Ladies and Gentlemen, One of our Strategy Specialists, Comp_Lex, has written a strategical guide on the map Blood and Sand. Read it! And discuss it here.
Don't worry about the green tib directions. It's quite obvious where you have to take it judging from that huge smudge of blue or red on the sides of the screen(also the uplink is faster). But seriously its a good guide.
And about the Green Tibs, I've always wondered, which way is faster, to take it to the Uplink or spawn? There seems to only be a couple seconds of differences, does it matter much which way you take it?
And about the Green Tibs, I've always wondered, which way is faster, to take it to the Uplink or spawn? There seems to only be a couple seconds of differences, does it matter much which way you take it?
Uplink if it is safe is quicker. If uplink is risky then go spawn.
Couple of seconds can make a difference. Eg you are trying to haul back the blue and you need speed boost before your unit gets hit. Those few seconds can make a huge difference.
Uplink if it is safe is quicker. If uplink is risky then go spawn.
Couple of seconds can make a difference. Eg you are trying to haul back the blue and you need speed boost before your unit gets hit. Those few seconds can make a huge difference.
That's what I thought about actually... for instance for Nod, an Engineer with cliffjump or Spider tank with burrow can take the Uplink relative fast, but it still won't capture fast enough. So first Green Tib should probably always been taken to Spawn. Then after that all the rest Tib should be taken to Uplink.
That's what I thought about actually... for instance for Nod, an Engineer with cliffjump or Spider tank with burrow can take the Uplink relative fast, but it still won't capture fast enough. So first Green Tib should probably always been taken to Spawn. Then after that all the rest Tib should be taken to Uplink.
If you spawn close to the green tib, your first unit is the green tib collecter, and you send it out almost immediatly than it is impossible for the enemy to reach thir in time even with their fastes units. Second time the green tib spawns, unless your opponnent devotes most of his army and/or his crawler(and who would waste their early game like that) you green tib should still be safe because of the defences.
If you spawn close to the green tib, your first unit is the green tib collecter, and you send it out almost immediatly than it is impossible for the enemy to reach thir in time even with their fastes units. Second time the green tib spawns, unless your opponnent devotes most of his army and/or his crawler(and who would waste their early game like that) you green tib should still be safe because of the defences.
Actually no I can blow it up with 2 bulldogs or raiders And possibly steal it wit 3 or 4 bulldogs or raiders
So its never safe
This post has been edited by SU3AD: Jul 15 2011, 23:53 PM
One of our Strategy Specialists, Comp_Lex, has written a strategical guide on the map Blood and Sand. Read it!
And discuss it here.
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