Hello all, this is going to be a longish read, just a heads up.
A group of around 6-8 of us recently started playing again after a longish break and we've been slowly progressing out of the "turtle until experimental and then finish game" strategy that a lot of new people seem to utilize. We virtually exclusively play in house games.
Now, at least personally, I've been attempting to try to incorporate as much early game aggression as I'm able to maintain, because, all things considered, I feel that that aspect is where our group is the weakest. So far, I've been able to at least get a grasp on tech 1 combat and I feel that I've been able to successfully learn what counters what in tech 1. At least as far as I've experienced, in most games I'll usually end up with a favorable position coming out of tech 1.
Tech 2 happens and at this point I feel that I'm just missing something regarding how I'm supposed to counter tech 2 shield/pd walls. I've tried things like PD creep, but ultimately a smart opponent would just build a handful of PD a few sections back which would stop my creep. I've tried MML but unless I seriously want to commit a lot of mass to building a huge group of them, it seems that TMD will just eventually make them not viable. Not to mention they get slaughtered if the opponent gets combat units and tries for a push.
What eventually happens usually is that I sort of just stall on the front line with little idea of what to do in order to advance. Generally, it's not the person who I'm attempting to break who ends up pushing me back, but rather because I'm not able to break through them fast or efficiently enough, the person behind them eventually just is able to just walk through my line with an experimental that I have no hope of stopping.
I understand that in a 1v1 situation someone with early aggression will win against someone who simply focuses on eco, but I'm finding it hard to counter this tech 2 stall tactic fast enough to potentially stop someone from just ending the game with an experimental, which effectively makes anything I do worthless.
Feel free to tell me that I'm doing everything wrong. I have no illusions that I'm what would be considered a "good player." I'm basically just trying to make the transition from the tech/defensive play to a more aggressive one and I find that without being able to decisively turn early aggression (and early victories in terms of positioning ) into an early kill and/or pushing someone out of their base, it becomes hard to counter any sort of teching/experimental rush.
I'm not sure if there's an easier way of copying a replay into the forums so I'll just upload the local file. If that doesn't work, if you search Kasai in the online vault, it's the most recent replay from 31/3/15 (Replay Id: 3271078). I'm top right position and we're playing the map top vs bottom rather than top right vs bottom left. Also don't read into my rating as the truth. We only play against each other and while I may be one of the better players in my group, I'm far from whatever my rating actually implies. If I had to make an assessment, at general aggression I would rank myself and the opponent that I'm fighting at probably the top of our group and roughly equal to one another.
Ignoring the fact that one of my team gets sniped, the kind of stall that I'm talking about happens around 16-17 minutes. I have to fend off some harass and by time I get a foothold again the opponent I'm against already has 3-4 t2 PD, a decent bit of TMD and I kind of just run out of fuel.
Any advice would be very appreciated. Again, feel free to hit me with a good helping of constructive criticism, but if possible focus it towards the aggression, rather than little general things (unless of course it's something significantly, then lay it on me). I primarily play seraph with a little bit of aeon but feel free to give both general and faction specific tips for any other factions.
Sorry for writing a small book and thanks in advance for anyone who's willing to help.