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B404913 2 on Lonely Oasis v1 (Multiplayer)

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Date Editor Before After
3/20/2016 8:04:31 PMAUrankSnuggleBass before revert after revert
Before After
1 [spoiler] 1 [spoiler]
2 Criticism: 2 Criticism:
3 I think you need to focus a little more on the size of the economies in games. Your comfort zone is units, and speculating about what units are used, but this feels more like a judgement of player decisions than a commentary on it. In pretty much any-game more than a few minutes long, unit-match-up serves relative economy size, which then interacts with future composition decisions to determine the victor. 3 I think you need to focus a little more on the size of the economies in games. Your comfort zone is units, and speculating about what units are used, but this feels more like a judgement of player decisions than a commentary on it. In pretty much any-game more than a few minutes long, unit-match-up serves relative economy size, which then interacts with future composition decisions to determine the victor.
4 \n 4 \n
5 A present unit match-up advantage is only predictive of victory if the forces have a good chance of connecting within a relevant time-frame, whereas an economic advantage represents a definite superiority that grows over time. While yes, eventually Raaar messed up and flew his banshees into warriors, he didn't have to, and banshees represent a lot more pressure on expansions. Regardless of this loss, Raaar was still ahead. 5 A present unit match-up advantage is only predictive of victory if the forces have a good chance of connecting within a relevant time-frame, whereas an economic advantage represents a definite superiority that grows over time. While yes, eventually Raaar messed up and flew his banshees into warriors, he didn't have to, and banshees represent a lot more pressure on expansions. Regardless of this loss, Raaar was still ahead.
6 \n 6 \n
7 Extra metal can be converted into a reactive counter to the present game-state too, so you can bank on the current unit match-up being overturned. Especially when you've got more information than your opponent, which is going to be the case when you're flying around in their base while their pushing their warriors around in the middle of the map. 7 Extra metal can be converted into a reactive counter to the present game-state too, so you can bank on the current unit match-up being overturned. Especially when you've got more information than your opponent, which is going to be the case when you're flying around in their base while their pushing their warriors around in the middle of the map.
8 \n 8 \n
9 Raaar's gunshippery earned him a large reclaim field, 10 e/sec, and 10 (50%) metal income/sec above his opponent. That's a very decisive lead, even if it was later thrown away. If you only listen to the commentary though, you'd think he was always behind. It sounds like you take sides and then pay less attention to the second player. 9 Raaar's gunshippery earned him a large reclaim field, 10 e/sec, and 10 (50%) metal income/sec above his opponent. That's a very decisive lead, even if it was later thrown away. If you only listen to the commentary though, you'd think he was always behind. It sounds like you take sides and then pay less attention to the second player.
10 \n 10 \n
11 At the start, you were talking about only sending one banshee, and you'd like to see more. At that point in the game, raaar could not afford more, as he'd gone for defenders, energy, a worker, and a ninja expansion. On top of which, at that point in the game, there's basically nothing that can kill a banshee before it gets away, and plenty of things that a banshee can hunt down no problem. Raaar had a military advantage ( one banshee beats the 5-6 glaives Ikinz had) , map control ( ikinz could not contest) , an eco advantage ( he fast expanded while ikinz did not) and a raiding pressure advantage advantage ( able to snipe mex in the heart of ikinz' base) . Seems like one banshee works. 11 At the start, you were talking about only sending one banshee, and you'd like to see more. At that point in the game, raaar could not afford more, as he'd gone for defenders, energy, a worker, and a ninja expansion. On top of which, at that point in the game, there's basically nothing that can kill a banshee before it gets away, and plenty of things that a banshee can hunt down no problem. Raaar had a military advantage ( one banshee beats the 5-6 glaives Ikinz had) , map control ( ikinz could not contest) , an eco advantage ( he fast expanded while ikinz did not) and a raiding pressure advantage ( able to snipe mex in the heart of ikinz' base) . Seems like one banshee works.
12 [/spoiler] 12 [/spoiler]
13 \n 13 \n
14 For the unit match-up series thing, it may be worth asking GF what units are definitely not up for review, and focusing your efforts there. Plenty of units have gone years without changes, I'm sure there are plenty of units that can be reasonably predicted not to change soon. 14 For the unit match-up series thing, it may be worth asking GF what units are definitely not up for review, and focusing your efforts there. Plenty of units have gone years without changes, I'm sure there are plenty of units that can be reasonably predicted not to change soon.