Started by Karsten75, February 25, 2011, 06:01:06 PM
Quote from: Karsten75 on February 25, 2011, 06:01:06 PMI thought it might be a good idea to start compiling hints and tips that Virgil can incorporate into a Strategy Guide for new CW2 players.3. Delay Research domes until you have stabilized your position and can safely advance against the Creeper.
Quote from: Ytaker on May 18, 2011, 09:33:01 PMI'd disagree. In a lot of tight maps you'll quickly run into sharp increases in difficulty and a shortage of reactor space. You can't actually fund a serious assault so you need upgrades to boost your assault. If you wait the creeper will build up and defeat your unupgraded turrets.
Quote from: Sqaz on August 28, 2011, 02:49:35 PMThe comments are here to comment, dare to use them.
Quote from: thepenguin on February 26, 2011, 07:09:39 AMok, most important techs for a map (in my opinion)1.Reactor2.Beacon3.Blaster4.Nullifier5.Repulsor6.Shield7.Micro-rift8.Maker9.Ore Rig10.Launcher11.Phantom Coil12.Tech dome
Quote from: Ebon_Heart on May 19, 2011, 06:59:21 PMMaker comes before Ore Rig? and a repulor's before a maker?.... and phantom coil and tech dome are last?!?! come on... I think micro rifts are probly number 12... that or shields. And launchers should be up higher!
Quote from: Karsten75 on May 19, 2011, 11:02:07 PMPlease, I beg of you. It is totally useless to debate the relative merit and build order of the various units. I'm going to ask that this topic be unpinned or locked if you guys persist in debating that in this thread. Choose your own thread to do that in.
Quote from: cool49 on January 16, 2012, 09:21:33 PM***only if you have a huge stockpile of energy and ore ***you can use "maker bombs" on huge pools of creeper...you charge 3+ makers until they are full then send them in. They will burst and will be like a huge nuke.