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Adding some specific bits of micro feedback:
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Adding some specific bits of micro feedback:
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2 |
At 1:30 the pyro jumps into your base, you can use your own jump to jump over the mexes/solars to kill it, in the air it won't be blocked by the solars
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2 |
At 1:30 the pyro jumps into your base, you can use your own jump to jump over the mexes/solars to kill it, in the air it won't be blocked by the solars
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3 |
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4 |
At 1:40 you have only 6m/s, but you still have your com finish the lotus rather than immediately reclaiming to you can get your eco moving again. At this point you are trying to spend 20m/s but only have 6m/s, you need to use the prioritization system here to avoid having all your construction stall. Pick what's most important and focus that (I personally have my factory default to low priority and mexes default to high to minimize micro).
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At 1:40 you have only 6m/s, but you still have your com finish the lotus rather than immediately reclaiming to you can get your eco moving again. At this point you are trying to spend 20m/s but only have 6m/s, you need to use the prioritization system here to avoid having all your construction stall. Pick what's most important and focus that (I personally have my factory default to low priority and mexes default to high to minimize micro).
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Three mexes in a minute is much worse than one in 20 seconds, one in 40 and one in 60.
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Three mexes in a minute is much worse than one in 20 seconds, one in 40 and one in 60.
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7 |
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8 |
More things happen after this point, but with only half the income of your opponent everything will be a big struggle.
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More things happen after this point, but with only half the income of your opponent everything will be a big struggle.
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10 |
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11 |
A bit of general advice:
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A bit of general advice:
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* A single lotus will defeat an *unmicrod* Pyro. @HistidineStar always micros his so you need a glaive and a lotus rather than just a lotus.
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* A single lotus will defeat an *unmicrod* Pyro. @HistidineStar always micros his so you need a glaive and a lotus rather than just a lotus.
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14 |
* On the cloak matchup:
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14 |
* On the cloak matchup:
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15 |
*
[s]Contra
@Double_Helix_DNA,
Ronin
are
bad
against
jump
(
more
or
less
everything
dodges
them,
Moderators
one-shot
them
and
Firewalker
obsoletes
them)
,
you
basically
never
want
to
build
them
in
this
matchup.
[/s]
Scratch
that,
looks
like
their
unit
AI
has
been
adjusted
so
that
they
*deliberately*
walk
into
Ronin
shots,
so
they
might
be
ok
against
un-microd
Moderators
if
there's
no
pyro
nearby
to
draw
fire.
But
if
@Histadine
is
microing
a
Moderator
you
will
never
hit
it
with
Ronin.
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15 |
*
[s]Contra
@Double_Helix_DNA,
Ronin
are
bad
against
jump
(
more
or
less
everything
dodges
them,
Moderators
one-shot
them
and
Firewalker
obsoletes
them)
,
you
basically
never
want
to
build
them
in
this
matchup.
[/s]
Scratch
that,
looks
like
their
unit
AI
has
been
adjusted
so
that
they
*deliberately*
walk
into
Ronin
shots,
so
they
might
be
ok
against
un-microd
Moderators
if
there's
no
pyro
nearby
to
draw
fire.
But
if
@Histadine
is
microing
a
Moderator
you
will
never
hit
it
with
Ronin.
I
would
still
definitely
not
recommend
them
though,
particularly
as
they're
useless
against
everything
else.
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16 |
* Instead rely heavily on Glaives, Imp and Reavers (but use the last conservatively on defence, don't send them near Moderators unless cloaked! Use radar to see incoming Moderators) early on.
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16 |
* Instead rely heavily on Glaives, Imp and Reavers (but use the last conservatively on defence, don't send them near Moderators unless cloaked! Use radar to see incoming Moderators) early on.
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17 |
* Use Conjurer area cloak if needed to get close. An Imp stunned group of Moderators, Pyros and Placeholders will be easy pickings for the following Reaver(s).
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17 |
* Use Conjurer area cloak if needed to get close. An Imp stunned group of Moderators, Pyros and Placeholders will be easy pickings for the following Reaver(s).
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18 |
* Later on, try and snipe the Firewalkers (and Moderators and Placeholders) with Phantoms. If attacking non-firewalker army, have the Phantoms to moderately in front of the Reavers so they can retreat to the Reavers if need be (Moderator struggles to catch Reaver), use Glaives, Scythes or attack-moving Gremlins to provide Line of Sight for the Phantoms. A Sling is also good LoS and can take out light porc or AFK units.
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* Later on, try and snipe the Firewalkers (and Moderators and Placeholders) with Phantoms. If attacking non-firewalker army, have the Phantoms to moderately in front of the Reavers so they can retreat to the Reavers if need be (Moderator struggles to catch Reaver), use Glaives, Scythes or attack-moving Gremlins to provide Line of Sight for the Phantoms. A Sling is also good LoS and can take out light porc or AFK units.
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* Don't overbuild Phantoms vs Jump, they require a lot of micro to avoid Firewalker fire and kill things.
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* Don't overbuild Phantoms vs Jump, they require a lot of micro to avoid Firewalker fire and kill things.
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* Turn off Fire-at-radar on Phantoms by default. This just pointlessly wastes shots on moving targets (with it off Phantom will still fire at porc) and lets the enemy know there's a Phantom there. It's in the ingame Menu under Settings->Unit Behaviour->Default States
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20 |
* Turn off Fire-at-radar on Phantoms by default. This just pointlessly wastes shots on moving targets (with it off Phantom will still fire at porc) and lets the enemy know there's a Phantom there. It's in the ingame Menu under Settings->Unit Behaviour->Default States
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* Hold Fire Phantom isn't a good idea unless you can be very sure you'll be around to micro it (e.g. a lob pot). At least use Return fire.
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* Hold Fire Phantom isn't a good idea unless you can be very sure you'll be around to micro it (e.g. a lob pot). At least use Return fire.
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* Sling will try and fire at radar dots by default, this mostly wastes shots, try and manually target porc and other statics.
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* Sling will try and fire at radar dots by default, this mostly wastes shots, try and manually target porc and other statics.
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* If fighting jumpfac, be careful with forwards rally points, they can often end up a ball of fire, instead use a rally point somewhat back from your main army.
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* If fighting jumpfac, be careful with forwards rally points, they can often end up a ball of fire, instead use a rally point somewhat back from your main army.
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* Pyros have the ability to fire through the ground, this makes them extremely hard to dislodge from the ledges. Avoid them there.
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24 |
* Pyros have the ability to fire through the ground, this makes them extremely hard to dislodge from the ledges. Avoid them there.
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* Jump in general struggles somewhat against porc, particularly Picket and Stinger. They have only one effect unit against Stinger (Jack) and your Reavers and Glaives will absolutely mangle it, 2 Reavers or 6 Glaives will stop in escaping if it tries to jump in and kill your Stinger (though you will probably need to fall back after it's dead). Very early on a couple of Pickets can deter pushes pretty well if there's something else nearby.
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25 |
* Jump in general struggles somewhat against porc, particularly Picket and Stinger. They have only one effect unit against Stinger (Jack) and your Reavers and Glaives will absolutely mangle it, 2 Reavers or 6 Glaives will stop in escaping if it tries to jump in and kill your Stinger (though you will probably need to fall back after it's dead). Very early on a couple of Pickets can deter pushes pretty well if there's something else nearby.
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