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Foundry Rush
07-23-2012, 11:21 PM
Post: #11
RE: Foundry Rush
We've found the rush annoying enough that we'll be moving the soldier position back one space in the first update.
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07-23-2012, 11:53 PM
Post: #12
RE: Foundry Rush
Yay! Thanks Adam, you guys are the best.

Masters again finally Master League

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07-24-2012, 12:22 AM
Post: #13
RE: Foundry Rush
Is there any chance you could also tweak it so the heavy is on the other hex adjacent to the base spawn point? It would be nice to have the possibility of moving the healer next to both him and the spawn point in turn 1, the way the healer can move to the other spawn point without the sniper being in the way. As-is, if you want to buff the heavy before moving him onto the Bonus Wit hex, you have to do so knowing that your medic will be out of position for future spawns.
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07-24-2012, 01:08 AM
Post: #14
RE: Foundry Rush
(07-24-2012 12:22 AM)wonderpug Wrote:  Is there any chance you could also tweak it so the heavy is on the other hex adjacent to the base spawn point? It would be nice to have the possibility of moving the healer next to both him and the spawn point in turn 1, the way the healer can move to the other spawn point without the sniper being in the way. As-is, if you want to buff the heavy before moving him onto the Bonus Wit hex, you have to do so knowing that your medic will be out of position for future spawns.

It seems like a good things that there are some trade-offs in the opening, and not an obvious way to move units into their optimal positions Smile That is what will lead to turtling in the end - although the game so far seems more turtle-prone on the smaller maps.
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07-24-2012, 01:21 AM
Post: #15
RE: Foundry Rush
True, but I think the current medic/heavy positioning is more option-limiting than option-opening. Totally an opinion-based thing for sure, but the setup just strikes me as more awkward compared to the way the other maps are deployed.
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07-24-2012, 06:39 AM (This post was last modified: 07-24-2012 06:41 AM by CombatEX.)
Post: #16
RE: Foundry Rush
(07-23-2012 10:18 PM)Harti Wrote:  In Super-Titan play, the Foundry rush is only very rarely applied.

Really? But everyone who posted in the thread prior to you is in Super-Titan (or was at some point, I haven't checked today) and apparently see it enough in their games to have thought it worthwhile to discuss. Anyway, guess the point is moot now that Adam has stated OML will alter the spawn positions to lessen the potency of the rush.

Anyway, thanks OML for keeping close watch on player feedback =)

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07-24-2012, 07:38 AM
Post: #17
RE: Foundry Rush
(07-24-2012 06:39 AM)CombatEX Wrote:  
(07-23-2012 10:18 PM)Harti Wrote:  In Super-Titan play, the Foundry rush is only very rarely applied.

Really? But everyone who posted in the thread prior to you is in Super-Titan (or was at some point, I haven't checked today) and apparently see it enough in their games to have thought it worthwhile to discuss. Anyway, guess the point is moot now that Adam has stated OML will alter the spawn positions to lessen the potency of the rush.

Anyway, thanks OML for keeping close watch on player feedback =)


The problem with it was that it was often deadly if you hadnt studied it, and even if you had studied it, if you didnt have the optimal defenses you would generally lose 4 base health without enough compensation. But we did find probably addequate defenses. We are better off without it, you shouldnt have to study defenses to be ok against someone copying someone else's rush.
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