
I knew it! Google_Frog is a pirate!Google_Frog wrote:AAAAAAAAAARRRRRRRRRRGHH!!!!!!!
With facplop. And I know it is probably a bit high, but facplop and no boost start will lead to factories much earlier in the standard build order so scouts should be out faster. Not to mention, no boost on the rush unit(s) means it/they will take much longer to get out.Google_Frog wrote:Is this with facplop or without? Higher start resources create a bit more blind RPS as more can be built before good scouting is achieved. If you take comm income into account you do not stall for 33 seconds if spending with the comm and factory, I think this is a good period of time. Lots of start resource amounts can be tried as tests to see what works well.For starting resources, I want to try 1000 because it means you can put more units on the field before you start stalling com+factory, which I hope would lead to more territory contesting early game and less compush-to-middle-while-spam-llt.
My reasoning was to make fusion start possible again, but I suppose this would be possible with less then 1000. Maybe somewhere around 800.