1 |
Reclaim. Reclaim is a huge part of the economy but it is 100% personal so you need to eat it yourself before a nab does. Pros maximize their reclaim.
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1 |
Reclaim. Reclaim is a huge part of the economy but it is 100% personal so you need to eat it yourself before a nab does. Pros maximize their reclaim.
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2 |
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2 |
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3 |
Awareness.
Good
players
move
to
gank
the
other
lane
and
push
through
while
nubs
often
stay
in
their
lane
permanently
or
try
to
assault
into
porc
even
if
there
are
wide
open
gaps
elsewhere.
Pros
will
go
and
snipe
important
targets
(
comms,
geos,
etc)
while
nubs
just
move
forward
like
dota
creeps.
|
3 |
Awareness.
Good
players
move
to
gank
the
other
lane
and
push
through
while
nubs
often
stay
in
their
lane
permanently
or
try
to
assault
into
porc
even
if
there
are
wide
open
gaps
elsewhere.
Pros
will
go
and
snipe
important
targets
(
comms,
geos,
etc)
while
nubs
just
move
forward
like
dota
creeps.
Pros
also
scout
to
allow
them
to
know
when
to
do
all
these.
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4 |
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4 |
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5 |
Eco. Making mexes - nubs often forget to rebuild dead ones and to cap newly-conquered areas. Dragging a bunch of wind lines in the back is also something that makes your eco scale into the lategame at low cost - pros never forget eco but never stop making units either. Nubs often over- or under-commit to eco.
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5 |
Eco. Making mexes - nubs often forget to rebuild dead ones and to cap newly-conquered areas. Dragging a bunch of wind lines in the back is also something that makes your eco scale into the lategame at low cost - pros never forget eco but never stop making units either. Nubs often over- or under-commit to eco.
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6 |
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6 |
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7 |
Weight scaling. At some point you need to transition into heavier stuff and pros know when. Nubs either start a dante in first minute or keep spamming low weight chaff that suffers huge attrition half an hour into the game. Scaling also applies to eco (transition from wind/solar to fusion to singu).
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7 |
Weight scaling. At some point you need to transition into heavier stuff and pros know when. Nubs either start a dante in first minute or keep spamming low weight chaff that suffers huge attrition half an hour into the game. Scaling also applies to eco (transition from wind/solar to fusion to singu).
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8 |
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8 |
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9 |
Attrition. Pros keep their units alive. Related to previous because higher weight suffers less attrition but nubs generally forget to repair and keep making bad trades regardless.
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9 |
Attrition. Pros keep their units alive. Related to previous because higher weight suffers less attrition but nubs generally forget to repair and keep making bad trades regardless.
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10 |
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10 |
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11 |
Fac choice. Pros usually pick facs that scale better in teams. For example in duels you can't just build up a shieldball because that sacrifices map control but in teams your nubs cover half the map anyway. Same for Tanks whose main goal is to transition to Reaper which is difficult in duels but trivial in teams. Their cons also happen to be the toughest which helps reclaim on the front (see first point). Air is also crucial right from the start.
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11 |
Fac choice. Pros usually pick facs that scale better in teams. For example in duels you can't just build up a shieldball because that sacrifices map control but in teams your nubs cover half the map anyway. Same for Tanks whose main goal is to transition to Reaper which is difficult in duels but trivial in teams. Their cons also happen to be the toughest which helps reclaim on the front (see first point). Air is also crucial right from the start.
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