So with this new patch i was curious what you guys are using as openers?
So far I’ve seen the usual Marine/Grunt openers and Scouts. I’ve also seen more Jack rabbits come into play. Forgehog and rabbits which is pretty decent in my opinon.
Seen Axtriox jpb’s and Colony’s Goliaths. In all right now there seems to be more of a variety when starting off or it could be just me.
What do you guys think?
Seen plenty of ghosts and jacks that were cutting down my grunts. So now have ghosts mixed with my grunt squads, works well enough just wish ghosts didn’t take so long to make.
Yea they do take a bit to make but with that ghost shield upgrade it rinses any hero within seconds especially a Forge hog, and Pavium. Question did Pavium not go the to Brute school for balance? It’s the dumbest thing ever when he gets hit by a ram unit he literally falls down I think it’s the big A… pack on his back it makes him top heavy. Once he falls down it’s good bye Pavium.
Anyways back to the topic at hand a Colony Hunter Capn opener with grunts/engees/choopers and a Goliath or 2 skittered of course is insane you literally run through anything thats in front of you. It takes a while to build like 4 min ish but man that’s a force to be reckoned with.
Hero/Marine and Scout/Sui are two very good openers this season. Although it’s nothing new, people were doing it last season as well.
The best opener is armory 2nd, grab power nodes, and then go harrass with hero. 100% winrate
Bunker and marine spam, lol. As useless as it sounds, it guarantees power nodes if you have a bunker or two in the right spot in early game.
I like that there’s more variety in openers and I feel playing more defensive is viable for me now. Usually though I end up losing map control, but I feel satisfied when my teched up army crushes theirs.
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> The best opener is armory 2nd, grab power nodes, and then go harrass with hero. 100% winrate
i imagin that works best with ship but spartans, Kinsano Mech, and Arby are great.