<!--quoteo(post=1935607:date=May 12 2012, 09:31 PM:name=MajorAjer)--><div class='quotetop'>QUOTE (MajorAjer @ May 12 2012, 09:31 PM) <a href="index.php?act=findpost&pid=1935607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Elodea, please upload a public match were you were able to preform this. I would love to see it.<!--QuoteEnd--></div><!--QuoteEEnd--> Sure. Heres a decent pub game example. I don't think either team was decidedly skill stacked or whatnot. It was a 7v6 marines favour with several attempts to snipe our harvestors throughout the course of the game. Actual whip attack is at 9:30 if you want to skip. <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WpnVkOaY810"></param><embed src="http://www.youtube.com/v/WpnVkOaY810" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
@Scardybob Like i said, dont think its a good idea to balance around clunky UI and responsiveness. If you spend a short time learning to use hotkeys you can bypass alot of the issues anyway.
<!--quoteo(post=1935622:date=May 12 2012, 05:24 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ May 12 2012, 05:24 AM) <a href="index.php?act=findpost&pid=1935622"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure. Heres a decent pub game example. I don't think either team was decidedly skill stacked or whatnot. It was a 7v6 marines favour with several attempts to snipe our harvestors throughout the course of the game. Actual whip attack is at 9:30 if you want to skip. <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WpnVkOaY810"></param><embed src="http://www.youtube.com/v/WpnVkOaY810" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
@Scardybob Like i said, dont think its a good idea to balance around clunky UI and responsiveness. If you spend a short time learning to use hotkeys you can bypass alot of the issues anyway.<!--QuoteEnd--></div><!--QuoteEEnd--> Thank you very much! I think now that there is visual proof of the issue that the problem can actually be addressed. If the goal was to make whips like Arcs, then they serve their purpose. However, they do need to be balanced because that was unstoppable. Im curious to see how a whip train would do if the marines had an arc or two but, ultimately I agree that they are overpowered.
Mmm, again it only works if you manage to hold both of your res points all game, and neither of yours were properly contested throughout the match.
I'd have to say this wouldn't work nearly as well on average playing with US or EU servers, as their playerbases has adapted a lot more to the super aggressive marine play needed to win in general. That marine team in the video would have lost soon even if you hadn't gone whips. There's no disputing that the bombard damage is a little too high right now, but the strategy in general is very leaky.
I've tried the strategy a couple times on Mineshaft :
1. Four Harvesters, relatively even match Marines had 4 or 5 RT's. It was a 5v4 match to the marines, I pushed cysts from Crushing down through Gap through Operations to drilling. A marine was in Operations and attacked the cyst line, but I doubled up and he started to chase the other Cysts being placed closer to the base I got the cysts outside the base Whips were crossing Operations they got up to the base and four of the marines were there I was losing a cyst every few seconds got set-up by the drilling RT and pushed into main was dropped 5-7 cysts while misting and got some up moved my whips in lost a whip almost immediately got the first three rooted a fade and lerk and skulk pushed in while the marines were reloading, fade and lerk had to run back and skulk died Whips got their first volleys off hitting a Robotics to the left and killing an IP I found it difficult to have them target anything. Took down the Armory and the second Whip died, Fade/Lerk came back and the last two whips killed the rest of the base.
The first IP went down with ease, but because the second was far behind the CC it was the last thing to die, keep in mind this was my first attempt at the build.
2. Three Harvesters, picked up a Fourth one quite late got the Whips out pushed down from Cave to Drilling was only one marine in the base and my cysts got up no troubles. Dropped Mist and set up the four whips, because I placed the whips too close they were using melee attacks instead of the bombard thankfully one of the Whips was still at range so they managed to kill the IP right next to them enabling them to start using ranged again. The marines were fighting close so they spent a lot of attacks attacking the marines, Whips finally started hitting useful buildings and wiped them out quick enough.
Two of them were left alive when the base was cleared, they got up a CC in Refinery Transfer as they held about 60% of the map before the whips - The rest of the team cleared the RT's around Central and the map while they tried to set up again in Refinery. I cysted the rest of the map got 9 RT's and we cleaned the second base up easy enough with onos/mass buildings.
Comments
Sure. Heres a decent pub game example. I don't think either team was decidedly skill stacked or whatnot. It was a 7v6 marines favour with several attempts to snipe our harvestors throughout the course of the game. Actual whip attack is at 9:30 if you want to skip.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WpnVkOaY810"></param><embed src="http://www.youtube.com/v/WpnVkOaY810" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
@Scardybob
Like i said, dont think its a good idea to balance around clunky UI and responsiveness. If you spend a short time learning to use hotkeys you can bypass alot of the issues anyway.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WpnVkOaY810"></param><embed src="http://www.youtube.com/v/WpnVkOaY810" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
@Scardybob
Like i said, dont think its a good idea to balance around clunky UI and responsiveness. If you spend a short time learning to use hotkeys you can bypass alot of the issues anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you very much! I think now that there is visual proof of the issue that the problem can actually be addressed. If the goal was to make whips like Arcs, then they serve their purpose. However, they do need to be balanced because that was unstoppable. Im curious to see how a whip train would do if the marines had an arc or two but, ultimately I agree that they are overpowered.
I'd have to say this wouldn't work nearly as well on average playing with US or EU servers, as their playerbases has adapted a lot more to the super aggressive marine play needed to win in general. That marine team in the video would have lost soon even if you hadn't gone whips. There's no disputing that the bombard damage is a little too high right now, but the strategy in general is very leaky.
1. Four Harvesters, relatively even match Marines had 4 or 5 RT's. It was a 5v4 match to the marines, I pushed cysts from Crushing down through Gap through Operations to drilling. A marine was in Operations and attacked the cyst line, but I doubled up and he started to chase the other Cysts being placed closer to the base I got the cysts outside the base Whips were crossing Operations they got up to the base and four of the marines were there I was losing a cyst every few seconds got set-up by the drilling RT and pushed into main was dropped 5-7 cysts while misting and got some up moved my whips in lost a whip almost immediately got the first three rooted a fade and lerk and skulk pushed in while the marines were reloading, fade and lerk had to run back and skulk died Whips got their first volleys off hitting a Robotics to the left and killing an IP I found it difficult to have them target anything. Took down the Armory and the second Whip died, Fade/Lerk came back and the last two whips killed the rest of the base.
The first IP went down with ease, but because the second was far behind the CC it was the last thing to die, keep in mind this was my first attempt at the build.
2. Three Harvesters, picked up a Fourth one quite late got the Whips out pushed down from Cave to Drilling was only one marine in the base and my cysts got up no troubles. Dropped Mist and set up the four whips, because I placed the whips too close they were using melee attacks instead of the bombard thankfully one of the Whips was still at range so they managed to kill the IP right next to them enabling them to start using ranged again. The marines were fighting close so they spent a lot of attacks attacking the marines, Whips finally started hitting useful buildings and wiped them out quick enough.
Two of them were left alive when the base was cleared, they got up a CC in Refinery Transfer as they held about 60% of the map before the whips - The rest of the team cleared the RT's around Central and the map while they tried to set up again in Refinery. I cysted the rest of the map got 9 RT's and we cleaned the second base up easy enough with onos/mass buildings.