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Being a Teamgame Monster

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Date Editor Before After
7/8/2015 10:41:28 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:39:40 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:39:11 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:38:26 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:36:06 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:35:03 AMGBrank[GBC]1v0ry_k1ng before revert after revert
7/8/2015 10:33:41 AMGBrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 I think one of the most important attributes of a good teamgame player is that they avoid attrition of all forms as much as possible - trading evenly with an opponent is a fail, and often even trading 2:1 can be bad. The best way to become huge is just to translate your metal into units and economy and avoid losing any of them as the game progresses - retreat, repair, don't trade. Be an opportunistic coward, and only fight when you can inflict losses but not take any. 1 I think one of the most important attributes of a good teamgame player is that they avoid attrition of all forms as much as possible - trading evenly with an opponent is a fail, and often even trading 2:1 can be bad. The best way to become huge is just to translate your metal into units and economy and avoid losing any of them as the game progresses - retreat, repair, don't trade. Be an opportunistic coward, and only fight when you can inflict losses but not take any.
2 \n 2 \n
3 Another very important mindset is the weight of units. At the beginning, low weight units are OK. by 10 minutes in, low weight units are going to be lossy. By 20 minutes in, anything lighter than a reaper is going to suffer a lot of attrition and should only be used in support. One of the biggest failings I see in players is they fail to "scale up" and switch to heavier and heavier units as the game progresses. As battlefield density increases, the weight of your units should be increased alongside otherwise you'll take losses where an opponent can retreat/repair heavies without loss. 3 Another very important mindset is the weight of units. At the beginning, low weight units are OK. by 10 minutes in, low weight units are going to be lossy. By 20 minutes in, anything lighter than a reaper is going to suffer a lot of attrition and should only be used in support. One of the biggest failings I see in players is they fail to "scale up" and switch to heavier and heavier units as the game progresses. As battlefield density increases, the weight of your units should be increased alongside otherwise you'll take losses where an opponent can retreat/repair heavies without loss.
4 \n 4 \n
5 Another factor is buildpower. The later the game, the more cons you should have. Cons should be used in increasing numbers for a single job. 20 minutes in, you should have dozens of cons, not 3-4. You need to be at the front instantly reclaiming and translating it into more units to skew the balance in your favour enough for the team to make more opportunistic attacks where the opponent is locally very outgunned possible. 5 Another factor is buildpower. The later the game, the more cons you should have. Cons should be used in increasing numbers for a single job. 20 minutes in, you should have dozens of cons, not 3-4. You need to be at the front instantly reclaiming and translating it into more units to skew the balance in your favour enough for the team to make more opportunistic attacks where the opponent is locally very outgunned possible.
6 \n
7 Economic growth is key. You should always, always, always be making more eco, even when you have enough eco. You don't need to make it fast, but you do need to make it. Eco should be grown forever. If the game drags 30 minutes and you kept making eco where an opponent didn't, you will eventually be fighting at a big advantage.