👍 It is a great thing to emphasize and I like that technique for instant deploys but I fee like it is a bit of a misconception on Milo's part. I know it is a crude example since they are all great at more than one thing but if you picture 3 points on the RA triangle: Lovehandles (unit control), Commander (production) and Yuz (strategy/tactics) then you could say those are the main aspects of the game that need to be mastered in combination if you are really going to excel. Good production gets you into the conversation but what happens when you come up against someone like Nastynate or At0m1 in a heads up tank fight?
I'm glad to receive your thoughtful comments bro :). Indeed I agree that production is not enough to win games. Also the balance between the "RA triangle" (nice term) varies between maps. But if you were forced to rank the RA triangle from 1-3, I would suggest : 1. Production 2. Unit control 3. Strategy. One argument for this is, you need a unit to do unit control and strategy, but you don't need unit control or strategy to produce a unit. Likewise, you need unit control to do strategy, but you don't need strategy to do unit control.
@@N8sGames I can live with that. 😉 Personally I would think of it more like a radar chart where they all have roughly equal status, so you would have a visual sense of how complete your skill-set is. A slight caveat with the production focus is that not all units are really of equal value. A Lovehandles grenadier is worth a lot more than a blitz one for example, so I would have to outproduce him pretty heavily on a map like KOTG just to get back onto an even footing and there's limited scope for doing so.
@@blitzra1 Radar charts for each player would be interesting! I would like to have a group of say 5 judges, who assign scores out of 10 for each player in the RA triangle, and convert the average to a radar chart as part of their player profile. That's a good caveat, and there are a lot of variables in this science; so many variables in fact it would take an age to test! Perhaps the number of mouse clicks used for unit control vs production would be a key performance indicator. I would also add that unit control is more important than production in gold medal challenge, if you measure this by mouse clicks. At least after you have 6 or so tanks, when it becomes possible to kill 2 tanks for every 1 you produce. But that said, in Q master max (or similar scenario) GQ takes away the need for intensive unit control, putting more emphasis on production. For now and without excessive testing, my feeling is that production is king. For example, if you don't use the power trick at the start of a game, you'll be 6 or so tanks short later on. I'm finding this hard to describe, but something along the lines of: "The small time delays in building placement at the start of a game, lead to an exponential loss of units and buildings up until max production speed is reached". In other words, a 1 second time delay between building placement at the start maybe equal to 1/2 a tank, but by the time you reach 6/7 war factories, it maybe equal to 10 tanks or so. This 1 second delay will have a similar effect on the number of buildings you have, and if you can get to the stage of building tanks and teslas simultaneously before your opponent does, you will surely win. Another example is in map P4 with 1 Allies on each side. If the initial rush is defended, then typically whoever gets their chronosphere up first wins the game, since they can destroy their opponent's tech.
@@N8sGames A 5 pro panel seems like a bit of a big ask with how (in)active people appear to be lately but never fear, according to his last blog post RC is the perfect guy for the job. 😉 I see where you're coming from with the production side of things though and that's all well summarized. A sort of compounding of your delays on one side and the potential for a straight up build order loss on the other (that chrono scenario is not unlike a dark templar rush hitting before you have any detection out in SC), both of which will lead to far more losses than having a slightly dodgy q ever could.
blitz RA1 I look forward to reading RCs blog post 😆. Yes a compounding of delays and reaching key technology. Also, it takes mouse clicks and time to destroy buildings, therefore if you have more buildings you give your opponent more work. *Just read his blog post, not a bad start, shame about the blue ball ending 🙂
Fun fact: having multiple structures to build faster works for every classic C&C from C&C1 till Red Alert 2. Plus, if I’m not mistaken the early game strategies are mostly the same.
If you really want to expand the vision, build the reconnaisance vehicle while building radar to simplify the route & commanding chain. You shall find yourself at the peak of timing & victory.
in the beginning you scrolled down the building menu without placing your mouse on the down arrow. I'm assuming there's a hot key to scroll down the building menu without having to use your mouse and click on the up/down arrows at the bottom?
Yes with a lot of training this could be learnt by heart, leading to perfect production. With lower resolution, each "Square" of the map is bigger, leading to less margin for error. This holds true for both building deployment and attacking. And every error leads to time delays.
@@N8sGames but what if I do everything accurate? And average missclick or deploy is about nothing. Is there any other advantages? For example I can see almost half of the map and almost no need to shifting with high res.
Demon 867 In NBA basketball the top players never surpass a 90% career free point score, and if you make the hoop smaller, this percentage will reduce. In red alert, the top players still make mistakes, and if you give them a bigger resolution, they will make more.
Another couple ideas for you: align the medium tank with the war factory so the physical gap between the two is smaller to improve click precision consistency. I would always keep the war factory and medium tank aligned to increase click speed. You don't want to click to start building the next war factory then have to move extra far to start on the next tank. The second that you click on the building and begin dragging it onto the map is the second at which the building that is already complete no longer needs to be visible in the building list. The ore ref and the war factory are on separate parts of the building list. The very second you start dragging the ore onto the map you should start pressing the down key so that the second the ore ref is deployed the war factory is already in sight and you can move immediately to click it. So you should always be deploying your ore while tapping down to scroll to the war at the same time. Looks like you did start the up tapping to get to adv power while deploying war which is good.
@@N8sGames You're welcome! Another thought came to my mind as I just rewatched this video. If you can dedicate the time to it, make sure your mouse is already positioned on top of the make tank button before the tank finishes being built. Timing the click on the make tank button matters.
@@N8sGames Apologies for spamming with comments. I wrote a rather long reply to blitz RA1's other comment, and I attempted to tag you in it, but it looks like it probably didn't work. So I figured I'd just reply here to make sure you saw it.
Use your mouse + keyboard arrow keys. Legit, all players even the top 5 could improve here: Precisely set your building location, bookmark it, do something else, return to bookmark and place building. Only @432olim did this semi good, noting he needs to improve. Why? Because you'll have a bigger army.
👍 It is a great thing to emphasize and I like that technique for instant deploys but I fee like it is a bit of a misconception on Milo's part.
I know it is a crude example since they are all great at more than one thing but if you picture 3 points on the RA triangle: Lovehandles (unit control), Commander (production) and Yuz (strategy/tactics) then you could say those are the main aspects of the game that need to be mastered in combination if you are really going to excel. Good production gets you into the conversation but what happens when you come up against someone like Nastynate or At0m1 in a heads up tank fight?
I'm glad to receive your thoughtful comments bro :). Indeed I agree that production is not enough to win games. Also the balance between the "RA triangle" (nice term) varies between maps.
But if you were forced to rank the RA triangle from 1-3, I would suggest :
1. Production
2. Unit control
3. Strategy.
One argument for this is, you need a unit to do unit control and strategy, but you don't need unit control or strategy to produce a unit. Likewise, you need unit control to do strategy, but you don't need strategy to do unit control.
@@N8sGames I can live with that. 😉 Personally I would think of it more like a radar chart where they all have roughly equal status, so you would have a visual sense of how complete your skill-set is. A slight caveat with the production focus is that not all units are really of equal value. A Lovehandles grenadier is worth a lot more than a blitz one for example, so I would have to outproduce him pretty heavily on a map like KOTG just to get back onto an even footing and there's limited scope for doing so.
@@blitzra1 Radar charts for each player would be interesting! I would like to have a group of say 5 judges, who assign scores out of 10 for each player in the RA triangle, and convert the average to a radar chart as part of their player profile.
That's a good caveat, and there are a lot of variables in this science; so many variables in fact it would take an age to test! Perhaps the number of mouse clicks used for unit control vs production would be a key performance indicator.
I would also add that unit control is more important than production in gold medal challenge, if you measure this by mouse clicks. At least after you have 6 or so tanks, when it becomes possible to kill 2 tanks for every 1 you produce. But that said, in Q master max (or similar scenario) GQ takes away the need for intensive unit control, putting more emphasis on production.
For now and without excessive testing, my feeling is that production is king. For example, if you don't use the power trick at the start of a game, you'll be 6 or so tanks short later on. I'm finding this hard to describe, but something along the lines of: "The small time delays in building placement at the start of a game, lead to an exponential loss of units and buildings up until max production speed is reached". In other words, a 1 second time delay between building placement at the start maybe equal to 1/2 a tank, but by the time you reach 6/7 war factories, it maybe equal to 10 tanks or so. This 1 second delay will have a similar effect on the number of buildings you have, and if you can get to the stage of building tanks and teslas simultaneously before your opponent does, you will surely win. Another example is in map P4 with 1 Allies on each side. If the initial rush is defended, then typically whoever gets their chronosphere up first wins the game, since they can destroy their opponent's tech.
@@N8sGames A 5 pro panel seems like a bit of a big ask with how (in)active people appear to be lately but never fear, according to his last blog post RC is the perfect guy for the job. 😉
I see where you're coming from with the production side of things though and that's all well summarized. A sort of compounding of your delays on one side and the potential for a straight up build order loss on the other (that chrono scenario is not unlike a dark templar rush hitting before you have any detection out in SC), both of which will lead to far more losses than having a slightly dodgy q ever could.
blitz RA1 I look forward to reading RCs blog post 😆. Yes a compounding of delays and reaching key technology. Also, it takes mouse clicks and time to destroy buildings, therefore if you have more buildings you give your opponent more work. *Just read his blog post, not a bad start, shame about the blue ball ending 🙂
Fun fact: having multiple structures to build faster works for every classic C&C from C&C1 till Red Alert 2.
Plus, if I’m not mistaken the early game strategies are mostly the same.
If you really want to expand the vision,
build the reconnaisance vehicle
while building radar
to simplify the route & commanding chain.
You shall find yourself
at the peak of timing & victory.
in the beginning you scrolled down the building menu without placing your mouse on the down arrow. I'm assuming there's a hot key to scroll down the building menu without having to use your mouse and click on the up/down arrows at the bottom?
Thanks for the vid Diaz, I see what you mean here. The difference would be even bigger with a larger resolution i presume !
Simon indeed a bigger res slows you down further 👍
Very interesting way to deploy buildings. Must be learned by heart. Why do you think high resolution is slowing down the player?
Yes with a lot of training this could be learnt by heart, leading to perfect production.
With lower resolution, each "Square" of the map is bigger, leading to less margin for error. This holds true for both building deployment and attacking. And every error leads to time delays.
@@N8sGames but what if I do everything accurate? And average missclick or deploy is about nothing. Is there any other advantages? For example I can see almost half of the map and almost no need to shifting with high res.
Demon 867 In NBA basketball the top players never surpass a 90% career free point score, and if you make the hoop smaller, this percentage will reduce. In red alert, the top players still make mistakes, and if you give them a bigger resolution, they will make more.
I'm watching your twich lives too
I also forgot to mention, use the arrow keys on your keyboard to line up your deployment location.
Another couple ideas for you:
align the medium tank with the war factory so the physical gap between the two is smaller to improve click precision consistency. I would always keep the war factory and medium tank aligned to increase click speed. You don't want to click to start building the next war factory then have to move extra far to start on the next tank.
The second that you click on the building and begin dragging it onto the map is the second at which the building that is already complete no longer needs to be visible in the building list. The ore ref and the war factory are on separate parts of the building list. The very second you start dragging the ore onto the map you should start pressing the down key so that the second the ore ref is deployed the war factory is already in sight and you can move immediately to click it. So you should always be deploying your ore while tapping down to scroll to the war at the same time. Looks like you did start the up tapping to get to adv power while deploying war which is good.
@@jonathansobieski6216 thanks for your tips bro, very interesting 😁.
@@jonathansobieski6216 First one is usefull, but second isnt for my res. tnx
@@N8sGames You're welcome! Another thought came to my mind as I just rewatched this video. If you can dedicate the time to it, make sure your mouse is already positioned on top of the make tank button before the tank finishes being built. Timing the click on the make tank button matters.
@@N8sGames
Apologies for spamming with comments. I wrote a rather long reply to blitz RA1's other comment, and I attempted to tag you in it, but it looks like it probably didn't work. So I figured I'd just reply here to make sure you saw it.
How to you get the tank menu be next to the building menu like shown?
Use your mouse + keyboard arrow keys. Legit, all players even the top 5 could improve here: Precisely set your building location, bookmark it, do something else, return to bookmark and place building. Only @432olim did this semi good, noting he needs to improve. Why? Because you'll have a bigger army.
This advice is awesome
I really hope dutchy has been watching this ... he seems to drop ore a lot
LOL, even got banned for it, hehehe, ;-)!