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[quote]I feel like there was nothing I could do.[/quote]
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1 |
[quote]I feel like there was nothing I could do.[/quote]
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2 |
There are various things you could have done better:
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2 |
There are various things you could have done better:
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3 |
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3 |
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4 |
1.
Too
much
was
spent
on
energy
in
the
early
game.
You
gave
two
expensive
solars
to
each
base
mex.
Combined,
these
8
solars
were
560
metal
total
and
were
providing
16
e/s,
worth
more
than
the
addtional
14
windmills
you
built
which
were
490
metal
total
and
were
providing
on
average
22.
4
e/s.
Expanding
is
worth
much
more
than
overdrive
in
this
point
of
the
game.
By
4:30
the
fourth
mex
in
your
base
wasn't
even
built
yet
as
energy
was
prioritized,
despite
no
need
for
it.
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4 |
1.
Too
much
was
spent
on
energy
in
the
early
game.
Two
expensive
solars
were
given
to
each
base
mex
in
your
base.
Combined,
these
8
solars
were
560
metal
total
and
were
providing
16
e/s,
worth
more
than
the
addtional
14
windmills
built,
which
were
490
metal
total
and
were
providing
on
average
22.
4
e/s.
Expanding
is
worth
much
more
than
overdrive
in
this
point
of
the
game.
By
4:30
the
fourth
mex
in
your
base
wasn't
even
built
yet
as
energy
was
prioritized,
despite
the
fact
that
your
energy
income
doubled
your
metal
income
at
this
point.
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5 |
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5 |
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6 |
2. By minute 4, four solo glaives are lost to pyros. Not only were these glaives not retreated in time, but solo glaives are generally useless against jumpbots. You require about at least a pack of 3-4 glaives to fight a pyro, and 2 glaives to reliably remove a moderator or constable or puppy. Those four glaives combined could have had enough potential to at least slow enemy expansion, but alone they did literally nothing but some chip damage.
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6 |
2. By minute 4, four solo glaives are lost to pyros. Not only were these glaives not retreated in time, but solo glaives are generally useless against jumpbots. You require about at least a pack of 3-4 glaives to fight a pyro, and 2 glaives to reliably remove a moderator or constable or puppy. Those four glaives combined could have had enough potential to at least slow enemy expansion, but alone they did literally nothing but some chip damage.
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7 |
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7 |
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8 |
3. For the entire game your Recon commander is assisting base instead of expanding to the sides or tanking mid's enemy moderators (preferably with some turrets). Placeholders shouldn't be too much of a concern when you have jump module.
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8 |
3. For the entire game your Recon commander is assisting base instead of expanding to the sides or tanking mid's enemy moderators (preferably with some turrets). Placeholders shouldn't be too much of a concern when you have jump module.
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9 |
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9 |
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10 |
4. At minute 9, a significant portion of your force is ran down through the fortified chokepoint, skyrocketing @HistidineStar's value killed and crippling your potential. I would probably say at this point there's no way to save the game besides a desperate fac switch, as by 10:30 @HistidineStar has already accumulated three Firewalkers with his +4k metal produced and is in the process of snowballing.
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10 |
4. At minute 9, a significant portion of your force is ran down through the fortified chokepoint, skyrocketing @HistidineStar's value killed and crippling your potential. I would probably say at this point there's no way to save the game besides a desperate fac switch, as by 10:30 @HistidineStar has already accumulated three Firewalkers with his +4k metal produced and is in the process of snowballing.
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11 |
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11 |
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12 |
5. Imps are something to consider when curtailing early pyros and/or moderators.
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12 |
5. Imps are something to consider when curtailing early pyros and/or moderators.
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