It's that even if you can hold it off at a given time, it's still expanding. The area around emitters is still growing deeper in terms of creeper. Things can still go wrong even if you think they are going fine. With CW4 creeper, at least you know the pressure is gonna stop increasing at some point, whether due to the waves going all in your direction or due to the emit cap. Also, people just tend to make easier maps in CW4 versus CW3. And the fact that the terrain limit is lower in CW3 probably adds something as well. And the fact that there's no alternative resources in CW3 to rely on versus CW4. And beams require ridiculous amounts of energy to blast down spores. And emitters tend to be a bit closer to your Command Node. CW3 being (mostly) 2D also means you can't judge creeper depth as easily... Yeah, there's a lot of reasons...
Why didn't you terp firing positions on the hill? Also if you had built your sprayer soon after the mine you could have used it to climb the hill north of your base. They stop downhill creeper flow better than blasters.
@@prg with how much you're spending on cannons, terping is definitely cheaper. Very underutilized terp strat imo. However, this video helped me give up that first hill and focus on the south and reactors. The losing strategy here is canons. They can't do enough dmg. The strat is terp and mortars