Oh ho ho, Nuke and Stealth on Flash Fire?! Now that's a mix I rarely get to see these days . I'll write out my thoughts I had while watching this game. Although, I don't why'd people want them
Comments on Azo
After stealing Nuke's BM to kill his dozer, you could've maximized it's damage by running into his forces. He had gladly putted the TNT on it, which intern would've caused even larger explosion & damage impact that nuke's battle-master usually provide.
The dragon, you've stolen earlier in the game, would've been a game changing unit if would've hold & popped it from the far back-side tunnel you had near the upper oil. That way you could've have burned down the supply and a prop center he had. Instead, you've send it to the area were Nuke was ready to any potential attack, and destroyed the dragon with an ease.
(4:00). The rebel you've send to the main base of nuke, had the opportunity to deny any kind scaffold near by or capturing his building(s) when he wasn't looking. Yet, you choose the option of little-by-little damaging the prop center, which hasn't lasted for very long.
Good utilization of rpg+hijacker tech that stopped the x2 overlords from ruining your base.
It was a good push in taking out his final dozer and the oil with the seized overlord you had. However, you could've saved the ovie by re-targeting it on the newly arrived ECM, and leaving the rpgs to finish off the oil.
Expanding your economy is always good, but leaving it unprotected isn't. Not placing down a single tunnel around your secondary supply, had insure it would be a matter of time for it to be killed.
(16:00). The most neglect tunnel I've ever seen . It came as a surprise that you've managed to almost completed it. Not aggravate any trucks to crush your worker right from the beginning means you did master the stealth techniques.
It was questionable of you to send in the the rpgs, that had came from the freshly made tunnel near by the nuke's base. You blew off the chance of popping up and finish the last WF he had.
19:00. Well executed moment of capturing one of his last ovies .
Comments for Sirius^Fox
When you saw that one of your dozers has been picked off by the hijacked BM, you should've immediately started making a CC right where your second dozer was. Mined your WF and build a few gats around it & no terror-tech would've slept through.
Don't abandoned your structures entirely, leave one or two units to save them or prevent a sneaky tunnel from going up.
Seeing the damaged WF and not repairing it with a dozer near by, was a tough picture to observe.
Fleeing your dozer to a safer spot upon seeing the enemy's overlord, would prevent you from being hunted. You had the forces to slow his ovie down.
Selling your unprotected buildings before they turn into the XP points, would've benefited you cash wise.
The addition of the outposts, to the overlord attacks, was a good choice.
What could have helped you in making your final push, would be attacking his base from the left-hand side that had no defense to stay in your way.
In conclusion; Cool game you had, especially on such twisted map were the secondary economy is really something you should fight for. There were a few instances were micro wasn't on the highest point, but you can improve that over time. I can hardly add anything to this match, besides the points I've already mentioned . If I were to rate this game, I'd give this a 6/10 for the entertainment and enjoyment I had while watching. Thanks for sharing .
Oh ho ho, Nuke and Stealth on Flash Fire?! Now that's a mix I rarely get to see these days . I'll write out my thoughts I had while watching this game. Although, I don't why'd people want them
Comments on Azo
After stealing Nuke's BM to kill his dozer, you could've maximized it's damage by running into his forces. He had gladly putted the TNT on it, which intern would've caused even larger explosion & damage impact that nuke's battle-master usually provide.
The dragon, you've stolen earlier in the game, would've been a game changing unit if would've hold & popped it from the far back-side tunnel you had near the upper oil. That way you could've have burned down the supply and a prop center he had. Instead, you've send it to the area were Nuke was ready to any potential attack, and destroyed the dragon with an ease.
(4:00). The rebel you've send to the main base of nuke, had the opportunity to deny any kind scaffold near by or capturing his building(s) when he wasn't looking. Yet, you choose the option of little-by-little damaging the prop center, which hasn't lasted for very long.
Good utilization of rpg+hijacker tech that stopped the x2 overlords from ruining your base.
It was a good push in taking out his final dozer and the oil with the seized overlord you had. However, you could've saved the ovie by re-targeting it on the newly arrived ECM, and leaving the rpgs to finish off the oil.
Expanding your economy is always good, but leaving it unprotected isn't. Not placing down a single tunnel around your secondary supply, had insure it would be a matter of time for it to be killed.
(16:00). The most neglect tunnel I've ever seen . It came as a surprise that you've managed to almost completed it. Not aggravate any trucks to crush your worker right from the beginning means you did master the stealth techniques.
It was questionable of you to send in the the rpgs, that had came from the freshly made tunnel near by the nuke's base. You blew off the chance of popping up and finish the last WF he had.
19:00. Well executed moment of capturing one of his last ovies .
Comments for Sirius^Fox
When you saw that one of your dozers has been picked off by the hijacked BM, you should've immediately started making a CC right where your second dozer was. Mined your WF and build a few gats around it & no terror-tech would've slept through.
Don't abandoned your structures entirely, leave one or two units to save them or prevent a sneaky tunnel from going up.
Seeing the damaged WF and not repairing it with a dozer near by, was a tough picture to observe.
Fleeing your dozer to a safer spot upon seeing the enemy's overlord, would prevent you from being hunted. You had the forces to slow his ovie down.
Selling your unprotected buildings before they turn into the XP points, would've benefited you cash wise.
The addition of the outposts, to the overlord attacks, was a good choice.
What could have helped you in making your final push, would be attacking his base from the left-hand side that had no defense to stay in your way.
In conclusion; Cool game you had, especially on such twisted map were the secondary economy is really something you should fight for. There were a few instances were micro wasn't on the highest point, but you can improve that over time. I can hardly add anything to this match, besides the points I've already mentioned . If I were to rate this game, I'd give this a 6/10 for the entertainment and enjoyment I had while watching. Thanks for sharing .
-Mp3.
I am very grateful to you for the analysis of the game, I will definitely take note of my mistakes and try not to allow them anymore I am also very glad that you liked the game
tech with hijacker is quite annoying gg at 4minute mark , as mp3 mentioned stealth player sent a stealth rebel to nukes base, there he was able to see there is nothing in main base, and that hijacked dragon tank would be lethal if he had sent it there
This post has been edited by Mett: Jan 13 2020, 15:11 PM
tech with hijacker is quite annoying gg at 4minute mark , as mp3 mentioned stealth player sent a stealth rebel to nukes base, there he was able to see there is nothing in main base, and that hijacked dragon tank would be lethal if he had sent it there
I agree completely, they made me play very tightly) I was so afraid of losing my overlords)) I was terrified when they stole 2 overlords)
I agree completely, they made me play very tightly) I was so afraid of losing my overlords)) I was terrified when they stole 2 overlords)
You should have just picked up some posts and gatlings with you, and when technical approached to your forces, focus on it and all the hijackers would die fast