August 2022 Pools
Not a fan of team games ending because an ACU gets sniped... esp on 20x20 you really cannot just "move in and take over a base" so it is fairly lame.
The build orders for The Ditch, Bermuda and Daroza are really, really good. I have to say that it bothers me players do not see these maps until they unlock thee 1800+ ladder level as it brings the "no mex build" to the extreme. You simply cannot be good at that until you are "allowed" to play these maps.
For me, the use of reclaim at the beginning of a match is a crucial decision-making process where you quickly try to calculate in your head how long you can go before having engineers go -60e drain at the start while you are still building a hydro or pgens. You notice this dilemma most on maps like Crossfire canal where the meta is to build the hydro with 2 engies, use 1 or 2 for attack move, all the while running your ACU around to build 4, very spaced out mexes.
I feel kind of scatter-brained watching these BOs as it makes me both happy to learn and equally frustrated that you don't get to put this kind of BO to use until latter stages of competing....
In the past and current I see @FtXCommando write "People hit 1800 and then they cannot progress well spare a few people..." (not an exact quote but maybe you can clear it up) and to me this is one of the main reasons.
Hi, was playing 2v2 ladder and got the map Xellaria. The map is way too dark to play on and is really difficult to see the terrain changes. Also with fog of war and radar pings it basically blends into the background, When the game ended and put us into obvs view it was actually a lot brighter and easier to see. any chance it could be made to that light level permanently
sorry, just seen the map is already being removed for next pool ect
UPDATE: When was this map in the pool? I do not see it in any pool within the past few months??
Just checked and yes: it is absolutely awful to look at the very dark textures... I will make a note to the team and reduce its aesthetic score until addressed so it does not show up again.
Thank you for your report.
I would enjoy a reduction of the percentage chance that I get a map gen pool map whilst searching in the competitive mode, I have been experiencing, through bad luck or whatever other factors are at play, 3/4 map gen matches in succession. Seems a bit much. I thank you all, much love
So I have been playing ladder quite a bit recently and have not noticed this, myself. 3/4 matches sounds really, really high. Has this issue persisted for you?
Evan, forgive me if I should not give detailed feedback here on your replays, but wanted to give you some insight on your first game on the 30th on the map gen:
First and foremost, I think the biggest thing I noticed was that your opponent (Cascade) kept his ACU in base longer, utilizing the build power to get factories up and running. Your raids were good, but they did not do enough damage to cause him to stall on mass nor energy, allowing him to get more units up. At the 2:50 mark of the game:
As stated, your raids were good and took out a good amount of his engineers, but if you zoom out and do a reclaim view (ctrl+shift default, if you did not know) you can see there is 4k+ reclaim on the map in large concentrations. His lone, surviving engineer provided enough income to keep operations smooth. With this, he has 2 land factories + air up while you are working on your 3rd land factory:
On that note, you did not send an engineer to the corner where there is - what appears to be - 5+ factories (~200 each) worth of reclaim or 25+ tanks .
At around 6-7 minutes in your ACU and his have exchanged fire to the point where his has ~3k hp and yours has ~4.6k hp: ALWAYS bully a Cybran ACU, especially as Sera/UEF where you have a big hp advantage. I personally would have sent my army to that side to put pressure on him and possibly end the game there and then.
In addition, you never got any air presence as he kept 1 t1 bomber attacking your air fact, destroying the unit in production. A bit after he sends 2 more bombers and they get dozens of passes without any interruption: keep at least 1 t1 maa back in your base without moving it to prevent this as it certainly was a huge factor in costing the game:
Around 10 mins (not much game after this) you can see that after a major fight Cascade "won the reclaim field" and was able to simply overwhelm you:
So, main lesson for this game in my opinion:
It does not matter if the map is 5x5, 10x10, 15x15, 20x20, etc; the player(s) whom get more reclaim tend to WIN the games. Going forward, especially on map gen, zoom out while teleporting in, and hold ctrl+shift so you can pre-plan how you will go about playing the map.
Hope this helps and adds to your success! If you want me to remove this post let me know.