1 |
I hadn't seen the beginning before, and yea, it's a bit annoying to complain about "another raaar game" when you're the one who picked it. Wasn't expecting to be highlighted like this, but it's been interesting to see other peoples perception.
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1 |
I hadn't seen the beginning before, and yea, it's a bit annoying to complain about "another raaar game" when you're the one who picked it. Wasn't expecting to be highlighted like this, but it's been interesting to see other peoples perception.
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2 |
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2 |
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3 |
It might be a good idea to skim through the games first or something, sometimes I'm not in a good mod and aren't polite or don't play seriously. I'm not expecting my games to end up on youtube.
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3 |
It might be a good idea to skim through the games first or something, sometimes I'm not in a good mod and aren't polite or don't play seriously. I'm not expecting my games to end up on youtube.
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4 |
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4 |
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5 |
It'd be interesting to see more players using commanders on 1v1.
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5 |
It'd be interesting to see more players using commanders on 1v1.
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6 |
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6 |
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7 |
About
the
strategy,
gunship
start
is
pretty
strong,
I
think,
especially
if
you
make
a
quick
expansion
somewhere.
Banshees
can
quickly
wipe
an
early
expansion,
and
kind
of
tie
cost-for-cost
in
a
fight
against
mobile
ground
AA
(
because
they
can
cover
the
range
gap
very
quickly)
,
although
they
lose
against
raider-aa
mix,
and
are
torn
to
shreds
by
riot-aa
mix,
but
their
mobility
and
regen
forces
the
opponent
to
play
defensively
or
split
its
army,
which
is
risky.
One
can
follow
up
with
a
commander
push,
more
gunships,
or
ground
switch.
Rapiers
seem
too
slow
and
have
too
low
dps
to
be
effective,
and
brawlers
are
too
unreliable.
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7 |
About
the
strategy,
gunship
start
is
pretty
strong,
I
think,
especially
if
you
make
a
quick
expansion
somewhere.
Banshees
can
quickly
wipe
an
early
expansion,
and
kind
of
tie
cost-for-cost
in
a
fight
against
mobile
ground
AA
(
because
they
can
cover
the
range
gap
very
quickly)
,
although
they
lose
against
raider-aa
mix,
and
are
torn
to
shreds
by
riot-aa
mix,
but
their
mobility
and
regen
forces
the
opponent
to
play
defensively
or
split
its
army,
which
is
risky.
One
can
follow
up
with
a
commander
push,
more
gunships,
or
ground
switch.
Rapiers
seem
too
slow
and
have
too
low
dps
to
be
effective,
and
brawlers
are
too
expensive,
yet
slow
and
unreliable.
|
8 |
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|
8 |
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|
9 |
PS: strike commander's model and animation seriously need to be fixed
|
9 |
PS: strike commander's model and animation seriously need to be fixed
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