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[quote]One thing I think isn't helpful is predictions in spec games, because for your predictions to be be correct, you have to blindly predict both sides without the ability to have game impact. Without this, your guess is just lucky, and there will be no clear feedback as to if that call was correct or luck.[/quote]
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[quote]One thing I think isn't helpful is predictions in spec games, because for your predictions to be be correct, you have to blindly predict both sides without the ability to have game impact. Without this, your guess is just lucky, and there will be no clear feedback as to if that call was correct or luck.[/quote]
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I think predictions in spec games does help your gamesense. Not all predictions have to rely on predicting both sides.
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I think predictions in spec games does help your gamesense. Not all predictions have to rely on predicting both sides.
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For example, once defensive buildings have been set up, they are static and don't move. It is then up to attacking player to exploit the weaknesses of the defense and if you want to predict how the attacker performs the attack, you have to understand the state of their mind and if they are likely to exploit the gaps or weakpoints or not.
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For example, once defensive buildings have been set up, they are static and don't move. It is then up to attacking player to exploit the weaknesses of the defense and if you want to predict how the attacker performs the attack, you have to understand the state of their mind and if they are likely to exploit the gaps or weakpoints or not.
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Predicting commander snipes in 1v1 is especially fun in my opinion.
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Predicting commander snipes in 1v1 is especially fun in my opinion.
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This is a more dynamic case where the players are basically taking turns predicting eachother, while you, as a spectator, tries to predict both players predictions.
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This is a more dynamic case where the players are basically taking turns predicting eachother, while you, as a spectator, tries to predict both players predictions.
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An unupgraded commander can lose to just 3 Scorchers or 6 Glaives and that trade is basically always worth it for the raider player to take.
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An unupgraded commander can lose to just 3 Scorchers or 6 Glaives and that trade is basically always worth it for the raider player to take.
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However, the commander have the ability to build 1 to 3 Lotus turrets before the raiders reach the commander when spotted on radar. However, if the commander is building Lotus turrets between mexes out in nowhere, that defense can easily be circumvented and might just be wasted resources for the defender if the raiders choose to go for a different target. The attacker is typically also working outside radar coverage so they might not even know where the commander is or how many nearby enemy units there are to support the commander. If the commander player is bold, they can just assume that enemy doesn't know or doesn't dare to go for the commander kill and avoid building defenses, basically bluffing.
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However, the commander have the ability to build 1 to 3 Lotus turrets before the raiders reach the commander when spotted on radar. However, if the commander is building Lotus turrets between mexes out in nowhere, that defense can easily be circumvented and might just be wasted resources for the defender if the raiders choose to go for a different target. The attacker is typically also working outside radar coverage so they might not even know where the commander is or how many nearby enemy units there are to support the commander. If the commander player is bold, they can just assume that enemy doesn't know or doesn't dare to go for the commander kill and avoid building defenses, basically bluffing.
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| 9 |
For
the
attacker,
the
commander
explosion
can
also
really
make
it
really
tense.
The
attacker
might
know
that
there
are
nearby
units,
like
riots,
but
if
the
commander
is
just
far
away
enough
from
the
other
units
and
defenses,
you
might
be
able
to
snipe
the
commander
quickly
with
lots
of
raiders,
but
you
also
want
to
avoid
losing
too
many
raiders
to
the
commander
explosion
and
surrounding
units,
because
if
you
lose
20
raiders
to
kill
one
commander,
they
enemy
might
just
counterraid
and
you
lose
all
your
expansion,
making
you
lose
the
game
afterwards.
|
9 |
For
the
attacker,
the
commander
explosion
can
also
really
make
it
really
tense.
The
attacker
might
know
that
there
are
nearby
units,
like
riots,
but
if
the
commander
is
just
far
away
enough
from
the
other
units
and
defenses,
you
might
be
able
to
snipe
the
commander
quickly
with
lots
of
raiders,
but
you
also
want
to
avoid
losing
too
many
raiders
to
the
commander
explosion
and
surrounding
units,
because
if
you
lose
20
raiders
to
kill
one
commander,
they
enemy
might
just
counter-raid
and
you
lose
all
your
expansion,
making
you
lose
the
game
afterwards.
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