> 2728966917066801;10:
> > 2533274821521504;9:
> > …
>
> I agree somewhat to this in lower tear matches but from what videos I have seen from the top 10 to 20 players in the game the first 5 to 7 minutes is exactly the same granted they are all unsc players you are a banished high lvl player so you have to scout and change your build based on what they do you do not have jackrabbits to lock people into there base until tier 2 lol I love this game when only playing with and against banished there are many viable strategies I just don’t see any different ones used by unsc early game
I agree, currently Jack rabbits are the safe choice for UNSC. Hopefully that’ll change with the next balance update.
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> > 2533274821521504;9:
> > -Double raid camps (plot 4 & 5).
> > -Early Apex.
> > -Double extractor opening.
> > -Single extractor with scout openings.
>
> If you have the time. On these different openings you are doing can you explain what you are seeing when scouting that triggers your response to go with the build order? I’ve been really working on my scouting, I getting the Intel but the correct response is what I struggle with. Any advice or help would be greatly appreciated!
Right, so as you mention, one thing is to scout, that’s the easy part. Interpreting what you see and react accordingly is half of the work, if you do not adapt you wasted your time.
Double Raid Camps: if I see an empty 5th plot it means the enemy is saving 500 for a second generator. That means he won’t have turrets nor the time and resource to spam scouts. This leaves you a small window to go all in and rush him. A mínibase, 1 upgraded extractor, 2 upgraded harvesters, 1 Harvester, 1 power node and 2 raid camps will allow you to pump 2 grunts and 2 jump brutes non stop. Having 2 power nodes will allow you to get Grunt mines, lay them in front of his base. Keep using your scout to gauge your enemy production (minibases, expansions).
Early Apex: some people do this all the time, but for me I do it when the enemy is going to heavy turtle (no minibases) he already has 1 or 2 turrets so rushing is out of the question. He has no minibases so scout army is a waste, build engineers while you tech up, engineers are effective at all stages. You might also want to expand.
Double Extractor Opening: I do this on Vault where keeping power nodes is very difficult or if I see the enemy has no intent on rushing me (he has no Barracks/Raid camps).
Single extractor with scout openings: if the enemy is going for minibases, use a small scout army to try and distract him while you control power nodes with grunts. The extra nodes will allow you to reach T2 as fast as if you had 2 extractors.
Sorry for the wall of text.