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B1564964 2 on Mecharavaged v1.01 (Multiplayer)

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Date Editor Before After
2/16/2023 3:45:04 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:44:23 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:40:15 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:34:16 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:15:00 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:14:19 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:11:58 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 3:02:51 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 2:47:15 AMNZrankDouble_Helix_DNA before revert after revert
2/16/2023 2:44:10 AMNZrankDouble_Helix_DNA before revert after revert
Before After
1 Hello Lawesome9: 1 Hello Lawesome9:
2 \n 2 \n
3 Before the game begins, your commander had made a mex and immediately started making solar panels. Each solar panel is 70M each and a mex is 85M. The time spent making energy would be much better off with your commander making more mexes. 3 Before the game begins, your commander had made a mex and immediately started making solar panels. Each solar panel is 70M each and a mex is 85M. The time spent making energy would be much better off with your commander making more mexes.
4 \n 4 \n
5 Use your conjurer to make energy at the start, because metal is a larger concern at the start of the game than any other time. 5 Use your conjurer to make energy at the start, because metal is a larger concern at the start of the game than any other time.
6 \n 6 \n
7 At 0:42 your conjurer is not doing anything. 7 At 0:42 your conjurer is not doing anything.
8 This is the first few minutes, where expansion is most important. Have the comm make mex and the conjurer make energy. To be fair Histidine also expands a bit weirdly with their commander, but I can understand trying to get a good position at the start of the game 8 This is the first few minutes, where expansion is most important. Have the comm make mex and the conjurer make energy. To be fair Histidine also expands a bit weirdly with their commander, but I can understand trying to get a good position at the start of the game
9 \n 9 \n
10 At 1:32 you lose a mex to a pyro. Rather than making a lotus, simply moving your commander forward would have stopped the pyro and not wasted 90M. 10 At 1:32 you lose a mex to a pyro. Rather than making a lotus, simply moving your commander forward would have stopped the pyro and not wasted 90M.
11 However, you usually wouldn't have that commander there in the first place. 11 However, you usually wouldn't have that commander there in the first place.
12 In this case, remember: [b]Pyro only works when it can jump[/b] 12 In this case, remember: [b]Pyro only works when it can jump[/b]
13 \n 13 \n
14 Three glaives on the top of the hill will kill the pyro if you rush into it. I think two are definitely dead but the third can survive. That is 130M in glaive lost compared to 220M in pyro for histidine 14 Three glaives on the top of the hill will kill the pyro if you rush into it. I think two are definitely dead but the third can survive. That is 130M in glaive lost compared to 220M in pyro for histidine
15 \n 15 \n
16 At 2:48 you attack a commander and a lotus with a reaver. I understand that you are trying to 'raid' and apply pressure to histidine with this. However, there is no way to follow up on your success because the commander is still alive. Overall, this attack does not have much success because its purpose does not make sense: In early game you cannot put that much pressure on an expanding commander. 16 At 2:48 you attack a commander and a lotus with a reaver. I understand that you are trying to 'raid' and apply pressure to histidine with this. However, there is no way to follow up on your success because the commander is still alive. Overall, this attack does not have much success because its purpose does not make sense: In early game you cannot put that much pressure on an expanding commander.
17 \n 17 \n
18 The reason above is why you should get your commander out of the base ASAP. Mecharavaged is a small map and having your commander at the front can secure a good position around the middle, or have an eco advantage by getting the 3 mexes on the side. 18 The reason above is why you should get your commander out of the base ASAP. Mecharavaged is a small map and having your commander at the front can secure a good position around the middle, or have an eco advantage by getting the 3 mexes on the side.
19 \n 19 \n
20 At 3:24 a Conjurer is killed. Never lose constructors early in the game. This delays expansion, which you are behind on, even further. The Reaver should have been protecting the conjurer. 20 At 3:24 a Conjurer is killed. Never lose constructors early in the game. This delays expansion, which you are behind on, even further. The Reaver should have been protecting the conjurer.
21 \n 21 \n
22 Strategically, attempting to apply pressure to histidine is a sensible strategy. However, your tactical situation, namely 1 reaver and 1 ronin precludes any chance of a successful attack on histidine. 22 Strategically, attempting to apply pressure to histidine is a sensible strategy. However, your tactical situation, namely 1 reaver and 1 ronin precludes any chance of a successful attack on histidine.
23 \n 23 \n
24 Your factory is also not making anything. Do not let the factory idle ever. Always make some units in it. If you need something important set that to a higher priority and just leave the fac be. 24 Your factory is also not making anything. Do not let the factory idle ever. Always make some units in it. If you need something important set that to a higher priority and just leave the fac be.
25 \n 25 \n
26 In fact, your commander is also idling. Keep a queue to expand your base, because otherwise you will be outexpanded. 26 In fact, your commander is also idling. Keep a queue to expand your base, because otherwise you will be outexpanded.
27 \n 27 \n
28 Good raid at 4:15. This keeps some pressure on histidine. 28 Good raid at 4:15. This keeps some pressure on histidine.
29 What I see is you make a reaver and 5 glaives at this point. However, and correct me here Lawsome9, but you are not confident with glaives against pyro, yes? 29 What I see is you make a reaver and 5 glaives at this point. However, and correct me here Lawsome9, but you are not confident with glaives against pyro, yes?
30 Glaives can beat pyro but it must be done well, with confidence, and an ability to accept loss. At this point in the game and at your current skill, it might make more sense to just make 3 ronin since that would apply more pressure in your hands than 5 glaives. 30 Glaives can beat pyro but it must be done well, with confidence, and an ability to accept loss. At this point in the game and at your current skill, it might make more sense to just make 3 ronin since that would apply more pressure in your hands than 5 glaives.
31 \n 31 \n
32 \n 32 \n
33 You make slings at 5:22. Presumably, you want to use them to take out histidine's expansion and go forward. 33 You make slings at 5:22. Presumably, you want to use them to take out histidine's expansion and go forward.
34 However, there are two moderators heading towards you at this point, which slings do nothing to. 34 However, there are two moderators heading towards you at this point, which slings do nothing to.
35 \n 35 \n
36 You are concerned about the placeholder-moderator combination. This is perfectly fine. I have found that outmassing moderators with ronin works, as I have played a game against anarchid?? and ronin spam beat back moderator-placeholder. 36 You are concerned about the placeholder-moderator combination. This is perfectly fine. I have found that outmassing moderators with ronin works, as I have played a game against anarchid?? and ronin spam beat back moderator-placeholder.
37 \n 37 \n
38 Looking at your build queue, you are making 1-2 units each. The following is very important to note: 38 Looking at your build queue, you are making 1-2 units each. The following is very important to note:
39 \n 39 \n
40 You are cloakbot. 40 You are cloakbot.
41 Cloakbot's units, against jump, are inferior in every way. 41 Cloakbot's units, against jump, are inferior in every way.
42 They are qualitatively inferior. 42 They are qualitatively inferior.
43 They come out second best. 43 They come out second best.
44 One glaive will never kill 1 pyro. 44 One glaive will never kill 1 pyro.
45 One ronin is dead meat to moderator. 45 One ronin is dead meat to moderator.
46 One phantom should die to a firewalker unless really lucky. 46 One phantom should die to a firewalker unless really lucky.
47 \n 47 \n
48 However, you are [b]cheaper[/b] than jump. Overpower jump with that fact. Pyro may kill 1 glaive, but it will die to a minimum of 3 glaives. 4-5 Glaives are even better. Moderator instantly kills 1 ronin, but costs around 3. Make 5 ronin against 1 moderator. More metal cost? Definitely. 48 However, you are [b]cheaper[/b] than jump. Overpower jump with that fact. Pyro may kill 1 glaive, but it will die to a minimum of 3 glaives. 4-5 Glaives are even better. Moderator instantly kills 1 ronin, but costs around 3. Make 5 ronin against 1 moderator. More metal cost? Definitely.
49 \n 49 \n
50 But the trick is that what [b]you[/b] lose [i](1-2 ronin)[/i] is much less than what histidine loses [i](1 moderator)[/i] 50 But the trick is that what [b]you[/b] lose [i](1-2 ronin)[/i] is much less than what histidine loses [i](1 moderator)[/i]
51 \n 51 \n
52 At 5:02 your commander is still at base and making defence. This defence is not necessary: You can spot the pyro coming far away. Just make one reaver and leave it inside the base while the commander expands if you are not confident that you can hold a pyro off. Also that defence is not close to the drop where a pyro will jump at. Inf act, it fails to actually do something at 7:57 when your comm kills the pyro and not the lotus. 52 At 5:02 your commander is still at base and making defence. This defence is not necessary: You can spot the pyro coming far away. Just make one reaver and leave it inside the base while the commander expands if you are not confident that you can hold a pyro off. Also that defence is not close to the drop where a pyro will jump at. Inf act, it fails to actually do something at 7:57 when your comm kills the pyro and not the lotus.
53 \n 53 \n
54 At 8:11 there is a conjurer doing nothing on the western expansion. Use queue so it keeps expanding while you're busy fighting histidine. Later on it still does nothing. Never idle these things, keep them expanding. 54 At 8:11 there is a conjurer doing nothing on the western expansion. Use queue so it keeps expanding while you're busy fighting histidine. Later on it still does nothing. Never idle these things, keep them expanding.
55 \n 55 \n
56 Also at this point, you have 4 glaives, two reavers, 2 slings and 2 ronin engaging 3 moderator, a placeholder and a pyro. 56 Also at this point, you have 4 glaives, two reavers, 2 slings and 2 ronin engaging 3 moderator, a placeholder and a pyro.
57 You are at a serious disadvantage here. Those four glaives will not do anything against this composition, and it is a waste of metal to try and change that. The two slings are also useless in this fight. 57 You are at a serious disadvantage here. Those four glaives will not do anything against this composition, and it is a waste of metal to try and change that. The two slings are also useless in this fight.
58 \n 58 \n
59 You build a phantom at 8:32. As I said above, you can use ronin spam to knock out moderator-placeholder, with some casualties. A phantom is worth almost 8? ronin. Those 8 ronin have a bigger effect on the tactical situation than one phantom, especially when a firewalker comes out. 59 You build a phantom at 8:32. As I said above, you can use ronin spam to knock out moderator-placeholder, with some casualties. A phantom is worth almost 8? ronin. Those 8 ronin have a bigger effect on the tactical situation than one phantom, especially when a firewalker comes out.
60 \n 60 \n
61 On the strategic scale, you keep picking fights with histidine despite a) Serious losses as a result and b) It does not work, and c) This is the mid chokepoint which needs a large army to go through. 61 On the strategic scale, you keep picking fights with histidine despite a) Serious losses as a result and b) It does not work, and c) This is the mid chokepoint which needs a large army to go through.
62 \n 62 \n
63 Rather than pick fights which you cannot win, go defensive, take the fight on your side, and look for an opportunity to reclaim. You are down on metal and manpower. Don't waste both on futile attacks. 63 Rather than pick fights which you cannot win, go defensive, take the fight on your side, and look for an opportunity to reclaim. You are down on metal and manpower. Don't waste both on futile attacks.
64 \n 64 \n
65 At 9:23 the phantom dies uselessly. This is just a blunder. 65 At 9:23 the phantom dies uselessly. This is just a blunder.
66 You attempt a small-scale raid which results in everything there dying. Good idea, but try to pull out if you find the defence is way more than what you can handle. 66 You attempt a small-scale raid which results in everything there dying. Good idea, but try to pull out if you find the defence is way more than what you can handle.
67 \n 67 \n
68 9:57 shows how 3 glaives kills 1 pyro despite pyro having advantage. 68 9:57 shows how 3 glaives kills 1 pyro despite pyro having advantage.
69 \n 69 \n
70 Also, you never pressure the right side, allowing histidine to completely fortify it with ONE constable. Even 2 slings will add pressure and require some response from histidine. 70 Also, you never pressure the right side, allowing histidine to completely fortify it with ONE constable. Even 2 slings will add pressure and require some response from histidine.
71 \n 71 \n
72 Again at 10:27, you attack mid with a large force. The problem is not that firewalker is killing your units, it's that you're consistently attacking the same point and taking attrition over it. 72 Again at 10:27, you attack mid with a large force. The problem is not that firewalker is killing your units, it's that you're consistently attacking the same point and taking attrition over it.
73 \n 73 \n
74 At this point, the game is almost unwinnable. Histidine has 4x your value in army, and 6000more metal worth in actual terms. 74 At this point, the game is almost unwinnable. Histidine has 4x your value in army, and 6000more metal worth in actual terms.
75 \n 75 \n
76 So to recap: 76 So to recap:
77 \n 77 \n
78 Comm to front and expand with it. Cons for energy. Commander makes energy at front if needed. (Might need for myself tbh, always estall now) 78 Comm to front and expand with it. Cons for energy. Commander makes energy at front if needed. (Might need for myself tbh, always estall now)
79 Don't idle constructors, keep them expanding. 79 Don't idle constructors, keep them expanding.
80 Cloak needs to outnumber jump by a factor of 3:1 or 4:1 to beat an equivalent unit (except for reaver vs placeholder obviously) 80 Cloak needs to outnumber jump by a factor of 3:1 or 4:1 to beat an equivalent unit (except for reaver vs placeholder obviously)
81 The good news is that cloak is cheaper and so can easily reach those concentrations. 81 The good news is that cloak is cheaper and so can easily reach those concentrations.
82 Avoid repeatedly attacking the same point because all that does is create attrition. 82 Avoid repeatedly attacking the same point because all that does is create attrition. Fight somewhere else, such as the east side of the map.
83 \n 83 \n