 coltrane wrote: has anyone tried to rally 2 bunks one into another, like for defending an expansion?
maybe it is viable after all.
yeah just have 4 bunkers in a 1 rax FE into 3 more rax, in a square formation so they all fire while rotating the unload
that doesn't make them fire any faster- it just rotates the marauders that have cooled down to the front. It's kind of like making a bunker with 10 marauders in it.
yeah the idea is just keep making lots of bunkers so not a single one of your units is outside the bunkers, would suck if 1 of your bunkers died tho lol, everyone unloads if you dont stop in time.
Basically would be used so you can have more than just 3 bunkers worth of units that fit in your natural
Hilarious and amazing. Finally I can mitigate that long rush distance on scrap station without wasting my precious time breaking down those pesky rocks. Thank you Morrow!
On September 23 2010 06:15 GulpyBlinkeyes wrote: Hilarious and amazing. Finally I can mitigate that long rush distance on scrap station without wasting my precious time breaking down those pesky rocks. Thank you Morrow!
or you can just end a line of bunkers at or past those "pesky rocks".
In its current form while a funny novelty i dont think it could see much use. Im gonna test some variations of it that involve maybe having teh bunkers 1 bunker space apart and see how fast it is. Hopefully i can gauge various cost over efficency versions of it and then try to think of ways you can apply this.
Also someone should make a tight bunker loop and see how units warping through it endlessly *cause its a ring* affect possible damage outpu?
Im thinking maybe a slower more spaced out bunker crawl could be viable though, using the munkers first to secure territory away from your base and using the bunker warp aspect later as an extra benefit to the strat since you dont need them all tight together anyway.
Let us now bask in the glory of the Iron Nydus Network of the Terran Dominion! aka the morrow train. *made those up myself*
This bump of a post made me du to the fact that Morrow is a high leveled player and created a very fun technique that though will never be used in competive games as a viable strategy from my perspective it is still a very funny thread.
On September 25 2010 15:26 GathFox wrote: In its current form while a funny novelty i dont think it could see much use. Im gonna test some variations of it that involve maybe having teh bunkers 1 bunker space apart and see how fast it is. Hopefully i can gauge various cost over efficency versions of it and then try to think of ways you can apply this.
Also someone should make a tight bunker loop and see how units warping through it endlessly *cause its a ring* affect possible damage outpu?
Did you read the thread? I posted a video that incorporates both of those things on page 9.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
HOOOLY SHIT, Now that I can see lategame potential for. Loop it around 2 bases that are close to each other and you have 360 protection at all angles.
Thanks to zero attack animation time on the Marauder, they will fire as fast as you can cycle them through the nearest bunkers. With a big network of these, you should be able to defend 2 or 3 bases at once against ground units... by just mashing D! Each Marauder's attack goes on cooldown as it is moving around the ring, in a similar principle to a gatling gun :D
MorroW, if you could link this in the OP that'd be awesome...
HOOOLY SHIT, Now that I can see lategame potential for. Loop it around 2 bases that are close to each other and you have 360 protection at all angles.
Yep, and the best part is - if they block the exit of one of the bunkers or destroy it, all the Marauders will spill out immediately to that point as you mash D, so it serves the original purpose of teleporting your units as well.
And Terran is usually limited by gas in the late game (I usually have 1k+ minerals in late game cuz of MULEing), so you can easily turn those minerals into defensive protection/mobility. AND if you want to reconfigure/expand your bunker network, salvage is 100% cost effective. So you can just keep on adding bunkers with a few turrets covering them and protect a whole bunch of bases from harass in the late game. Run the bunker line behind your minerals even - take that, drops!
On September 28 2010 06:48 Lunares wrote: Can reaper/ghost work? Or do they have the same problem as marines with animation.
Just tested it, Ghosts are decent but you definitely have to slow down your rate of Unload-pressing. Reapers suck because they shoot twice so the whole animation is quite long. Marauders are the only unit that allows you to mash D as fast as humanly possible.
Note that holding down D is too fast even for Marauders - they won't fire at all. You have to actually press the button each time.
Just for giggles I did this in a FFA. Went after the closest opponent who happened to be zerg. After wearing him down with this, he said "You know you aren't going to win right? I mean come on! A ridiculous ass bunker creep then you steal my natural!"
Lol, and I did end up winning :/ nothing but marines, marauders and medivacs :/
On September 28 2010 13:27 kefkamaydie wrote: Just for giggles I did this in a FFA. Went after the closest opponent who happened to be zerg. After wearing him down with this, he said "You know you aren't going to win right? I mean come on! A ridiculous ass bunker creep then you steal my natural!"
Lol, and I did end up winning :/ nothing but marines, marauders and medivacs :/
So you ended up winning with a normal terran unit composition ^^
Nice find, Morrow! But don't try to use it a big event match, or blizzard will see it and patch it! It is your one-hit-wonder strategy, save it for last!
On September 28 2010 13:27 kefkamaydie wrote: Just for giggles I did this in a FFA. Went after the closest opponent who happened to be zerg. After wearing him down with this, he said "You know you aren't going to win right? I mean come on! A ridiculous ass bunker creep then you steal my natural!"
Lol, and I did end up winning :/ nothing but marines, marauders and medivacs :/
So you ended up winning with a normal terran unit composition ^^
Nice find, Morrow! But don't try to use it a big event match, or blizzard will see it and patch it! It is your one-hit-wonder strategy, save it for last!
Yes, that may very well be, but I play protoss, and in a ffa I spent the first 15 minutes not expanding and just sending marines into the chute :/
Just surprising marines and marauders were enough to win the game at that point, because I wasn't expecting to.
i think that you get a constant stream of fire at somewhere between 22-30 bunkers/marauders. *and sorry about not seeing that post uranium*.
I think that the warp aspect idea probably is not usefull (at least in making a line directly to their base) though not only cause of cost but but that its only immediatly crossing the distance to the enemy in most strats and a surprise attack directly towards their base probably wouldnt be very usefull unless the enemy isnt at their base. having a one way nydus worm to the front fo the enemies base isnt much of an advantage to me either.
having go to the reverse could be agreat way to defend against harrass though when your army is away from base. you could also use it to attack one part of the enemies territory and when he reinforces that area use the bunkers to quickly warp to the opposite side, thus sending him on a wild goose chase if he tries to reinforce in the first place.
On October 01 2010 09:42 GathFox wrote: i think that you get a constant stream of fire at somewhere between 22-30 bunkers/marauders. *and sorry about not seeing that post uranium*.
I think that the warp aspect idea probably is not usefull (at least in making a line directly to their base) though not only cause of cost but but that its only immediatly crossing the distance to the enemy in most strats and a surprise attack directly towards their base probably wouldnt be very usefull unless the enemy isnt at their base. having a one way nydus worm to the front fo the enemies base isnt much of an advantage to me either.
having go to the reverse could be agreat way to defend against harrass though when your army is away from base. you could also use it to attack one part of the enemies territory and when he reinforces that area use the bunkers to quickly warp to the opposite side, thus sending him on a wild goose chase if he tries to reinforce in the first place.
I meant that its not very usefull in terms of just warping units to an enemies base from your base.
A more effective way to use the warping ability would perhaps be to facilitate a lightening fast retreat of units lets say if mutas are mobbing your base and the bunkers could easily get a platoon of rines back to shoo them away in time. It could also be used to in a way be at 2 places at once offensively like what i saw this one zerg do with 2 nydus wurms
(he was able to drop off at one side of his base do some damage and when reinforcements arrived he started pouring out on the opposite side the enemies expansions avoiding the enemy army altogether mostly).
All this said employing this idea can still be dam costly lol. On some maps the investment may be more worth it perhaps but the high time and mineral cost may still kill its viability.
how often have you had a ton of excess minerals? if nothing else, this can be used to make a quick way to get passed a thick wall in the middle of a battle!
Holy shit Thorzain just used this to hold against Seiplo in WCS.
I had NEVER heard of this before. You know... this has its uses...
Seriously I think more people need to see this. (Sorry if bumping stuff like this is taboo, I figure that as it was a big reason Thorzain won that game it deserves to be seen to avoid the confusion of people wondering how that happened).
This shows clearly why terran is OP and unfixable by design....Blizzard needs to remove the "Unload" feature from Bunkers ASAP. Wanna load up your bunker? Tough shit mr. Terran, the decision is made and this is a 1way road, I'm tired of Terran players on the ladder abusing bunker micro when there's nothing the other 2 races can do to stop it!
Holy shit Thorzain just used this to hold against Seiplo in WCS.
I had NEVER heard of this before. You know... this has its uses...
Seriously I think more people need to see this. (Sorry if bumping stuff like this is taboo, I figure that as it was a big reason Thorzain won that game it deserves to be seen to avoid the confusion of people wondering how that happened).
Really?? I remember this thread when it came out, and Boxer trying it against Yellow in the showmatch, but really? If there is a VOD we have to get a link to that.