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Last post 08-26-2012, 12:22 AM by Kazansky. 24 replies.
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Subject:
Re: The Viability of Walls
Djunjuppeke:Here is a vid of storm showing how
Storm's method of using a drag box to select only pillars is quite innovative. Practicing with his method, however, I came upon a bit easier way to do this. Instead of Shift-clicking a gate-able wall segment, instead Shift-click a pillar. Note which number changes and then Shift-click that pillar again to add it back. Now, Ctrl-click the pillar group to leave only it selected. Press Del and Enter and you are done.
Another, easier, way to quickly delete pillars is to select one pillar, hit the hotkey for Find All of Selected Type (it's in the Find Units hotkey section), then press Del and Enter. This will delete all pillars everywhere, so make sure to build a wall that you want to leave pillars in last. I re-mapped the Find All of Selected Type hotkey to a single key that wasn't being used to make it easier to remember.
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Subject:
Re: The Viability of Walls
Metis: Djunjuppeke:Here is a vid of storm showing how
Storm's method of using a drag box to select only pillars is quite innovative. Practicing with his method, however, I came upon a bit easier way to do this. Instead of Shift-clicking a gate-able wall segment, instead Shift-click a pillar. Note which number changes and then Shift-click that pillar again to add it back. Now, Ctrl-click the pillar group to leave only it selected. Press Del and Enter and you are done.
Another, easier, way to quickly delete pillars is to select one pillar, hit the hotkey for Find All of Selected Type (it's in the Find Units hotkey section), then press Del and Enter. This will delete all pillars everywhere, so make sure to build a wall that you want to leave pillars in last. I re-mapped the Find All of Selected Type hotkey to a single key that wasn't being used to make it easier to remember.
It is usually the highest number and has a slightly different color/hue then the others as well... so pretty easy to pick out the group from the multiselect. But I like the hot-key the best. @OP... not sure what rank you are, but having a low number of walls probably doesn't really work at any level. Of course, there were some players that barely walled at all.. but they were exceptional at map control and expanding, so the fight was never at their town (think I saw vids of Kerk doing that). Otherwise, noobs lame things like boxes and dopple rushes, while the higher ups would just open a hole really big and go around you (if they don't go through you).
ESO: Cleaner666 Treaty Rank: 1st Lt Supremacy: Terrible
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Subject:
Re: The Viability of Walls
gs:lol i came into this thread thinking it was about sup, but really? you're asking whether you should build walls in treaty? /epic facepalm
i know this is about treaty but in sup how viable are walls really? if im ever on deccan i always wall off to start the game since i have so much wood in the start and it usually helps. but on a map like great plains how viable are walls?
Someone play treaty with me and teach me mehn teach me!!!1!!111!!!
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Jerom  |
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Utrecht, The Netherlands |
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Subject:
Re: The Viability of Walls
jayve98: gs:lol i came into this thread thinking it was about sup, but really? you're asking whether you should build walls in treaty? /epic facepalm
i know this is about treaty but in sup how viable are walls really? if im ever on deccan i always wall off to start the game since i have so much wood in the start and it usually helps. but on a map like great plains how viable are walls?
not viable at all untill at least 50 minutes of playing but more like 1-1.5 hours... (thats talking about an entire wall around your base, small wall segments sometimes make sense).
[N3O] Jerom_the_brave http://www.youtube.com/user/N3OJerom?feature=mhee
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Subject:
Re: The Viability of Walls
jayve98: gs:lol i came into this thread thinking it was about sup, but really? you're asking whether you should build walls in treaty? /epic facepalm
i know this is about treaty but in sup how viable are walls really? if im ever on deccan i always wall off to start the game since i have so much wood in the start and it usually helps. but on a map like great plains how viable are walls?
when defending a rush, not building walls is almost stupid. they delay the enemy a lot and if you have the RI advantage they stop the rush completely. place them strategically between your buildings/gold mine and place a gate for your skirms to go through to dodge cav if necessary.
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Subject:
Re: The Viability of Walls
When I play I just make one wall around each farm, plantation, house,towncenter, barracks, stables, artillary, arsenal, wonders, factories, etc, etc. I have found that to be most effective as you still have room in your town to quickly pull troops through to kill the small bands of attempting raiders. After the enemy trys once to raid you, they will up after they see how strategically you've built your town. Only players 35+ use this tactic so not a lot of 1st lt/captains and various nubs to do not see these types of OP pro strategies, so they never get the chance to really improve.
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