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[DC1.2][Sm>Sm]Pawning the GK tech

  1. #1
    Banned peturabo's Avatar
    Join Date
    Jun 2004
    Location
    Lincoln, england

    [DC1.2][Sm>Sm]Pawning the GK tech

    I hear some dudes in random places whining bout gk tech, so here's a mirror game where i pawn it.

    Game type: 1v1 auto
    Players: Pet(sm)>champ(sm)
    Map: Fallen city
    Time: Bout 15 minutes
    Deescription: I start with 4 scout FC->tact->tact, gk/chap and vehicles. He goes 2 scout gen->chap/gk.

    Have fun

    Pet
    Attached Files

  2. #2
    Member Opeth's Avatar
    Join Date
    Oct 2006
    Location
    Sweden
    Hm, i dont see the reason why he still had em at melee since all they did was running around and chasing your units. It would have been devestating if he had them at ranged so early vs t1 units. And perhaps then, he could have used that as a advantage of teching..
    ..Which he didnt do.

  3. #3
    Senior Member Chris's Avatar
    Join Date
    Sep 2004
    Location
    U.K, SE Essex
    GKs have 15% accuracy while moving so they'd still do fuck all. Can't pwn anything with their ranged damage until the chaplin joins in to slow down the enemy units.
    Chriss is that IG hater he wanted them to nerf everything about igs

  4. #4
    Banned peturabo's Avatar
    Join Date
    Jun 2004
    Location
    Lincoln, england
    Makes em unkillable though.

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