In a game where everyone has the same toolset a loss means you did something wrong. Look over the stats, identify your deficiencies. Did you win because you were better or because your opponent was worse? What was the reason you lost and how will you avoid it next time? Take advantage of the fact that the game allows you to access the last 30 days of games for every player.ĭon’t make excuses, make improvements to your game. ![]() Always analyse your games for ways to improve. Winning is all well and good, but losing should be turned to your advantage too. If you haven’t already made it your business to step through every entry on the keyboard settings page and ensure you’ve memorised every hotkey that looks even vaguely useful. Prioritise the areas which receive your attention to maximise your effectiveness. Your attention is also a resource, one you must budget accordingly. Set up queues at your base so you can manage your army without falling behind.ĭon’t do more than you’re able. You don’t need to personally oversee that Dox raid, just put enough numbers in the group that they will kill any MEX just by walking by. Even if your attention can’t be everywhere you can set up orders that will be. Remember that attention is a resource, so divide your opponent’s and take advantage of their weakness. Dox raiding their MEX, Inferno’s dropping in at the rear and an Ant army rolling towards the front door. The application of force is a key part of overwhelming your opponent and giving them too much to handle. Win the intelligence war and you can win the game. Take out the enemy’s radar before a major attack and instead of encountering their army you might find a series of unprotected factories and energy plants. Are they moving at the speed of air or ground? How closely are they packed? How far off the ground are they? Little details like this will tell you so much about the threat before you even see it. There is no scouting phase the time for scouting is always. With intelligence you can act – without it you are fumbling in the dark and you will lose. You want to know where their base is, what force composition they’re building towards, where their armies are, when they’re teching and whether they’re leaving the planet. If you know their plan before they carry it out then you can counter it, and likewise you should be maintaining the element of surprise for as long as possible and preventing your opponent from scouting you. Insert some Sun Tzu quotes here because this is where we’re going to talk about the importance of both scouting your enemy, but also denying the enemy intelligence on your operations. A map with lots of chokes brings out mass Ants, while dispersed metal sees you making Dox raids and keeping your opponent on their toes. If you’re vulnerable to the same then you start bringing out Spinners, but if you haven’t sighted air then you replace those Spinners with additional Ants. If you’re dominating the skies then you switch to Bumblebees. You’re not mindlessly adhering to the meta, rather your composition is adjusted on the fly. You don’t place your bombers on the frontlines where they can be sniped by fighters, they’re held a little further back. ![]() A choke into your base makes a good point to position the troops and prevent raids. If the metal is between you and the enemy then you might be rallying your troops there to hold it for your fabber. At this level you’re smarter than that, your rally points more considered. Before you would have troops pouring out the factory before lassoing them for battle. ![]() With knowledge you know what to put in your army, but at this level you know where to put it as well.
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