2011-02-02, 20:09:15
Start (antigrav until thunder):
+ only few deaths and some kills, you controlled your lane,
- spell waste (for example you used plasma cluster 2-3 for only few creeps), didn't skill or at least use jump which you needed with your weapon, could have reached thunder with 0 deaths if you used it,
- abundant communication ("hm i buy goblin", "hmmmmm i buy ghost" => you bought thunder).
Mid game (after buying thunder, your strongest part in that game):
+ good decision to leave the lane and help at mid since your allies were feeding,
+ many kills (even some doubles), good use of the teleporter,
- no hull for long time, lucky that no one countered it (goblin tank, airship + 700-800 weapon range + drones), too weak vs better players,
- not enough mana for all 3 spells (teleport + max stun + max ulti), either buy battery or don't max level all skills needed for that combo.
End game (base siege after the capture of all control points):
- thunder is a very weak base attacker (only decent skill would be thunder storm which you didn't had), you didn't buy a new one (earth robot) or sky tank would already been enough, with good skills to attack and much harder to kill beacause of air unit (sky tank) or good "Schadensfresser" (earth robot)
- bought power pack and asked for upgradres (no one has gold to donate, require if you can buy a tank, else wait since your force had 8 armor upgrades already and would have waited 5 minutes more)
- bought poison before you took the last control point, laser wold have been better since it has range upgrades (easier to siege the base later), alternative buy orbital control + guard/hunter or advanced troop pack + ghost tank and save until end game tank.
All in all good playing by you, but practice end game please, i see lots of players with a good start and falling way behind after tanks are >hunter.
+ only few deaths and some kills, you controlled your lane,
- spell waste (for example you used plasma cluster 2-3 for only few creeps), didn't skill or at least use jump which you needed with your weapon, could have reached thunder with 0 deaths if you used it,
- abundant communication ("hm i buy goblin", "hmmmmm i buy ghost" => you bought thunder).
Mid game (after buying thunder, your strongest part in that game):
+ good decision to leave the lane and help at mid since your allies were feeding,
+ many kills (even some doubles), good use of the teleporter,
- no hull for long time, lucky that no one countered it (goblin tank, airship + 700-800 weapon range + drones), too weak vs better players,
- not enough mana for all 3 spells (teleport + max stun + max ulti), either buy battery or don't max level all skills needed for that combo.
End game (base siege after the capture of all control points):
- thunder is a very weak base attacker (only decent skill would be thunder storm which you didn't had), you didn't buy a new one (earth robot) or sky tank would already been enough, with good skills to attack and much harder to kill beacause of air unit (sky tank) or good "Schadensfresser" (earth robot)
- bought power pack and asked for upgradres (no one has gold to donate, require if you can buy a tank, else wait since your force had 8 armor upgrades already and would have waited 5 minutes more)
- bought poison before you took the last control point, laser wold have been better since it has range upgrades (easier to siege the base later), alternative buy orbital control + guard/hunter or advanced troop pack + ghost tank and save until end game tank.
All in all good playing by you, but practice end game please, i see lots of players with a good start and falling way behind after tanks are >hunter.