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Thread: Giant Bunkers? How did we miss this?

  1. #21

    Default Re: Giant Bunkers? How did we miss this?

    Base defenses should be given important as well. Make static base defenses more viable!

    I can't believe we are stack with photon canons and sunkens all over again.

    This..

    http://sclegacy.com/forums/showthread.php?t=2791

  2. #22
    Pandonetho's Avatar SC:L Addict
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    Default Re: Giant Bunkers? How did we miss this?

    I don't think how that can possibly be useless. 6 Marines shooting from a Bunker with 2 extra Armor should be good to contain someone.
    Don't forget that bunkers also grant +1 range, and after all, it can be salvaged after.

  3. #23

    Default Re: Giant Bunkers? How did we miss this?

    The upgraded bunkers, placed in a strategic position near production buildings and in-between min line and production buildings (or to protect expos), could be a good deterrent, and seem much easier to get than Thors (from the stream I watched).
    Right up until the Mutalisk's sibling Corruptor comes along and Corrupts it for 30 seconds. Then it dies, as well as your workers.

    It would improve the quality of the game in my mind, since people would feel more encouraged to expand early.
    Because we wouldn't want fast expansions to be something that you could punish someone for. Nope; they should just get them for free.
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  4. #24

    Default Re: Giant Bunkers? How did we miss this?

    I find bunkers exceptional in their current form but I view them as a counter situation and not a permanant thing. I use them as a way to retaliate against a scouting of mutalisk or reapers for example and remove them after the danger time period has passed. In my current setup, I know how much money I have to use and when I pump a mule I can drop 3 bunkers around my mineral line (for example) and use it to whatever effect is needed. If the threat has passed and they've changed tech, I immediately salvage them and move on with my life with 0 consequence. I have a slew of games that the placement of 3 bunkers has saved the game for me as putting 1 marine in each has delayed their strategy and allowed me time to catch up to them (for some reason they always try to attack it instead of move around it)

    Sacrificing 100 minerals is far more efficient than losing more than 2 scvs, which is typically the case if I'm unable to react swiftly enough. And a single marine versus 6 reapers can take out 2 in the time it takes them to take the bunker down without armor upgrade. I also tend to select half of my SCVs and group them as Group 7 with auto-repair on. All I have to do is hit 7 + S(top), and they scurry around autorepairing. This is also a way I quickly react to my frontdoor assault.

    The IMPORTANT fact is to not treat them as permanant placements, but merely as a quick counter-reaction and take them apart the moment the concern has passed.
    Last edited by Gifted; 03-07-2010 at 08:36 PM.
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  5. #25

    Default Re: Giant Bunkers? How did we miss this?

    I feel that since marines have such short range now, with no upgrades, bunkers are relatively useless...even with +1 range, many units outrange marine/bunkers, so it's just too easy to avoid or deal with.

  6. #26

    Default Re: Giant Bunkers? How did we miss this?

    Hey! I just had an idea! Supply Depots can be submerged, but Bunkers can't! Why not add the submerge ability to Bunkers? So you could have a wall with Supply depots with Bunkers and not have problems of troops walking over because you would be able to submerge both Supply depots and Bunkers!
    Besides it could add some new strategies! such as submerging the bunkers (which I think should still be capable of being loaded and fire while submerged) and use the Supply depots as a barrier. Meanwhile you could put a Thor or Siege Tank over the bunker so it can be in range!
    EDIT
    And about the upgraded bunker... does the model size increase a lot? I mean the thread title says "Giant Bunker"... I mean, what if you had built them too tight... what will happen once they're upgraded?

  7. #27
    Pandonetho's Avatar SC:L Addict
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    Default Re: Giant Bunkers? How did we miss this?

    Their size doesn't increase at all.

  8. #28

  9. #29
    TheJet's Avatar Junior Member
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    Default Re: Giant Bunkers? How did we miss this?

    I generally avoid using bunkers unless in an emergency, or if I am in a turtle sort of build.

    It's usually better to have a mobile army in place of bunkers, as you never want to have the battlefield be in front of your base.

    If you choose to use bunkers offensively, they are rather ineffective midgame as enemy units reach that bunker far faster than you can send your own.
    "Who said anything about cake?" - Raven

  10. #30
    Pandonetho's Avatar SC:L Addict
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    Default Re: Giant Bunkers? How did we miss this?

    Then why is the title Giant Bunkers?
    Well look at the picture, they're different. It's because their cargo capacity increased by 2, but their physical building placement size doesn't increase at all with the upgrade.

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