Re: This seriously needs to be put to an end

  •  08-09-2009, 9:15 PM

    Re: This seriously needs to be put to an end

    I FJ I:

    Of corse he will get to my hooks first.

    He can rage run for a start, and the Arbu will be out at 30seconds-1min. My barracks wont be out unitl atleast 1:30, then the build time for a marine, and the time it takes the marin to get to my hook.

    Of corse Arby can get my hooks.

    Wheather your clearing a hook, getting a base etc Arby will know where you are, and takeout your hogs, then the extra base, and all the supplies you should of gotten.

    He cant stop your marine him self, but 1 jackal can.

    Im just saying, its rediculas when he just rages at my hogs, and you cant even run away. Same applies to all units really, but i Fing hate it when he rages down my hogs.

     

     

    The Arbiter can't rage run until he has two Blessed Warehouses up or he will lose money. And warthogs are SCOUT units, they're not meant to be mobile WMDs. Scout units die, that's what happens in RTS games.

     

     

    Shield Wraiths/Jackals can and will kill the Arbiter. I've had to recall a 3-star T3 Arbiter from one particular army over and over... I just couldn't damage it. Any air units have the ability to insta-kill the Arbiter, and there are spots on every map where this can be done. Heck, even bases sometimes kill him. Also, he likes to randomly teleport. Killing him as UNSC is easy... if he has units, just drop a d-bomb and kill him with your counters. As the Covies, just make an army of wraiths/jackals, with some ghosts in there if he makes banshees. Yeah, you're going to lose units, but every leader can cause casualties before he dies... the Arbiter can only walk all over certain units, and if he does it's your cault for making them.


    Im Allhere:
    Nocbl2:

    "Oh, hey, that saggy old cripple is too fast. Lets screw him over in a month."
    his chair ran low on batteries from zooming around all day long.
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