Forged Alliance Forever Forged Alliance Forever Forums 2016-06-08T02:12:45+02:00 /feed.php?f=62&t=12368 2016-06-08T02:12:45+02:00 2016-06-08T02:12:45+02:00 /viewtopic.php?t=12368&p=128232#p128232 <![CDATA[Re: Finishing off an opposing team]]> or reclaim their stuff

Statistics: Posted by TheKoopa — 08 Jun 2016, 02:12


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2016-06-08T02:10:43+02:00 2016-06-08T02:10:43+02:00 /viewtopic.php?t=12368&p=128231#p128231 <![CDATA[Re: Finishing off an opposing team]]> or teamkill them for mexes

Statistics: Posted by biass — 08 Jun 2016, 02:10


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2016-06-08T01:59:42+02:00 2016-06-08T01:59:42+02:00 /viewtopic.php?t=12368&p=128230#p128230 <![CDATA[Re: Finishing off an opposing team]]>
Violence wrote:
This is not very easy as the coordination between 6 people is tough, but learn to read a player's path forward and sometimes observing your team rather your enemy makes for a better plan.


This is why I try to play mostly with my friends - we have our moves ready and we trust each other. If you do not have friends with you, figure out a leader amongst yourselves quickly from the start.

Statistics: Posted by Lieutenant Lich — 08 Jun 2016, 01:59


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2016-06-06T22:32:10+02:00 2016-06-06T22:32:10+02:00 /viewtopic.php?t=12368&p=128167#p128167 <![CDATA[Re: Finishing off an opposing team]]>
I played a few Dual Gaps just for fun to see what it's like and I agree wholeheartedly with your observations.

Also, you will want to adapt based on what your team is doing. If you notice everyone is going for large armies and taking territory, sit back and eco up like crazy to get the "big toys"; if you notice that more people are going for big ecos, add some army with less ecoing to balance out your team's strengths/weaknesses.

This is not very easy as the coordination between 6 people is tough, but learn to read a player's path forward and sometimes observing your team rather your enemy makes for a better plan.

Statistics: Posted by Morax — 06 Jun 2016, 22:32


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2016-05-07T18:41:37+02:00 2016-05-07T18:41:37+02:00 /viewtopic.php?t=12368&p=126508#p126508 <![CDATA[Re: Finishing off an opposing team]]> Statistics: Posted by Lieutenant Lich — 07 May 2016, 18:41


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2016-05-07T04:57:02+02:00 2016-05-07T04:57:02+02:00 /viewtopic.php?t=12368&p=126467#p126467 <![CDATA[Re: Finishing off an opposing team]]>

Sometime even if i'm way behind in eco and in army; i will still fake push, and play aggresive only that my opponent keep focusing on army micro, and don't feel safe. Then i will be able to snipe him (like with corsair) because he forgot to go T2 or to build many shield or even scout...... - keyser


This reminds me of a Sun Tzu quote:

"Some battles must be fought even if defeat is a certainty, while other battles must be avoided even if victory is guaranteed."

Statistics: Posted by Astrofoo — 07 May 2016, 04:57


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2016-05-07T03:57:32+02:00 2016-05-07T03:57:32+02:00 /viewtopic.php?t=12368&p=126464#p126464 <![CDATA[Re: Finishing off an opposing team]]>
keyser wrote:
Sometime even if i'm way behind in eco and in army; i will still fake push, and play aggresive only that my opponent keep focusing on army micro, and don't feel safe. Then i will be able to snipe him (like with corsair) because he forgot to go T2 or to build many shield or even scout......


Called mind play. All decent commanders do that to deceive the enemy. War itself is based on deception.

Statistics: Posted by Lieutenant Lich — 07 May 2016, 03:57


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2016-05-06T22:51:26+02:00 2016-05-06T22:51:26+02:00 /viewtopic.php?t=12368&p=126458#p126458 <![CDATA[Re: Finishing off an opposing team]]>
keyser wrote:
The winning side takes more risks, the losing side doesn't. Simple as that.

If you're winning, don't get too confident. Instead, act like you're losing to keep yourself on top of your game.


not always true, especially in 1v1. When you see that you are winning, you will often think about safety of your com.

Sometime even if i'm way behind in eco and in army; i will still fake push, and play aggresive only that my opponent keep focusing on army micro, and don't feel safe. Then i will be able to snipe him (like with corsair) because he forgot to go T2 or to build many shield or even scout......

Yes, but last time I checked, you don't really pass as a noob, do you? (That's a compliment, thank me)

Statistics: Posted by lextoc — 06 May 2016, 22:51


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2016-05-05T02:52:11+02:00 2016-05-05T02:52:11+02:00 /viewtopic.php?t=12368&p=126357#p126357 <![CDATA[Re: Finishing off an opposing team]]>
if you throw too much mass into trying to hold mid, you will probably lose

make t3 mex

Statistics: Posted by biass — 05 May 2016, 02:52


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2016-05-04T23:24:31+02:00 2016-05-04T23:24:31+02:00 /viewtopic.php?t=12368&p=126350#p126350 <![CDATA[Re: Finishing off an opposing team]]>

The winning side takes more risks, the losing side doesn't. Simple as that.

If you're winning, don't get too confident. Instead, act like you're losing to keep yourself on top of your game.


not always true, especially in 1v1. When you see that you are winning, you will often think about safety of your com.

Sometime even if i'm way behind in eco and in army; i will still fake push, and play aggresive only that my opponent keep focusing on army micro, and don't feel safe. Then i will be able to snipe him (like with corsair) because he forgot to go T2 or to build many shield or even scout......

Statistics: Posted by keyser — 04 May 2016, 23:24


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2016-05-04T22:47:27+02:00 2016-05-04T22:47:27+02:00 /viewtopic.php?t=12368&p=126347#p126347 <![CDATA[Re: Finishing off an opposing team]]>
Hawkei wrote:
The main reason why sniping ACU's and wining those early battles is a loosing strategy is because the map design itself nullifies the primary advantage in doing so. Killing ACU's and putting players out of the game depletes the enemies ability APM and attention. Which can be exploited by multiple simultaneous attacks from a variety of threat types. Single choke point maps force the battle to take place in a narrow corridor and nullify this capability.


This is exactly why I don't play choke point maps - they are not creative. There is a set order of doing things to win. On open maps, different order brings confusion and the mindplay is possible. Choke point maps... well, the only way to come and do extensive damage is through that one point. How to do it? Amass more forces, more artillery fire, eco better, devote more to the units building. etc. This lost WW I for the Central Powers. Screw it.

The primary target in such games should be the guys for who the middlemen buy time - the air, navy and eco guys. It should be relatively easy to slow down middlemen of equal strength as yours so target the air-, navy- and ecomen to collapse the allied economy. No resources = no new armies = no offensives = victory.

Statistics: Posted by Lieutenant Lich — 04 May 2016, 22:47


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2016-05-04T11:30:13+02:00 2016-05-04T11:30:13+02:00 /viewtopic.php?t=12368&p=126315#p126315 <![CDATA[Re: Finishing off an opposing team]]>
If you're winning, don't get too confident. Instead, act like you're losing to keep yourself on top of your game.

Statistics: Posted by lextoc — 04 May 2016, 11:30


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2016-05-04T10:44:35+02:00 2016-05-04T10:44:35+02:00 /viewtopic.php?t=12368&p=126314#p126314 <![CDATA[Re: Finishing off an opposing team]]> So the players with less mexes can eco as fast as them cause it's less things to manage. And in the end these things can happen that players with less mexes are doing actually better.

Statistics: Posted by speed2 — 04 May 2016, 10:44


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2016-05-04T10:33:19+02:00 2016-05-04T10:33:19+02:00 /viewtopic.php?t=12368&p=126313#p126313 <![CDATA[Re: Finishing off an opposing team]]>
Even if the other team is down 1 or 2 ACU's, it doesn't make any difference. I just means that those remaining players will secure the economies of their dead team mates. They are fighting with equal resources backing them up. Which often tends to be more effective for the following reasons:
1. The surviving players are usually the better players in the team, and increasing the resources under their control means that those resources will be put to better use.
2. In situations where the "share until death" condition holds. The destructed base becomes a huge reclaim field, which can be sunk very quickly into massive building projects. Such as T4, Paragon, or T3 Arty, etc.
3. Having more resources under the control of fewer players means that those resources tend to be focused into single projects. So rather than 4 players working on their own separate projects. You will have one or two players focusing that same economic power into one really big project. This makes it possible to get access to higher tech units, incredibly early.

The main reason why sniping ACU's and wining those early battles is a loosing strategy is because the map design itself nullifies the primary advantage in doing so. Killing ACU's and putting players out of the game depletes the enemies ability APM and attention. Which can be exploited by multiple simultaneous attacks from a variety of threat types. Single choke point maps force the battle to take place in a narrow corridor and nullify this capability.

Statistics: Posted by Hawkei — 04 May 2016, 10:33


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2016-05-04T01:45:49+02:00 2016-05-04T01:45:49+02:00 /viewtopic.php?t=12368&p=126301#p126301 <![CDATA[Re: Finishing off an opposing team]]>
These are generally noob games, and in my experience, victory is always up to the best players, doesn't really matter what the others do.

Also in those maps every player already has a lot of resources in his starting location, so you don't really need to expand.

Noobs tend to be better at ecoing up to do late game stuff than actually fighting efficently in the front, so that's why front doesn't really make a difference.

Taking mid resources should indeed give you and advantage over your opponent, but only if you do it fast enough, because the more time you spend trying to win it, the more behind you get, so you need a lot more time to make it pay off, and you are probably going to die before that happens.
This is not that big of a problem as long as the same number of players fight for the middle and waste about the same amount of resources, but if you are doing less with more, then you will get behind and your enemy will have a window of opportunity before you make those resources pay off.

Of course this only apply to noob games, because good players don't play this kind of choke point maps.

Edit.:

EvanGalea wrote:
Is it because holding mid is so resource intensive that they out eco us?

Well you said it yourself

Statistics: Posted by angus000 — 04 May 2016, 01:45


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