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- What is your favourite commander, your worst ?
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Sorry I don't know their names right off, I'm a casual player so I don't play enough to memorize it, just the tactics employed.
These are based on 1v1 games on my favorite 4 player maps, Lost Temple/Metropolis/Shakura's Plateau.
Strong Yay - Aggressive Protoss Mass Ground Army
I'm a strong fan of the heavy ground forced protoss commander, using zealots, stalkers, sentries, immortals, colossus and void rays.
It's a very strong unit mix making it effective against pretty much anything thrown at it.
Any player with strong macro, moderate-high micro and an effective unit mix of their own, should be able to fend it off with minor to moderate casualties.
While those who suffer either- poor unit compositions, weak macro ability or not microing at all, will suffer extreme casualties resulting in losing your army, and most likely your expos and main.
It's very strong from start to finish, being a very aggressive Ai, which can make any XvP quite the challenge to deal with depending on your play style; and makes for a very realistic Ai to train against when trying new builds or races.
I absolutely love this Commander Ai! because there isn't a single second where you aren't kept on your toes. Every second strongly counts, and those who love macro intensive games which require split second decisions, there is nothing better.
Strong Nay - Turtle/Tech Carrier & Mothership Rushing
My least favorite one of all would be the protoss carrier/mothership rush commander; who strongly struggles with defending the base early game and mid game.
The primary flaws from when I've allowed it to tech up revolved around the Vortex ability being used in bad locations, often resulting in every interceptor being swallowed up along with a few of its carriers.
With moderate micro, a player can easily keep anti air units far enough back, and let the melee units just run underneath the carriers, so the mothership Vortex's them causing the problem above.
This results in the anti air having no contest against destroying the mothership; or with detection allowing you to easily snipe down interceptor-less carriers, causing the Ai to retreat.
By retreating, it leaves the few carriers in the vortex completely surrounded by your units, causing them to be shredded like tin-foil.
This creates the perfect window of opportunity for your final push in a very poorly defended base, with just a mothership and the carrier casualties.
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Sorry it's so review like, but I like attention to detail, especially when pointing out strengths and flaws in someones project.
This next portion will be my personal opinion on greatly improving it, and will be denoted by the box around the text.
This was something I used more so as a 2v2 tactic, but even in 1v1 it will greatly increase it's odds of survival greatly in comparison to waiting for the latest tech Carriers.
Use of deterrents helped keep the enemy from making any early resource harass, by buildings making a 1px choke, a single zealot holding position in this choke, and uses of either 2 stalkers or 2 Photon cannons, one placed at the mineral line and the other by the ramp.
Take as much from my strategy as you'd like.
It would be pleasing to see the Ai employ such tactics to gain a stronger mid-late game upper hand by warping in the carrier reinforcements to help stand it's ground in it's assault.
But it would also be interesting to hear how people have found the change in difficulty.
Along with strategies used to defeat it.
/Tired from writing