Exciting to see more reviews coming out, especially from an Aussie! (national pride go brrr :D) Delving into the idea of "front with no units" a bit more, a great starting point to learn about that is looking over your replays and identifying any time you have a unit that you don't use (e.g. your starlights were idle for quite a time) and recognising that as an opportunity for optimisation - and yes, eco is one fairly consistent way to make the resources useful, but in many scenarios, military units have a much faster initial payoff & higher rate of return than most eco (t2 hazardous geo is really hard to beat tho). 4:59 "But what can I do" Actually, this is a great question to ask, but you miss out because you don't answer it! Off the top of my head, I'd suggest you anticipate the enemy front line pushing forward, leading to a lack of viable mobility with your starlight, and retreat them to a position where they can be of greater use. Using that mobility principle in another way, it can be great to store long range / high speed units closer to the middle of the map where they can exert pressure on a larger area of the map Definitely keep going with the reviews & videos, really looking forward to seeing your contribution to this community :)
@@MasterBel2 thanks mate oi oi oi noted. Bigger and better lol that’s the plan. A good way to think about it that the military is a payoff. If it doesn’t have immediate use why build it lol another way to frame what units to build and where to send
Never forget to reclaim your T1 lab when making the T2. This saves so much time and resources. Also a few ticks along with maces will do wonders for your range at which you detect and attack enemies. There is no point of having 30 maces if only front 10 or so actually fire. Better to invest those resources into something more long range or make sure to expand your formation so all can engage. When the enemy is sending spam your way, pull back your Starlights or Snipers as you are wasting energy and metal when they fire on scouts. Get some better anti spam light units to be at the front and deal with the spam. Its great to see you utilizing the hills to set up long range guns on them. Do this more often in that section of the map. The tremors might feel like "the meta" in a low OS lobby with AMP starved players who don't change their lab waypoints, but higher OS players won't be sending grunts into killing fields for 30 minutes and tremors can't change fire positions as fast as grunts can move.
@@perafilozof maces have the same range as los im pretty sure. Rocket bots benefit a lot tho from some tics. I do often reclaim the lab good job noticing if I didn’t lol was moving fast
@@roguel1ke Yes, they have the same los as attack range BUT that means a unit has to first enter that range before they can track it to start to fire. By having a LOS higher then their fire range they can lock in on a target sooner and be ready to attack it as soon as it enters their attack range.
High speed replay was great, listened at 2x for even faster
@@donovan_lf hahaha madman
Good move to do the replay at high speed and focus on the macro.
@@joeschroedernz thanks mate very appreciated. I might slow down games towards the end - gets frenetic!
Exciting to see more reviews coming out, especially from an Aussie! (national pride go brrr :D)
Delving into the idea of "front with no units" a bit more, a great starting point to learn about that is looking over your replays and identifying any time you have a unit that you don't use (e.g. your starlights were idle for quite a time) and recognising that as an opportunity for optimisation - and yes, eco is one fairly consistent way to make the resources useful, but in many scenarios, military units have a much faster initial payoff & higher rate of return than most eco (t2 hazardous geo is really hard to beat tho).
4:59 "But what can I do" Actually, this is a great question to ask, but you miss out because you don't answer it! Off the top of my head, I'd suggest you anticipate the enemy front line pushing forward, leading to a lack of viable mobility with your starlight, and retreat them to a position where they can be of greater use. Using that mobility principle in another way, it can be great to store long range / high speed units closer to the middle of the map where they can exert pressure on a larger area of the map
Definitely keep going with the reviews & videos, really looking forward to seeing your contribution to this community :)
@@MasterBel2 thanks mate oi oi oi noted. Bigger and better lol that’s the plan. A good way to think about it that the military is a payoff. If it doesn’t have immediate use why build it lol another way to frame what units to build and where to send
Never forget to reclaim your T1 lab when making the T2. This saves so much time and resources. Also a few ticks along with maces will do wonders for your range at which you detect and attack enemies. There is no point of having 30 maces if only front 10 or so actually fire. Better to invest those resources into something more long range or make sure to expand your formation so all can engage.
When the enemy is sending spam your way, pull back your Starlights or Snipers as you are wasting energy and metal when they fire on scouts. Get some better anti spam light units to be at the front and deal with the spam. Its great to see you utilizing the hills to set up long range guns on them. Do this more often in that section of the map. The tremors might feel like "the meta" in a low OS lobby with AMP starved players who don't change their lab waypoints, but higher OS players won't be sending grunts into killing fields for 30 minutes and tremors can't change fire positions as fast as grunts can move.
@@perafilozof maces have the same range as los im pretty sure. Rocket bots benefit a lot tho from some tics. I do often reclaim the lab good job noticing if I didn’t lol was moving fast
@@roguel1ke Yes, they have the same los as attack range BUT that means a unit has to first enter that range before they can track it to start to fire. By having a LOS higher then their fire range they can lock in on a target sooner and be ready to attack it as soon as it enters their attack range.