Thank You.
> 2535422957995460;1:
> Thank You.
Can you be a little more specific in your inquiry?
Yes please, what strategy are you talking about?
that guy are Sentinel maker, 2 bases and spam. 


When the game has more than 2 viable strategies then I would agree with you.
The games needs to have a variety of strategies each with positives and negatives.
Stop trying too get people’s strategies nerfed.
> 2580187286538736;5:
> When the game has more than 2 viable strategies then I would agree with you.
>
> The games needs to have a variety of strategies each with positives and negatives.
Try coming up with some instead of copying.
> 2535422957995460;7:
> > 2580187286538736;5:
> > When the game has more than 2 viable strategies then I would agree with you.
> >
> > The games needs to have a variety of strategies each with positives and negatives.
>
> Try coming up with some instead of copying.
There are 2 Jr or locust lol
> 2728966917066801;8:
> > 2535422957995460;7:
> > > 2580187286538736;5:
> > > When the game has more than 2 viable strategies then I would agree with you.
> > >
> > > The games needs to have a variety of strategies each with positives and negatives.
> >
> > Try coming up with some instead of copying.
>
> There are 2 Jr or locust lol
games only been out for a month&ahalf…
Stop complaining about your OP strategies being taken away so you actually have to do legit strategies
Uh… I don’t reckon you can elaborate? This post wasn’t too specific.
I don’t think either strategy has yet to be nerfed?
Maybe you meant start
> 2535422957995460;7:
> > 2580187286538736;5:
> > When the game has more than 2 viable strategies then I would agree with you.
> >
> > The games needs to have a variety of strategies each with positives and negatives.
>
> Try coming up with some instead of copying.
I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
> 2533274813724630;13:
> > 2535422957995460;7:
> > > 2580187286538736;5:
> > > When the game has more than 2 viable strategies then I would agree with you.
> > >
> > > The games needs to have a variety of strategies each with positives and negatives.
> >
> > Try coming up with some instead of copying.
>
> I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
>
> Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
See, you’re right. But the reason that EVERYONE is mentioning this is that those two strategies are almost foolproof.
Nerfing doesn’t mean that you remove an option, it means you make it no longer the foolproof option.
> 2533274796391115;14:
> > 2533274813724630;13:
> > > 2535422957995460;7:
> > > > 2580187286538736;5:
> > > > When the game has more than 2 viable strategies then I would agree with you.
> > > >
> > > > The games needs to have a variety of strategies each with positives and negatives.
> > >
> > > Try coming up with some instead of copying.
> >
> > I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> > Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
> >
> > Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
>
> See, you’re right. But the reason that EVERYONE is mentioning this is that those two strategies are almost foolproof.
>
> Nerfing doesn’t mean that you remove an option, it means you make it no longer the foolproof option.
But if you stop the rush, then you usually win the game. What makes it a foolproof option? I genuinely don’t understand the problem.
<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.
> 2533274809201791;10:
> Stop complaining about your OP strategies being taken away so you actually have to do legit strategies
I’m complaining about your complaining, git gud.
> 2533274813724630;13:
> > 2535422957995460;7:
> > > 2580187286538736;5:
> > > When the game has more than 2 viable strategies then I would agree with you.
> > >
> > > The games needs to have a variety of strategies each with positives and negatives.
> >
> > Try coming up with some instead of copying.
>
> I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
>
> Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
No offense but I don’t think you’ve run into the true JR rush yet. Because even if their Jackrabbits don’t kill you they have complete map control. There is no true risk with the JR rush
> 2533274813724630;15:
> > 2533274796391115;14:
> > > 2533274813724630;13:
> > > > 2535422957995460;7:
> > > > > 2580187286538736;5:
> > > > > When the game has more than 2 viable strategies then I would agree with you.
> > > > >
> > > > > The games needs to have a variety of strategies each with positives and negatives.
> > > >
> > > > Try coming up with some instead of copying.
> > >
> > > I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> > > Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
> > >
> > > Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
> >
> > See, you’re right. But the reason that EVERYONE is mentioning this is that those two strategies are almost foolproof.
> >
> > Nerfing doesn’t mean that you remove an option, it means you make it no longer the foolproof option.
>
> But if you stop the rush, then you usually win the game. What makes it a foolproof option? I genuinely don’t understand the problem.
The problem is that there isn’t a strong enough T1 counter to JRs. They beat all T1 unites, can destroy turrets when in bulk, are crazy fast, can detect.
The only real counters I’ve heard/seen involve turtling hard and rushing to T2, but, then you’ve lost map control, probably all power nodes, and the opponent has multiple bases, and will outdo you in eco, even if you stop the JRs.
Against Kinsano, it’s worst because she has so many early offensive leader powers. 6-8 JRs and a turret do a lot in the early game.
> 2533274927740213;17:
> > 2533274813724630;13:
> > > 2535422957995460;7:
> > > > 2580187286538736;5:
> > > > When the game has more than 2 viable strategies then I would agree with you.
> > > >
> > > > The games needs to have a variety of strategies each with positives and negatives.
> > >
> > > Try coming up with some instead of copying.
> >
> > I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> > Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
> >
> > Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
>
> No offense but I don’t think you’ve run into the true JR rush yet. Because even if their Jackrabbits don’t kill you they have complete map control. There is no true risk with the JR rush
Yes. This. ^
> 2533274796391115;18:
> > 2533274813724630;15:
> > > 2533274796391115;14:
> > > > 2533274813724630;13:
> > > > > 2535422957995460;7:
> > > > > > 2580187286538736;5:
> > > > > > When the game has more than 2 viable strategies then I would agree with you.
> > > > > >
> > > > > > The games needs to have a variety of strategies each with positives and negatives.
> > > > >
> > > > > Try coming up with some instead of copying.
> > > >
> > > > I agree with this. I love when a game is new and there is no “meta” yet or when the player base is small enough where you can make your own strategy. I only play 1v1 Deathmatch and started at Gold 5 and I am now Diamond 3. In this range, I have only lost to JR rush once or twice. Same as brute rush, etc. Every time I lost to that was around 4-7 minute mark where I have no units, no turrets, and I’m just expanding and tech rushing. I learned to stop doing that and to have an army ready early.
> > > > Fight for the map, take all of the power nodes, scout enemy bases. If you have an army ready and upgraded at 8 minutes and the enemy has a base with no turrets, no army, why not just destroy them and win the game?
> > > >
> > > > Side note, look at the Strongholds game type. It allows you to build your army with infinite resources and all upgrades available. But when you start, you only have T1 and you have to wait for T2 and T3. If you don’t make an army during T1 phase and you just sit and wait for T2, you’re going to have a bad time. Now apply this lesson to the real game.
> > >
> > > See, you’re right. But the reason that EVERYONE is mentioning this is that those two strategies are almost foolproof.
> > >
> > > Nerfing doesn’t mean that you remove an option, it means you make it no longer the foolproof option.
> >
> > But if you stop the rush, then you usually win the game. What makes it a foolproof option? I genuinely don’t understand the problem.
>
> The problem is that there isn’t a strong enough T1 counter to JRs. They beat all T1 unites, can destroy turrets when in bulk, are crazy fast, can detect.
> The only real counters I’ve heard/seen involve turtling hard and rushing to T2, but, then you’ve lost map control, probably all power nodes, and the opponent has multiple bases, and will outdo you in eco, even if you stop the JRs.
> Against Kinsano, it’s worst because she has so many early offensive leader powers. 6-8 JRs and a turret do a lot in the early game.
just make engineers and turrents, after he fails push out with choppers, grunts, and engineers… not that hard.