codepants wrote:
The one thing I think most people miss is not coordinating their mmls. Have them stop firing (red button in the lower left), wait 8 seconds, then tell them to fire so they all fire at once. Overwhelming TMD is much, much easier this way. (unless it's AEON tmd. Then ignore this) (but most people who are good enough to play aeon are good enough not to turtle)
Most turtling begins at t2 so assuming all else equal, you kick out your first mobile missile launcher just before your opponent finishes his first t2 pd (mmls are slightly cheaper than t2 pds). At this point the turtler will start making tmd. Again, mmls are slightly cheaper than tmd, so you should have two mml. If he goes shield, again, mmls are cheaper so you should have three before he can get a shield up. At this point you need only make one mml per building he makes. If he spams TMD, he is not advancing. Your MMLs are merely keeping him in place while you get map control elsewhere. The point is not to beat the base, just to have them put much more mass into it than they need to. You can break turtles with mml since one mmls is cheaper than one TMD, but your profit margin (the amount of mass you spend less than your opponent) is very small. Sometimes it's necessary to keep them from pd creeping you, but in general, making mmls is only a distraction.
If your opponent is smart he will make his own mml, forcing you to make a shield. You might have to micro your mmls in this case, but most turtlers aren't that good (usually by the time someone can turtle well, they know doing other things works better).
Considering from the start again, say your opponent went t2 on their ACU and you went gun. T2 is slightly cheaper than gun, so he will finish first, but t2 + t2 pd is more expensive than gun, so you can approach and start shooting the pd before it finishes (all else equal). You can then push your opponent back until he collects some units, and you just got map control. Having some units with you and having OC helps too.
Anyway, the turtling phase shouldn't get much beyond t2 if your opponent is really focusing it. If you let them build a ravager, for instance, then you already lost (or are really ignoring them and really winning everywhere else on the map. Or it's a team game and your team sucks).
I recently played a turtler but the replay is literally just me spamming mmls while ecoing and him making pd and ecoing slightly less. It was a multiplayer game so there was nowhere else for me to go and nothing else for me to do. It was really lame. The smart thing he did when his base started buckling was reclaim it all.
That is useful to me! My next question would have been, what would you do if your opponent managed to build a few ravagers. But that kind of got answered already. So I guess you just pump out t3 arty. Although depending on the exact firebase the opponent has, it might sometimes also be useful to go heavy t3 air or build a megalith or a nuke or something like that? That, I will figure out after some trial and error i guess. I feel like I have some base knowledge now that I can build on/work with.Statistics: Posted by knacK — 01 Aug 2020, 12:23
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