even with the metal he got donated by others the marauders hit at about 12 minutes so saying 14 minutes is the earliest isnt entirely untrue if you dont rely on help from your teammates, most people will propably only make it to the enemy side at 16 minutes its a common timing when people rush it or at least it has been.
Seen this about 4 weeks ago from a low os player(10-15, can't recall) 1 of my teammate said, he will never manage to build the lab. Well, he made marauders. The only difference was that his team didn't send him metal and he didn't micro the marauders as good as dolfy.
7:00 around here you can see that his frontline actually won. There's a video with similar build by Drongo except he doesn't skip t2. Still same timing even though his frontline gets pushed up to his base when he starts t3. I think Dolfy wasted too much E and blundered a bit at t2 mex construction. Going deeper skipping t2 lab only saves bp and e which you should funnel into converters instead, not to mention someone has to actually sell you armada t2 con asap which are pretty vital to sea players as well. ED: 4:30 if you're into communism or have mates to play with check this out. Would make sense to sling this 1k metal to the guy that's rushing t2 cons since you're not building any metal-costly things until you get your t2 con.
Dolfy with the unexpected plays, as always! And just yesterday I had a Geo player justifying his passiveness by stating you can't do anything T3 before your 3rd AFUS. Heh.
And someone in comments on another video was saying how everyone should only stick to the meta in this game. If you stick to the meta you end up on the losing side.
Yeah honestly if he just went with two of them to push mid with the team, prolly gg in most games. 10 minutes is often just about the time front transitions to T2 in a lot of games lol
Not sure why my comment was removed but ill say it again as i think its one of the most cost effective ways to deal with marauders. Shurikens can stun marauders as marauders dont have any emp resistance, you will need 4 per marauder. Marauder do have AA but its slow working (1 kill per 2 sec). Guess link to replay is not allowed so i recommend you try it out if marauders an issue.
Marauders far deadlier. A single Tzar cant really do anything. Tzar needs a lot of support and is more an artillery unit. Better to get Tigers and micro em well with repairs. Both Tzar and Tiger can get stunned by shuris in no time so vulnerable against air. Tzar do has one advantage and thats it cant be stolen by enemy t1trans.
Beyond all Reason. Spiritual successor to Total Annihilation (and SupCom). Better than both in my opinion (and I played all of them and planetary Annihilation)
@@user-ki9pf7up9w Oh, okay. i mean the buildings basically look like TA in HD but the map is clearly SupCom. Something about the visuals just doesn´t click in place for me tho.
I guess it's impressive, but it's also incredibly 'meh'. Do people really enjoy games being over like this? I still remember a game where I fed a guy metal and energy at the start so he could rush down the enemy. We won super easy, but I was just sitting there going "so what?" That wasn't fun or challenging. Ultimately just seemed like a waste of everyones time.
Kinda a side effect of big team games. I feel like in smaller team games if you give too much to a person ecoing then you’ll lose too much on the front. Fwiw someone is working on a mod/setting to disable unit sharing, which sounds interesting to play around with.