by biass » 11 Aug 2020, 07:24
Couple of dudes have already eluded to it but all of these niche suggestions are entirely irrelevant because choosing to ‘break a turtle’ already shows a critical failure in your decision making process.
You say you know the fundamentals but you only know the unit ranges, you already know to make the unit that outranges the other unit, who cares.
Fundamentally however:
The enemy is choosing to invest all of his resources into denying you a certain area.
The more range, the more area denied. That is why t2 arty is the king in fire base war codepants, dps is less relevant.
The investment in the area is typically so great that choosing to invest Into taking said area is a terrible option. The only time that changes is if your opponent is using that area to complete a win condition, or if you’re on some map where the area has a huge amount of mexes in it. You’re playing ladder so that doesn’t happen. You wouldn’t use a nuke to take a t1 mex, so why make a nukes worth of mass in mml to take one here?
Investing so many resources into holding a couple of mexes and otherwise flat dirt, is also a bad play. The enemy player is relying on you to generate the value for him, by making huge sacrifices to attempt to take the area. That’s why everyone says to “just go around it” before all this strange talk of mml gimmicks and range calculations. A pd that never shoots is a waste of mass. A competent player isn’t going to make a line of turrets and wait for you to win, he’s going to have t2 mml that can shoot back at you and they’re going to be under shields, he is going to have t2 arty that can compete with t3 mobile, he’s going to have walls, he is going to have AA, etc.
Investing in holding an area implies that an enemy cannot keep up with you if you choose to spend the equivalent mass to attack somewhere else on the map. Not only does his investment become a waste, but you gain insane value out of gaining map control and doing damage. this should be your first choice when you see an enemy start to pour mass into holding an area.
The point of gaining map control is to convert that advantage into an eco lead while an enemy attempts to take it back, so that you have more mass when the control becomes even again. PDS cannot move, so they cannot reclaim map control, and allow you to snowball your eco lead into a state where you can kill with whatever you choose to build. It’s hard to put on the brakes when you’re 1k rated and that is why turtle players are allowed to stay relevant in that rating range. But if you take map control and out eco a turtle player; he investing 100% of his mass into an area will never be enough to hold it against your choice of attack, and you’ll win every time.
Hope that explains a few things because these random trainer dude hours always got me buggin bro
Map thread:
https://bit.ly/2PBsa5HPetricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler