3/12/2023 0 Comments Doublecommand not workingIf you are prevented from taking your natural by 10:00RT then your midgame econ advantage is lost, so a successfull contain is your worst enemy when using this build. The worst thing that can happen to you if you prepare for frontal attacks, cloaks, and air attacks is that you get contained and harassed thus dwindling any midgame econ advantage. The good news is that Terrans are designed to have strong defense and with adequete scouting you can counter any enemy strategy considering you are only 1:00 to 1:30 behind in tech/production time. This build murders the CPU but a real player will try to take advantage of his military during the first 8:00 of the game. Is it worth it? Hard to say considering you are militarily behind for an entire 8:00 RT of the game and can lose to a good player in that time frame, or be contained. The only downside to the immediate econ boom of this double CC build is that you won't have enough unit producing structures to take advantage of this super economic boom right away. If you can break a contain and grab your natural by 10:00RT (earlier if your opponent expanded) you have a huge advantage in that your expansion is already built and you just have to lift off and land, and it immediately starts off at full bore and you instantly gain a HUGE economic boom whereas the standard build has to not only build the expansion but saturate it which takes time. You finally match the standard build militarily at about 8:00RT which is exactly the timing when you push out and grab your natural expansion as well as attack your enemy. This info indicates that militarily you are still behind at the 7:00RT mark compared to a standard build. This means that militarily at the 7:00 RT mark you are only up 200 minerals, but are down 200 gas and 1:00 RT of production time. This disadvantage puts you on the defensive until you can fully realize the advantage gained by the early CC.įurther analysis shows that even though you are up 1000 minerals at the 7:00 RT mark, 550-150 (Orbital Command - Supply Value) + 400 (cost of 8 SCV's) = 800 is invested into your command center and scv's. You are also behind in tech and army size by 1:00 to 1:30 real time production. So we can see that this build has you up 1000 minerals and 8 SCV's and down 200 gas at the 7 minute mark. Standard Terran Build at 7:00 real time (no expansion)ĭouble CC Build at 7:00 real time (no expansion) Here is the YABOT analysis of this build. If your opponent expands early and you do not lift off and do the same you can fall behind If you do not scout properly and do not prepare for tech attacks (cloak, air) you can lose If you are successfully contained and prevented from taking your natural by 10:00 RT you lose. Your frontal defense is roughly the same strength as the standard terran build Increased SCV production allows faster saturation of minerals and expansion Mules quickly recover the cost of the command center Keep in mind that this build puts you ahead in minerals around the 7:00 real time mark but behind by 200 gas until you expand, so you will want to focus on your primary unit being mineral based such as marines/marauders/ or hellions and choose a support unit to use up gas such as tanks/thors/medivacs/ or ghosts. Follow up with whatever strategy you want and enjoy the advantage of having two orbital commands very early in the game which will be in sync with each other energy wise allowing 2 mule drops at a time. tech lab with next 25 gas after 6 marines have been builtĪt this point make SCV's nonstop and get a factory with your first 100 gas so you can get fast tanks or thors to prevent being contained or sieged. It has the potential to leave you stronger economically than the standard terran build in the midgame provided that you have prepared the proper counters to your opponents strategy.ġ2.5 rax (meaning queue 1 additional scv at 12 before building rax)ġ7 (stop scv production at 16 and build marines nonstop) command center 2ġ9 depot -> optional bunker when depot finished (my preference) Although I do not consider this build to be better than the standard Terran build, and do not yet know if it is viable in high level ladder play, it is an interesting and surprisingly good alternative build once you have mastered it. I include YABOT data which highlights the advantages and flaws of this build. Instead, the early second orbital command is used to pump SCV's and mules and can also fortify your wall in (although I prefer a bunker). This build focuses on an early double orbital command without expanding early (unless ofcourse a safe opportunity presents itself). #1 This is an opening which I have been using to great success against the AI (green tea).
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