Capping tower DM

Started by: Skeletonxf | Replies: 4 | Views: 1,922

Skeletonxf
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Nov 4, 2014 5:10 PM #1264824
This is more of a question than a strategy, but one time I saw someone use one of the starting order miners in DM Order v Chaos on a small map (think it was swamp or something similar) to take the tower before I had any way of getting there. They then transitioned into the Order turtle and obviously retreated the miner on my advance but my point is,

Is the 75 gold delay the miner doesn't bring back for longer worth denying the opponent uber early tower control (and likely tower spawn)?
jerrytt
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Nov 5, 2014 3:33 AM #1265019
Yay a math problem

It takes about 15 seconds (im guessing) to reach the tower, then 10 seconds to take the tower. so you have tower control 25 seconds in. Then going back to the mines takes another 15 seconds. in 40 seconds he could have gotten 2 gold runs in.
Assuming that the first thing that can get to the tower for chaos is a jugger, which takes 20 seconds to load, then 8 seconds to get to the tower, then 20 seconds to get the tower.

Order has tower from 25-28, so he gets 20 gold from tower, at the cost of 150 gold.
Chaos gets the tower 10 seconds later than normal so chaos loses about 40 gold.

So order has a net loss of about 90 gold, but delays the tower spawn by 10 seconds. So it depends on what you prefer.
Skeletonxf
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Nov 5, 2014 9:41 PM #1265235
Thanks. :)

I do wonder if that 90 gold difference is worth delaying the insta ghost spawn though, because weakening that first rush in any way would surely have positive knock on effects for getting the turtle set up more solidly.

Chaos also has to undo the tower control order's miner does though, which would slow Chaos down further.
jerrytt
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Nov 5, 2014 10:38 PM #1265254
I included that in the calc, 20 seconds instead of 10
Skeletonxf
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Nov 6, 2014 4:40 PM #1265722
Okay then. Gosh.

Math strategies are much easier to work out xD