by Blodir » 16 May 2015, 15:53
some stuff, hope it's helpful:
Basic meta:
Spots for top team from left to right.
1. (beach spot) good for navy and drops (since direct opponent has a huge land area to defend). Also possible to run ACU south if opponent is sub-par, but generally disadvantageous against an equal player.
2. (middle spot) should focus on fighting over the middle island. Walk ACU early or rush a transport and then walk.
3. (rock spot) should rush to t3 air as fast as possible, much like other maps. T3 air is simply too good to pass up, there's no getting around that fact. If you don't have asf by the time your opponents have a strat you risk losing a lot of mexes to it. Note that you don't need any early pgens in this position because of the nearby 2 hydros, you have a very strong beginning, but have less total mexes than others (assuming they take their expansion mexes).
4. (the spot with huge land area) plays quite differently to others. You have a massive amount of tree reclaim here, and you should be making many factories just for engineer spam to reclaim it all. Drops are a natural progression from the many landfactories you built for engi spam. The southernmost mexes are very difficult to defend, upgrade them with caution.
Tips:
- Have a scout patrolling over the back of your base for possible enemy TML bases
- Careful for TML in general, it has surprising range. ACU TML is a nightmare so keep a watchful eye over their ACU
^ abuse them at every opportunity
- The middle mass gives a nice boost to your economy, but be careful of over committing: sacrificing eco for rushing the reclaim can often overweight its advantages
- Hover spam is gooooood
- Frigates can deny total of 11 mexes from enemy team
- Helping with middle island as side positions can be effective, but can easily turn into a huge disadvantage if you don't know exactly what you are doing.