Derek
03-08-2007, 04:25 PM
You probably know by now that destroying a tiberium spike leaves a tiberium field. This field will regenerate, even when entirely depleted. Calculations show that theoretically it can yield more money than a captured spike. Based an experiment I ran in this (http://www.gamereplays.org/community/index.php?showtopic=206544) thread on GR.org, I determined that this could be practical. I set about to creat a useable Spike Kill BO, here is what I came up with:
Ref
Power
Rax
Crane
Power, Ref (hold)
Ref (hold)
You have to stretch with these structures towards the spikes on either side. What I did was to streath with PPs on one side and Ref + Rax on the other (the Crane is not needed for stretching). As soon as the rax is up, cue 6 rocketmen (if you want to capture at all, cue 2 engineers first, you will get a little more money but I don't really think its worth bothering). Send the first three to the kill the far spike, and have the next three kill the near spike. The spikes should die at about the same time, send your rockets to garrison the middle, then place your refineries by each field. Tell your harvesters to wait for a few seconds while the tiberium grows to full size, then begin harvesting. Build a WF (or two) as soon as the refineries are down.
How to stretch:
Right Side 1 (http://i19.tinypic.com/29c8gea.jpg)
Right Side 2 (http://i16.tinypic.com/331f8cl.jpg)
Left Side 1 (http://i15.tinypic.com/2h2qphx.jpg)
Left Side 2 (http://i15.tinypic.com/2qw0epx.jpg)
I found the income to be more than suffecient, I was able to dual WF spam and tech, but it won't last forever. Use some of the extra money to buy a surveyor and get an expansion, this will last much longer than the spikes. Once you have depleted the spike fields, tell your harvesters to stop for a few minutes until the fields have fully regrown, by this time you should have an expansion so it will be alright to have them wait. When the fields are ready again, resume. Only allow one harvester per spike field, or they will deplete too fast.
The weaknesses of this strat are late expansion, which I think is compensated for by the spike fields, and late WF. I think it will probably be safe to do this, but it might not the best thing to do. Try it out if you like, you might also try modifying it, this is the first spike kill BO so there is probably a better way to do it out there.
The replay is attatched for you to watch (http://forums.cncden.com/showthread.php?t=19135), keep in mind that since demo replays are bugged it appears to go downhill pretty fast, but you can see the BO (although I never expanded).
Ref
Power
Rax
Crane
Power, Ref (hold)
Ref (hold)
You have to stretch with these structures towards the spikes on either side. What I did was to streath with PPs on one side and Ref + Rax on the other (the Crane is not needed for stretching). As soon as the rax is up, cue 6 rocketmen (if you want to capture at all, cue 2 engineers first, you will get a little more money but I don't really think its worth bothering). Send the first three to the kill the far spike, and have the next three kill the near spike. The spikes should die at about the same time, send your rockets to garrison the middle, then place your refineries by each field. Tell your harvesters to wait for a few seconds while the tiberium grows to full size, then begin harvesting. Build a WF (or two) as soon as the refineries are down.
How to stretch:
Right Side 1 (http://i19.tinypic.com/29c8gea.jpg)
Right Side 2 (http://i16.tinypic.com/331f8cl.jpg)
Left Side 1 (http://i15.tinypic.com/2h2qphx.jpg)
Left Side 2 (http://i15.tinypic.com/2qw0epx.jpg)
I found the income to be more than suffecient, I was able to dual WF spam and tech, but it won't last forever. Use some of the extra money to buy a surveyor and get an expansion, this will last much longer than the spikes. Once you have depleted the spike fields, tell your harvesters to stop for a few minutes until the fields have fully regrown, by this time you should have an expansion so it will be alright to have them wait. When the fields are ready again, resume. Only allow one harvester per spike field, or they will deplete too fast.
The weaknesses of this strat are late expansion, which I think is compensated for by the spike fields, and late WF. I think it will probably be safe to do this, but it might not the best thing to do. Try it out if you like, you might also try modifying it, this is the first spike kill BO so there is probably a better way to do it out there.
The replay is attatched for you to watch (http://forums.cncden.com/showthread.php?t=19135), keep in mind that since demo replays are bugged it appears to go downhill pretty fast, but you can see the BO (although I never expanded).