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Supreme Commander

[R] [3220] basic vs. Terwilligerbuntsone

#11Dewey Face  Mar 20 2007, 22:12 PM -
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Sigh...I wish t3 bots werent the ONLY component of the average land force in the semi late stages in this game...soooooooooooooooo boring.
#12basic  Mar 21 2007, 02:47 AM -
Replays: 5 Game:
agreed, i wish there was a t3 AA vehicle, and maybe some sort of t3 anti-tank vehicle. its hard to think of an extra vehicle to add when siege bots are a jack of all trades unit
#13basic  Mar 21 2007, 19:58 PM -
Replays: 5 Game:
not trying to be pushy rienzilla, but are you still gonna review this? smile.gif
#14AncientSion  Mar 21 2007, 20:28 PM -
Replays: 16 Game:
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I think mobile T3 AA would be far to powerful. Mobile T2 AA is already very, very powerful.
However, Siege Bots in general are imba. Not because they dish out a lot of damage, but because they are friggin hard to kill. Even a wall of PDs or other T3 bots need ages to deliver 5000 dmg.
I think their hp should be nerved and i seriouly want to see Rhinos and Obsidians. In general, they should not be used to run suicide inside an enemies base.
#15Rienzilla  Mar 21 2007, 22:42 PM -
Replays: 12 Game:
Basic vs. Terwilligerbuntsonesomething

Long fight on theta passage. Both players have similar starts, but after a minute or 3 basic starts to take an economical advantage. He is mostly dominant on the ground until approximately 25-30 minutes in. A TML snipe by basic fails by just seconds. After the 30 minute mark basic loses his economical advantage, and terwilligerbuntsone slowly but certainly moves in on basic. Ten minutes later, terwilliger has a 2-1 economy advantage, and he's almost certain to win. The end consist of both players simultaneously attack each others bases with all their available harbingers. Terwilligers base is better defended and he's smart enough to move his comm out of the way, Basic goes into nuclear meltdown to terwilligers harbingers.

Basic

You played a decent game, and you should certainly have won this one. You had 2 clear shots. One was when you made your t2 missile launchers and pushed forward with them. You decided to go left and hit his mass, but he had no units whatsoever in his base at that moment because he was rushing to t3. Second was the TML. This was a game ender just seconds away, and you really should have defended it with your harbingers instead of moving them down to destroy some fairly unimportant buildings.

+ Early flares. You got two engineers with them, but next time, send a scout with them smile.gif
+ Steady economy the first 20 minutes. No shortages, so you had units constantly pumping
- Mediocre scouting. Early game, make sure your scouts do not run in front of your aurora's just to get killed. place your scouts near your forces, but on such places where they will stay alive. That way your auries would've done much better.
- Only one radar, which was not rebuilt when destroyed.
- After 20-25 minutes you almost stopped extending your economy, and even wasted mass. Never stop building! If you don't know what to build, either upgrade mexes or build extra engineers. For example, if you can support it it really pays off to have a factory continuously building engineers, who can assist/reclaim/you name it.

Terwilligerbuntsone

Somewhat slower start then basic, but a great comeback. Look out for the TML though, you got very lucky there.

+ Continuously built more economy, and even used mass fabs for more income as the mass spots on the left were constantly destroyed.
+ Excellent comeback. Keep-on-building paid off.
+ Good rush to t3. You were way ahead with the t3 bots, and this cost basic his complete t2 attack force.
- Mediocre scouting. Get those scouts out and place them smartly.
- You also wasted mass. don't. Wasted mass can become harbingers :-)
- You didn't exploit your early air dominance. If you'd have destroyed some power generators instead of aurora's you could have done some real damage to his production.


Game score: 5/10.
This post has been edited by Rienzilla: Mar 21 2007, 22:43 PM
#16basic  Mar 21 2007, 22:49 PM -
Replays: 5 Game:
thanks rienzilla smile.gif

i really need to work on scouting sad.gif
#17Ar-Bee  Mar 22 2007, 07:26 AM -
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QUOTE(Terwilligerbuntsone @ Mar 20 2007, 21:02 PM) *

P.S. My name is Terwilligerbuntsone dam it.



No its not, RDon wink.gif
#18Eshez  Mar 22 2007, 07:38 AM -
Replays: 21 Game:
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QUOTE(basic @ Mar 20 2007, 17:47 PM) *

yes, i noticed that eshez. im having problems with using my economy to its fullest. i dont know why but for some reason i do that, i almost always have a stronger economy then my opponent yet we still produce about the same. i also couldve/shouldve gotten to T3 before terwilliger but i decided to build some t2 mobile missile launchers first and that cost me the early harbringer advantage which caused me to lose ground on the map sad.gif

im just so frustrated at how much ive been screwing myself over lately.


I build MLs in half of my games and later regret it. I don't even know anymore if I should build a couple of T2 engineers.
#19DaveLy  Mar 22 2007, 12:17 PM -
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QUOTE(Eshez @ Mar 22 2007, 07:38 AM) *

I build MLs in half of my games and later regret it. I don't even know anymore if I should build a couple of T2 engineers.


I'd only build ML on maps such as open palms in a 3v3 when you are SO close to one another, they often have a use straight out the factory. I find especially valuable when the enemy is coming at you with a t1 assault - leaving you with alot more t1 units to counter with followed with the couple ML's as you upgrade to T3.

If you look at the maths. Two equal players, two equal economies.
Factoring the time it takes for a unit to leave the factory etc. You'll build about 6 ML's in the time it takes to upgrade to T3.

Then factor in the time it'd take for 6 ML's to have an effect on your opponent in the time he can build a T3 siege or two that voids the point of every t1 and t2 unit you have. The t3 choice is better 99% of the time.

ML's with their slowness and low hp, also have far more counters against them if they ever get into a critical position, such as fast moving bombers and gunships.

Sieges... well, tons of health, dps, and they don't need to stop for point defence smile.gif
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