Another reason to hate Cradle of Death:
If ally doesn’t take the truck out of the base you can get the truck waves from both sides. This can make you waste your time defending and not actually pushing the objective in some cases.
Okay, granted my statement was a generalisation but it is more often true than not. And Uther’s incessant poor attitude is indicative why he plays poorly (which he rather blame the game than his own lack of skills).
So let’s take a look at the ones you posted.
The 4th bot double wave is at 19:50 and 19:55 respectively. There are a total of 27 bot-waves on MO. 1 out of 27 waves (not including other map-waves, which are all single waves)
The last terminal has a double Suppression Tower spawn (similar to TotP double Thrasher spawn). There is a corresponding wave that spawns with both the towers but not an actual map-wave that overlaps with this. The issue here as is with most, the players are not clearing far enough ahead. The pattern of tower spawn is quite predictable.
There are a total of 24 terminal-related waves give or take. 1 out of 24 waves that actually double spawn.
This map is unique on its own, and I’ve said many times to everyone on this forum - “finish before N3 for your own sake”. Also, how does a constant stream of infested help with a twice as long Shield Overcharge that lasts 20sec? The context here is Uther insisting global SO is better cuz “he can’t get back with his army”. During the night, what is the army doing away from the base (if there’s nothing to defend?). And if there is static or army, then why is global SO necessary?
This is another player induced issue. Here’s how CoD truck-waves work:
- Starting with objective 2 (2nd area), waves spawn 2min to 1min apart near the trucks, generally 2-3 truck-waves each area/objective.
- Near the truck, I repeat near the truck. Far too many players leave their truck on one side of the map, or in their base meanwhile their ally has their truck pushing. This causes the waves to spawn 1 on one side while the other near the pushing army. This gives the “illusion” that there’s a double wave that must be defended on 2 fronts.
- Keep your trucks together mostly (unless you know how to split this map).
Now without taking up another 20 pages using this 1 post, I think it is needless to mention all the other 10+ missions where 95% of the waves are all single-waves.
So are we to justify Uther’s incorrect claims that global Shield Overcharge is somehow better because 5% of all missions waves give rise to using this on 2 fronts? So this is considered a “nerf” now??
I must mention lnl and coa double waves.
Lol, I think my long post make enough of a point.
Not denying double waves are a thing, but it has nothing to do with global Shield Overcharge whatsoever.
I would even dare say, someone who can’t handle these far rare double-waves is unlikely to global Shield Overcharge appropriately.
I mentioned only the few missions that immediately came to mind. Also notice that I didn’t mention mutators, and quite a few of them force the players to cover multiple fronts because of constant unit tickle or sending significant waves on you.
My point was, there are plenty of situations where you are forced to defend or attack multiple fronts at once. Or do both.
I also don’t want to argue about Shield Overcharge (in a thread about Vorazun) because I am of an opinion that it’s better to use Archons to deal with multiple attack waves coming at me while sending my army to do something else, than to split my army and use a global Shield Overcharge.
While an AoE SO is still just as useful for pushing as a global one.
Blocked. No need to read this nonsense anymore.
Lol thank god
I like P3 Shield Overcharge because it cost only 25 energy.
I’m not saying this is always right but generally I use fanatics to defend on maps where the attack waves come opposite direction of an objective, and use shield overcharge + solar bombardment for pushing . If the attack waves are coming from same direction as objective, I’ll just intercept them. Fanatics usually wipe most attack waves, and even when they start sending capital ships, you can just warp in a few dragoons to clean up.
While I was defending the shuttle on ME when a late game air Protoss wave came at my allies base. Fanatics cleared the wave except for the Carriers which they put in the yellow, I was able to clean up warping in 5-6 ish dragoons with focus firing.
Point being very rarely does one need to split my army. I plan for the double waves on OE, and ToP and will use fanatics / solar bombardment to cover for my ally if they are not up snuff. A lot of people complain but most of my allies are in fact up to snuff.
Vorazun rules! And P3 especially.
Now back on the derail path, I believe I said this 10x before already, but I always go Archon Sinatra, meaning banking 300 gas is 6 storms +2 archon… Very few waves out there who survive that (I basically consider it a second calldown/“ow whoopsie” button)
To bad I havent prestiged Sinatra nor Nuzarov, so I can’t think of anything to get this back on track right now…
Once we start throwing in mutators and other specific scenarios, of course there’s going to be better options. And heck, it’s going to get even further complicated if we start trying to take into account skill level. Unless otherwise stated, most times when we are looking at how good a CO or prestige perform, we’re looking at most useful in the widest range of applications, and someone performing at a high skill level to take full advantage of their CO/prestige.
Based on all that, then yes, P3 Artanis is the best prestige in most cases. A faster economy and ability to push harder in the beginning with either fanatics or extra over shields help significantly. Even maps that have double waves don’t happen until later in the map. By that point you should have enough energy or deathball to contend with them.
Correct name would be Artanny.
I mean, maybe I’m not very good at this game but it strikes me that despite double waves rarity the challenge that they present and the potential risk to a completion that they represent means that single target versus global shield overcharge is definitely relevant?
I mean, maybe some of you guys haven’t lost a brutal game since coop came out but between poor allies, low level commanders, certain compositions or any other number of factors I prefer to rate my commanders on how capable they are at getting a win in a win or lose scenario rather than how quickly they can win in a win-more scenario.
More often than not, the win-more actions is what makes us have less losing scenarios, it’s not like we’re amazing players or any of that ego crap.
In some brutations, it’s either overkill or get stomped, so no wonder in non-mutation brutal, players makes the game look trivial.
I’ve only recently leveled up P1 Vorazun, but otherwise, haven’t played as her in a long while.
Seems adequate enough. My only buff I would give is to apply lv1 gas discount not just to DT, but her DA as well (Dark Archon). They’re too niche, especially their cost. What’s worse is if you MC a unit, you have no way of healing it (save for her P1 and Emergency Recall).
Karax’ Energizer is limited to mech units, but those’ll heal due to Reconstruction Beam
Tychus’ Vega has a gear for that, along with Nikara/Rattlesnake
Stukov’s Aleksander doesn’t heal, but the whole point of it was for it to be temporary since the MC-ed unit is taking damage anyways due to its AA attack.
I guess you could MC an enemy SVC but that’s yet another thing you’d need to MC and keep alive.
.
Cloaking (and by extension burrowing) isn’t useless in the face of detection as she provides +400% shield regen, and +15% attack and +50% energy regen.
Time Stop is REALLY OP. Black Hole does help, although yeah, she’s in more trouble without it.
I do think the better option would be to add +100-200% energy regen to the full starting energy upgrade. (or even replace full starting energy with energy regen)