I can only emphasize with the fact not all players are quite at the level to solo yet.
I can definitely tell you with certainty that Karax can absolutely solo OT. This is even more so when you know prior to going into a game, where you will be solo-ing thus knowingly have plenty of bases.
If Sprite went solo then it explains his difficulty to get the train and do bonus because he is chased by time limits and Karaxās early build is still relatively slow, not mention there are more multitasking for him (because he did solo). (And Nukes to watchout for.)
Photon cannonās firepower is great especially when its potential is drastically increased when they use Chrono Wave and Chrono Boost.
Even with 15 point master invested in Chronomancy is absolutely staggering (to be fair Chrono Boost isnāt used as much).
Photon Cannon - 95 DPS
Khadaryn Monolith - 196 DPS.
But still you can imagine incredible Tower potential, I would even dare call it OP.
The cannons may feel bad, and they definitely need the hp mastery to function properly (which is infuriating), but you can definitely not miss a single train on OE with solo Karax by going mass static d. To be honest, spending time getting robo units instead of more max mastery cannon/battery is more likely than not the reason you couldnāt get all the trains, seeing as how cannons are similar dps/mineral to immortals against the trains before accounting for shadow cannon.
Yes. Having to dropā¦ 1200 minerals early on to have the safety anti-nuke cannons really slows things down. (3 pylons, 2 cannons each.)
Keep in mind that these were two separate runs. Not the same run. The first run was Robo with anti-nuke cannons, the second run was nothing but cannons.
You donāt need these until I believe the 3rd or was it 4th set. Also, the fact that you can project means you only need 1 set. So keep that in mind, if your main issue is lack of resources early on (which by that time isnāt early per se).
So Robo play is a little more macro detail required. As in it isnāt as straight forward in terms of āmake a forge, make cannonsā. This means you need to know the timings a bit better, so you have what you need when you need it, but not more or less. This is especially important for a high cost, multi-tech gated commander like Karax.
Moreover, if you are going Robo already, it is but easier to make observer then strike the ghosts than wasting 1200 minerals (which again can be much less due to Mās new changes).
I usually just plop down the cannons so I donāt have to keep an eye on it all the time. Plus, the cannons help deter the Hybrids that pop from the trains from just running into the mineral lines immediately while I swap from one train to another.
Why donāt you just make your pylons at the ramps? Karax isnāt artanis; heās going to need more than 1 pylon eventually. You only need 2 total cannons to defend ghosts, add 4 if you wanna kill hybrid stragglers. At most thatās 900 mid-game minerals to be extra safe.
Dude, heās saying Karax doesnāt work off of free 200 supply. As such, you need to build pylons to increase your supply cap.
Make your first Pylon near main north ramp, so you donāt have to do another one just for the cannons.
You are solo-ing, so your expansion is in your main (ally location). Make your 2nd Pylon at main south ramp.
Again, if you are having resource issues when blatantly you are wasting them, then no need to justify how you spent 1200 for semantic reasons.
Take the advices and improve your gameplay. Continuously justifying how it absolutely takes 1200 minerals so early in the game only emphasizes how there is a macro management issue.
I wasnāt making use of the -solo command, so I had an idle AI in the secondary main slot. Thus, the use of that 1200 is more than justified in that situation.
But why do you need 2 cannons? One cannon is more than enough.
Moreover, if the tracks are lined with cannons, the ghosts should never make it to the ramps to your base in the first place, so again the ramp cannons should prove redundant.
Any solo with Karax is gonna be hard. One thing that might help with the first train with Karax isā¦ Rush to get the flaming solar Lanceās right as the first train gets to you. With that, you only need to do the solar Lanceās along the train length and it will kill it in one set. No other things needed.
Might save you some resources and energy to deal with the early attack waves while your getting set up. If your being mineral starved due to cannons but still want vision at the ramps, you can always put an observer there and just use an orbital strike on the occasional ghost that pops up.
Soooorrrry that Iām not a GM level player. Please, oh great master of the game, teach me how to not be bad and how to solo a map.
Ghosts come from the rear bases too, not just the front. But whatever, Iām done replying here. People are too busy trying to roast my sorry butt, so Iāll just never play Karax again.
See, this is exactly your problem (and players like you).
Iām not GM at all, and I donāt presume anyoneās skill level. However you wish to play is up to you. Yet, hereās the rub - why post how you are having trouble if you donāt want to improve? So, obviously 2 conclusions:
You are clearly overly vain and prideful. Any advice or help is clearly out of the question, for you are clearly too good for anyone - a complete flawless co-op player.
You are just trolling, venting about how the team has yet again wronged you so by clearly making a poorly designed commander - a commander you donāt have to play (let alone we are discussing Mās improved Karax on Arcadeā¦)
I mean, the normal thing should have just been:
a) Post your issue.
b) Take advice (with or without reply).
c) Try it out.
c) Improve gameplay.
d) Move on.
Nobody has said anything mean to you, except to suggest ways to deal with Ghosts and 1st Train, etc. Like I said, you do you, but donāt for a second make this sound like you are the victim. You are choosing to ignore advice. You are choosing to play the victim. And you are apparently further choosing to never play a commander you purchased.
Colossus - Good in infested maps and against few comps (roach hydra, terran bio). Niche still but has its use. With the āpossibleā bug fixed here, itās good where it is.
Mirage - Making it do 12 damage flat against everything helps but it has problems in its base cost and other units overshadowing it, making its opportunity cost high. Against Protoss and Terran, you are usually better off going more energizers and reclaiming every mechanical unit. That leaves Zerg and it does ok against Zerg air comps since it has a chance against Corruptors and Devourers now. But, you do have to tech up to fleet beacon to get their upgrades and at that point, 1- 2 carriers are a better tech. Lastly, you need a critical mass of them to be effective.
Potential suggestions for Mirages: 1) make it able to graviton beam massive units and hybrids for a shorter period of time than normal (leveraging from how infested diamondbackās ability works). 2) make it start with a nerfed version of phasing armor at base (similar to how sentinels changed)
Carriers - I realized its new ability can stun main (void shards, thrashers) and bonus objectives (pirate ship in rifts to korhal, archangel in void thrashing). Not sure if this was intended but gives me flashback to when Novaās Strike Goliaths with its stun upgrade could do the same against the pirate ship .
For true solo runs you are not allowed to take your Allyās main base, this is a rule for both speedruns and mutation solos. You are also only allowed to take 1 expo, except for vl or lnl where you can take an extra expo from amonās base.
From my experience, AI doesnāt even nuke expansion if you donāt build any extra buildings there.
Ok, so once you get to 15 probes, you make a pylon, either in the middle of the main base or near your ramp. Put your tech around it.
Once you get to 23 supply, youāre gonna need another pylon. Put it at any of the entrances. You need to build that pylon anyway, so throw it in a spot that will help you when ghosts start coming.
When you get supply blocked again, youāll need another pylon. Put it at an entrance.
And thereās you go, you havenāt been āset backā 300 minerals because you need those pylons in order to get anything done.
If youāre going static defense-based solo, you can āignoreā the south entrance to the main base because you will have static defense there to kill bonus trains.
1 cannon can kill basically infinite nuking ghosts; any extra are purely to kill hybrid that pop out of the trains. if youāre running army, you might want another cannon at the northern/expansion ramps (either that, or just kill the hybrid with your army). If youāre running static, you should have more than enough firepower to kill hybrids from trains as they spawn.