Supply Depot Choke Points

Discussion in 'StarCraft 2 Strategy Discussion' started by Peter.Hong, Jul 20, 2007.

Supply Depot Choke Points

  1. Peter.Hong

    Peter.Hong New Member

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    Seeing as how supply depots can now be submerged to be hidden from view and so units can walk over them this gives a new advantage to blocking choke points but still having the ability to maneuver your units out of your base without a drop ship. Post any views you might have about how this new ability for supply depots could be used for defensive or offensive strats.

    Bonus 100 minerals for a great post
     
  2. [LightMare]

    [LightMare] New Member

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    but dude, there are colossus now, and reapers. chokepoints are useless unless early in the game
     
  3. Peter.Hong

    Peter.Hong New Member

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    You can't lift up supply depots though. And I think i read that the supply depots don't take AOE dmg while submerged.

    As for the use of barracks as a block off, it costs more and means that you lose a form of unit production if it gets destroyed.

    Also it'd be an interesting way to blockade an enemy in a confined area. I'm not saying it would work well I'm just speculating here ;D but it would be a pretty cool.
     
  4. UchihaItachi0129

    UchihaItachi0129 New Member

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    that shouldnt be a problem if you have a good enough defense
     
  5. BaneOfHumanity

    BaneOfHumanity New Member

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    It will also be nice to submerge the depots so that you have more maneuverability with your base...

    Remember how people would put them in a big cluster and then they couldnt reach that part with anything but air....now its not a problem..
     
  6. Alasdair

    Alasdair New Member

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    oh, i just thought of something that could make choke points useful in late game which makes supply depot submerg ability god again, to counter reapers and collosi have a double elevated piece of land, we've since them go up one elevation, but not one thats twice as high as normal!
     
  7. PowerkickasS

    PowerkickasS New Member

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    this is a perfect idea. eliminates the imbalance for terrans who being on northern starting locations on non-ramped maps if they wanna fully block without being vulnerable to worker rush/losing marines.
     
  8. T-man

    T-man New Member

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    If SDs don't take AOE damage or Nuke damage when underground, I would think you'd need some sort of penalty. Otherwise you'd just leave all your main SDs (not choke ones) submerged, and the enemy would have to take each and every one out. That and it would PO hard-core nuke users...
     
  9. TerranGod

    TerranGod New Member

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    true...
     
  10. Peter.Hong

    Peter.Hong New Member

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    I think you would be right. There might be a HP penalty or perhaps even a fire penalty. Like in the earlier version of SC when a terran building got to the red range of hp and caught fire it would begin to deteriorate on its own. In this case the rate of deterioration might be faster or instead of the red range of hp it would be in the orange/yellow, thus forcing the player to un-submerge his/her supplies.
     
  11. Alasdair

    Alasdair New Member

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    or maybe the supply depot just doesnt give you supply while its under?
     
  12. Peter.Hong

    Peter.Hong New Member

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    That is possible. It would force you to only submerge your supply depots in a situation where you were already at full capacity with your units or if you needed to submerge due to a siege/nuke barrage. This brings about the question of if there is a delay in submerging though like will it work like burrowing and be automatic or short delay like transformation of tanks to siege mode?
     
  13. Peter.Hong

    Peter.Hong New Member

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    It's been posted from a translation that they don't take AOE damage or Nuke damage while submerged
     
  14. i2new@aol.com

    i2new@aol.com New Member

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    "It's been posted from a translation that they don't take AOE damage or Nuke damage while submerged"

    Do they damage if there is a detector near bye?