![]() ![]() Terrible speed and firepower, mostly ideal to clump them together or sneak around the sides of the map.įastest and cheapest, can easily overwhelm human forces. The most balanced scouts with good speed and firepower, can also make a foxhole if you want to keep eyes on a position, particularly effective inside the enemy base. You’ve trained your engineer, possibly trained an extra squad, sold your watchtower and your barracks, you’ll need to escort the engi to a spike and then spread out across the map with the ideal situation of getting direct sight at the enemy base. They are relevant even until late game as you must fight the fog of war almost as much as your enemy. ![]() Some factions have better scouts than others, you will be completely reliant on them to defend you from incoming rushes or denying the enemy from seeing yours. I also understand this watching will be easier than reading, in which case I strongly recommend watching BikeRush, Masterleaf or Green_Zero on Youtube and pay great attention to their opening build order. This isn’t taking into account if you get rushed or if you’re planning on doing a rush, otherwise from Low to Expert you’ll find everyone doing this exact build no matter what faction they are. Queue 2 more harvesters once Refinery is built.Įither pack up the MCV after you’ve placed the ref or build 1 more Power Plant before moving to the next field, this depends generally on which you personally prefer We’ll assume you’re on a map with a single tiberium spike (as most maps are) this means:
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