Thank you to Fab for submitting the game, and a big shoutout to all the channel members for their support: Gamepire Tototi Roxas R1PP3R FabFour Jalabanga TheEarlofBronze Chud Maverick Check out Fab's Twitch: www.twitch.tv/fabfour200
I really liked the wraith dropp, shows there's more then one way to do this, if I was in the same position I would probably have elite recruited 3x wasps and teched them with airspac (since there was already a vulcan on the board)
I think he did quite well but miss-uses the range tech on both his marksmen and his arclights. I feel he has a great 'general' grasp on unit comp and tech, but not a particular to the situation grasp, and this explains to me his use of range on those two units, since they are often great techs but didn't add to this situation. Also as a note, not to him in particular but to everyone? is that 1 crawler unit will never delay a rhino enough to let you win the other fight. It can delay the rhino tower kill for sure but never long enough for the fight on the rest of the board to finish. Just keep realistic expectations. Thanks for the video, and thanks to Fab
I'd say a B. the extended range on marks being the biggest hit for me. EMP did basically nothing there as well. those are 2 big expenditures that didn't need to happen.
oooh that chart thingy for grading is new. I like it. I feel like you shouldnt be too hard on him for the double tech on the marksman with range. They need the extra range to not get popped by the raidens immediately. Marksmen are actually not that good into raidens, unless you can super swamp them with chaff. In my limited experience at least. The EMP was probably not strictly nessecary.
I hard disagree on taking range on marksmen vs raiden. The extra range makes the marksmen target ground units instead of the raidens, 170 range is more than enough to deal with raidens. Up until he picked up range his marksmen were hard targetting the raidens from the start, and as soon as he picked up range his marksmen started getting stuck on chaff.
@@WhoopedGG any people that would like to volunteer to this that way - meaning that they are comfortable about being somewhat "confronted" about their plays in real time and comfortable to give their reasoning behind these plays
I thought some of the tech choices were poor. No need for long range when your opponent is three feet away. But we all make silly decisions in this game. I will note that I’m a 1600mmr player, so what do I know?
For a 1700? I think this was a C+ or B- performance. I feel like the game was won more by his opponents mistakes than his own skill or decision making... But I've only played a couple of games so my opinion isn't very valid.
Looks like we both had the same grade in mind. I thought Fab played a solid game. Still some areas for improvement, of course, but very good nonetheless. His opponent did make some questionable plays, but Fab also did a great job shutting his opponent down. Overall was fun to watch.
Thank you to Fab for submitting the game, and a big shoutout to all the channel members for their support:
Gamepire
Tototi
Roxas
R1PP3R
FabFour
Jalabanga
TheEarlofBronze
Chud Maverick
Check out Fab's Twitch: www.twitch.tv/fabfour200
Thanks for grading my replay. Its good to hear about how others think of my play style. Plus now i can improve my games now.
GGs, Fab. Was a fun game to watch! You put in some work.
I'm starting to do more tower lvl stuff but do take note they were cost control so weaker units
I really liked the wraith dropp, shows there's more then one way to do this, if I was in the same position I would probably have elite recruited 3x wasps and teched them with airspac (since there was already a vulcan on the board)
Yeah, that's the cool thing about Mech--lots of "correct" answers. It allows for different playstyles to find their own path.
I need to Use Fabs Aggro Storm opener more, its quite fun! Love the report card at the end haha !
It adds a unique pressure for sure. I think it can force overreactions.
I think he did quite well but miss-uses the range tech on both his marksmen and his arclights. I feel he has a great 'general' grasp on unit comp and tech, but not a particular to the situation grasp, and this explains to me his use of range on those two units, since they are often great techs but didn't add to this situation.
Also as a note, not to him in particular but to everyone? is that 1 crawler unit will never delay a rhino enough to let you win the other fight. It can delay the rhino tower kill for sure but never long enough for the fight on the rest of the board to finish. Just keep realistic expectations.
Thanks for the video, and thanks to Fab
Great breakdown! Fair take for sure.
I'd say a B. the extended range on marks being the biggest hit for me. EMP did basically nothing there as well. those are 2 big expenditures that didn't need to happen.
That is a fair take. I agree with that as well.
oooh that chart thingy for grading is new. I like it.
I feel like you shouldnt be too hard on him for the double tech on the marksman with range. They need the extra range to not get popped by the raidens immediately. Marksmen are actually not that good into raidens, unless you can super swamp them with chaff. In my limited experience at least.
The EMP was probably not strictly nessecary.
I hard disagree on taking range on marksmen vs raiden. The extra range makes the marksmen target ground units instead of the raidens, 170 range is more than enough to deal with raidens.
Up until he picked up range his marksmen were hard targetting the raidens from the start, and as soon as he picked up range his marksmen started getting stuck on chaff.
@@stevenglikin3219 Ah yeah fair enough. I hadnt thought of that. I was more thinking generally than for the specific situation.
Definitely went a bit crazy on the marksman tech and didn't exploit the right side of the board and I think that definitely takes it below A.
That is a fair assessment.
I think you should do this with the player whose game this is live and commenting. I think it could be entertaining
That would be interesting! Like a random person on the list or someone specific?
@@WhoopedGG any people that would like to volunteer to this that way - meaning that they are comfortable about being somewhat "confronted" about their plays in real time and comfortable to give their reasoning behind these plays
Sort of a podcast game analysis with the person submitting the game?
I thought some of the tech choices were poor. No need for long range when your opponent is three feet away. But we all make silly decisions in this game.
I will note that I’m a 1600mmr player, so what do I know?
Agreed, 2nd and 3rd techs were really expensive for such a brawl
Yeah, triple teching so few marksmen seams a bit excessive, air spec alone would probably have been sufficient here
It doesn't matter what MMR you are, good advice is good advice.
For a 1700? I think this was a C+ or B- performance. I feel like the game was won more by his opponents mistakes than his own skill or decision making...
But I've only played a couple of games so my opinion isn't very valid.
Oh hey, I commented before seeing your grade... nice.
Looks like we both had the same grade in mind. I thought Fab played a solid game. Still some areas for improvement, of course, but very good nonetheless. His opponent did make some questionable plays, but Fab also did a great job shutting his opponent down. Overall was fun to watch.