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Re: Teaching Players how to Beacon.

Posted: Fri 15 Nov, 2013 1:19 pm
by Orkfaeller
Rataxas wrote:i would not use your beacon also if its placed in wrong part of the map... and i belive it was.


Uh,,, what?

Re: Teaching Players how to Beacon.

Posted: Fri 15 Nov, 2013 2:13 pm
by Dark Riku
Orkfaeller wrote:
Rataxas wrote:i would not use your beacon also if its placed in wrong part of the map... and i belive it was.
Uh,,, what?
I have trouble with it too :D I believe he means something along the lines of:
"I would never use your beacon. Especially if it's placed in a poor position.
And I believe it was in a rather disadvantageous position."

I guess they played together. But even then I don't get the point of his post either. :/

Re: Teaching Players how to Beacon.

Posted: Fri 15 Nov, 2013 3:48 pm
by Forestradio
The rhino doesn't get vehicle armor in T1, so approaching the turrets would take some pretty careful micro.

Not to mention if your enemy builds a melee squad, your purgation are screwed.

Re: Teaching Players how to Beacon.

Posted: Fri 15 Nov, 2013 4:02 pm
by Orkfaeller
Lulgrim wrote:Building turrets behind enemy HQ has been done forever, there's just the risk that you get luled doing it. On some maps you can bypass turrets T1, on some you might need a transport (well you could borrow a GK Rhino in T1).

When we introduced GK I was expecting ppl to go for sneak Rhino + Purgation base rapes in T1.5 to kill off HQ turrets early. I remain slightly surprised I've never seen it.


I remember a long, long time ago,

playing against a team of MekBoys who would simultaniously teleport behind your basedefences and megarumble you.

They did this about three or so times and killed off two of our HQs.

Two of us could no longer build any units, we somehow still won.

Never seen someone do this befor or after, but it looked suprisingly effective.

Re: Teaching Players how to Beacon.

Posted: Fri 15 Nov, 2013 10:18 pm
by Nuclear Arbitor
i believe it still works like that.