The amount of therium mining helps a ton, I was getting too much. And the hotkey workers makes a lot of sense because they are kinda hard to grab in intense situations
Hey probe another good idea is to use the habitat +25% production rate upgrade after you've built 3 barracks. Because it costs 150 luminite for the 4th barracks which only provides +25% production rate while the habitat upgrade is also +25% but only 100 luminite and upgrades very quickly compared to the building a barracks which also occupies bob's time. Of course barracks make for great walls so there is a trade off. And if you don't need to build a habitat then a barracks will be cheaper.
There is some calculation there yeah. It's 25% of a barracks, and 33% of a habitat, so it's still maybe slightly less efficient, but saves a lot of time and gets you out of trouble.
@@ProbeSC2 maybe its better against infernal since they can mass spawn units or like you said emergencies. But more barracks will produce more units at once which is important. Time will tell lol. As for the math: >1 barracks = 100% >2 barracks is +100% = 200% >3 barracks is +50% = 250% >4 barracks is +25% = 275% >5 barracks is +12.5% = 287.5% So if you do need to have habitats then spending 100 lum is worth it but it will also have diminishing returns so after 2 or 3 it doesn't really matter if you get the upgrade or just build another barracks. Probably going 3 barracks, one upgraded habitat, and then 1 extra barracks would work as it would be equivalent to 5 barracks but after that it would be pointless as both reach a effective equilibrium in cost being only 2-5% different.
@@ProbeSC2 I did forget to factor in the cost of tier 2 command post upgrade to get the habitat upgrade so it probably isn't a economy advantage but and emergency advantage. Too much math for me to bother with lol.
If you want to take your 2nd base quick and save I can suggest just wall off you natural ramp with rax and bio lab (if you scouted agression from opp - just add bunker with lancer). With this BO you can skip supplay depo and place 2nd base at 1.41-1.45 just like standart barrack-reaper-cc build from sc2.
I noticed while trying the dog build, you must cast overcharge on your bob before you place the barracks. It does not work to do it right at the start of construction.
The dog build seems based off of either getting in good damage or getting the creep camps. It seems that level 1 creeps that dogs can do really dont give many resources. Doesnt this make dog build weak?
It definitely isn't weak because of all the damage you can do, even game ending damage, while taking the map and denying your opponent of the creeps. Resource wise it is about break even though. So the build would be way more all in without the camps. And your opponent does have to react, so they lose money that way, which they don't regain with the camps.
Why do i need the resource camps at the beginning? They only give 40 resources (the first resource, dont know what it is called), that doesn't seem much.
Well you also get money from the vision camps as well. Essentially the camps allow you to afford having an army that can pressure and fight and do damage, while still expanding behind it. It would be very hard to open with so many pressure if you didn't get these resources! (plus it denies them getting it, and if it's an inf opponent, that is free fiends for them too)
I think it can run into a lot of issues, but you could do it, especially if Infernal players are scared of dogs and can't scout. You do give up the map too.
There is no supply numbers in this video, no exact timings. It's just building stuff when things complete, and knowing how many workers are needed on therium. It's actually very freestyle when you are playing someone and constantly reacting to what they are doing.
Thank you, Probe. I appreciate everything you've been doing for the community recently.
Perfect timing Probe. I was just looking for something like this.
Imagine that. An RTS player with good timing!
The amount of therium mining helps a ton, I was getting too much. And the hotkey workers makes a lot of sense because they are kinda hard to grab in intense situations
these are the most opimised build ive seen so far, way better, than the rest I saw even on the stormgate website, good efficiency
Awesome guide! Needed help cleaning up these transitions. Thank you for the resources!
Thats exactly what i was looking for, thanks!
Hey probe another good idea is to use the habitat +25% production rate upgrade after you've built 3 barracks. Because it costs 150 luminite for the 4th barracks which only provides +25% production rate while the habitat upgrade is also +25% but only 100 luminite and upgrades very quickly compared to the building a barracks which also occupies bob's time.
Of course barracks make for great walls so there is a trade off. And if you don't need to build a habitat then a barracks will be cheaper.
There is some calculation there yeah. It's 25% of a barracks, and 33% of a habitat, so it's still maybe slightly less efficient, but saves a lot of time and gets you out of trouble.
@@ProbeSC2 maybe its better against infernal since they can mass spawn units or like you said emergencies. But more barracks will produce more units at once which is important. Time will tell lol.
As for the math:
>1 barracks = 100%
>2 barracks is +100% = 200%
>3 barracks is +50% = 250%
>4 barracks is +25% = 275%
>5 barracks is +12.5% = 287.5%
So if you do need to have habitats then spending 100 lum is worth it but it will also have diminishing returns so after 2 or 3 it doesn't really matter if you get the upgrade or just build another barracks. Probably going 3 barracks, one upgraded habitat, and then 1 extra barracks would work as it would be equivalent to 5 barracks but after that it would be pointless as both reach a effective equilibrium in cost being only 2-5% different.
@@ProbeSC2 I did forget to factor in the cost of tier 2 command post upgrade to get the habitat upgrade so it probably isn't a economy advantage but and emergency advantage. Too much math for me to bother with lol.
If you want to take your 2nd base quick and save I can suggest just wall off you natural ramp with rax and bio lab (if you scouted agression from opp - just add bunker with lancer). With this BO you can skip supplay depo and place 2nd base at 1.41-1.45 just like standart barrack-reaper-cc build from sc2.
thanks for the build order. Gonna try those.
will be helpful if there is one for infernal as well :p
cheers
Thank you for the builds 😄
I noticed while trying the dog build, you must cast overcharge on your bob before you place the barracks. It does not work to do it right at the start of construction.
How many barracks do you usually need throughout the early game? I remember in sc2 doing a build and have 7 gateways, is 2 barracks ok?
Yeah 2 for lancer/exo until you take a third. 3 for if you were doing a dog style for some reason.
you do the lords work
Thank you, Probe.
The dog build seems based off of either getting in good damage or getting the creep camps. It seems that level 1 creeps that dogs can do really dont give many resources. Doesnt this make dog build weak?
It definitely isn't weak because of all the damage you can do, even game ending damage, while taking the map and denying your opponent of the creeps.
Resource wise it is about break even though. So the build would be way more all in without the camps.
And your opponent does have to react, so they lose money that way, which they don't regain with the camps.
this is a very nice video
Today I found the dog upgrade is behid 2nd tier command center,
Yeah balance changes since then.
What's a build order?
how about the fast expand build monk was showing in the dev tourney? is that viable? he was powerbuilding an expo as one of his first plays
I think it's just not viable on the current ladder map. If the enemy rushes you, you lose too much if your opponent plays well
Infernals next?
I'll try, spent a lot less time playing Infernals, but I have a lot of replays against the top players I could show.
damn bro has good jawlines
Why do i need the resource camps at the beginning? They only give 40 resources (the first resource, dont know what it is called), that doesn't seem much.
Well you also get money from the vision camps as well. Essentially the camps allow you to afford having an army that can pressure and fight and do damage, while still expanding behind it.
It would be very hard to open with so many pressure if you didn't get these resources! (plus it denies them getting it, and if it's an inf opponent, that is free fiends for them too)
40 * 4 is 160 which is a lot. that's like half a minute of mining
is 2 rax dogs viable? you win the dog war and then transition.
Can even salvage the bio lab and go 3 rax dog.
And then the Infernal player drops gaunts at 430 :(
is CP first not a viable option in Elephant anymore?
I think it can run into a lot of issues, but you could do it, especially if Infernal players are scared of dogs and can't scout.
You do give up the map too.
Shame, another RTS where you learn build orders by heart instead of actually playing the game(
U can always kinda freestyle ur builds tho
There is no supply numbers in this video, no exact timings. It's just building stuff when things complete, and knowing how many workers are needed on therium.
It's actually very freestyle when you are playing someone and constantly reacting to what they are doing.