How to Improve Beyond A Certain Threshold Jinxer and JAWS Work Together To Improve

  Рет қаралды 151

JAWSMUNCH304

JAWSMUNCH304

Күн бұрын

Broadcasted live on Twitch -- Watch live at / jawsmunch304

Пікірлер: 20
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
If you would like in person training please join our discord link discord.gg/cvpdk6ft59 I will help as many as I can to improve in your specific situations. Thank you all for watching
@timmietimmins3780
@timmietimmins3780 Ай бұрын
I really like that you are creating commentary about the game. I think it's heavily lacking, and a huge opportunity for players to improve VERY VERY quickly, simply by understanding the game better. I know I am rapidly improving as I learn more. I suspect the only larger jump in my player skill will be when my new 32 gigs of ram arrive on amazon in a couple days. Here is how I would describe Supreme 1.8. Supreme has almost no contested metal for ground armies. Basically, ground combat is heavily disencentivized, as you EITHER win the game on the spot, or fight over land that doesn't matter. The job of the front of isthmus is to die slowly, deny reclaim, and deny any mexes they cannot cap. (this is because by Tech 2, if your weak sea player loses, you lose your entire main base, so you don't want to be building giant wind farms. You either have to take over the fight against sea, or you have to expect to lose to sea, and you are on the WEAK sea side. The best players, 100%, should be on water, or on air. Air because it is extremely strong against Eco and Water, and Water because basically ALL the contested metal on the map is controlled by water. (If you break down the map, basically, there is 56 metal on each natural land side (including the first row of 2 4.3 mexes that are actually on the sand), and then there is 8.6 contested on the isthmus, and 15.5 in each sea/island half. EACH sea has twice as much contested as all contested mex spots on the entire land map. BUT, even in T1, if you win sea, you can deny half the peninsula with nothing but destroyers (8.6 of your opponent's half of the metal), you can deny a 2 mexes on the enemy beach (4.6), and then when you go tier 2, you can basically take out 2-3 enemy players mains with a battleship. (13.8-20.7)). But of course, by the time you are fighting over non contested mexes, instead of contested, they are probably T2 mexes, so it's more like 50-80 metal per second, not to mention the high tech eco you can take out. This guides my philosophy.
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
I definitely think weak sea or strong sea has the biggest potential for impact on the whole game so choosing those locations is far better then front.
@timmietimmins3780
@timmietimmins3780 Ай бұрын
Later in the game, Jinxer basically just has not established a defensive position he can fight from, nor has he pushed in. I don't expect him to push in here. You are in a low eco spot, there is no reason to expect you will get what reclaim is available on the peninsula as opposed to your team. I don't expect to win the game on the spot. . But There is nothing but a couple LLT's. There could be dragon's maws by now, there SHOULD be a jammer. There could be build power to rush a cerberus. There could be a gauntlet and there probably SHOULD be plans to build a rattlesnake. It is kind of understood I think that rockets are not good against vehicles, in general, and in particular, not vehicles mixed with T2. But at this point, if you want to remain relevant on the front line, you want to have high end T1 porc. It's the only thing in T1 that is really relevant at all, against Even relatively early T2. And you want the infrastructure to deploy T2 quickly, which means build power for the cerberus. Also, if you don't have the eco to do anything yourself, look for opportunities to support your team. Notice Green going a gauntlet? red notices it before you. your com should be STANDING IN FRONT OF THAT, probably with your entire army. You should probably pause unit production to rush it. Your res bots should be ready to repair it if it finishes. 2 more rocket bots won't change anything. A gauntlet might.
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
I do think on supreme in particular gauntlet can be an excellent choice
@Anubis7169
@Anubis7169 Ай бұрын
Beyond all Thresholds!
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
🤣 maybe it was on purpose maybe it wasn’t who knows
@timmietimmins3780
@timmietimmins3780 Ай бұрын
With regards to the specific play of Jinxer: I think the radar tower is way too far forwards. you don't REALLY care about what's back there that early. You aren't going to be able to attack it. You should have a LLT already. I think it is justfied on this position to go exploiter on your first 4.3 mex, simply because then it is harder to agitator/gauntlet snipe (you can outrepair a gauntlet, but they one shot T1 mexes). This is also why I prefer cortex on isthmus front. you get exploiters and dragon's maws, both of which are very useful. that leak was costly for you, because you are fighting units that you should kill for free basically with LLT's, with your short range pawns. You lost your radar, but that radar could have been literally in your base and it would have cost you basically nothing to do so. If you want forward radar, great, but I would start with back radar. And in any case, your commander should already have an LLT up to prevent leaks. You basically just need one to cover more than a third of the entire front line here. you get a good LLT up after this, but the enemy com walks it. Really, by this point, you want to be unwalkable. Which means 2-3 LLT's, with a com in front of it. If you had done this, you would have held a much more forward position. LLT coverage is critical when coms start this far forward, as it's HOW you stop coms walking you, which skilled players know exactly how to do. You skirmish well with yellow, but then you try to put another forward LLT. This is the point in the game where LLT's are basically done. To use LLT's, you have to stand in front of them so coms can't walk them, like this, and kill them for nothing. You can't safely stand in front, so LLT's are over. You want to be teching to high tier 1 already, OR establishing your porc behind where your commander can safely stand. By this point, you really want a con bot forwards, so you can start getting safe repairs for your commander (Con turret on the front line), getting lots of build power for your higher end porc, but especially, you should be thinking about jammers at this point. You need a con bot forward if you want radar jamming in T1. And you do want radar jamming in T1. My goal on isthmus is to get up a gauntlet in the middle of the isthmus, on the sand (it can be barely on the sand, but it must be on the sand, not the grass). This lets you start sniping radar, mexes, and build turrets. Don't even try to hit units until you get all the high value stuff. Mexes, build turrets, res bots, radar, con bots, in that order. You want plasma artillery here because it's an all rounder. good against bots, good against vehicles, good against sea in T1, and not bad against tzars/sheldons, and can outrange starlights (but not for long, as they can kill one fast). Also, noteworthy, in high arc mode, plasma artillery CAN kill all 3 mexes in cove if you lose sea. The underwater one can be hit by high arc gauntlets, and killed. It's shallow enough. Also, you are missing opportunities to walk. Notice yellow throwing up that LLT at 5:20 ish? (game time, it's 9:44 on youtube). it's not even complete. It's almost in d-gun range, and he isn't in front of it. Walk that shit, d gun it. Why give your opponent free porc where he shouldn't be allowed to have it? You pull back with your bascially full health commander, when he was already in turret range anyways. High level players should be looking for easy opportunities to walk porc, and that was a freebie. You also are so high health and have such a high res bot count, just trading health with the enemy commander would be fine here. You don't know that he doesn't have 3 res bots directly behind his army, like you do, but you DO know he's sub-30 OS. So it's a safe bet he won't be doing everything perfectly. This turns into a cluste**** at this point because your allies start walking past you with centurions, but this is what YOU can do. Get a front line faster, put your fragile stuff in safer places, tech up quicker, preserve a critical mass of early porc. Deny the enemy opportunities to porc when you can do it for basically no cost. Isthmus, very front, is not about out-teching or out scaling the enemy team. It's about porc, porc, porc, because you are basically building porc IN YOUR MAIN BASE, that can cover the entire ground front line. Your game will be won, or lost, where you stand. Not one step back.
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
That’s a good point but what about sea in jinxer situation sea would normally crush and rush jinxers defense that he does have set up. It’s hard to not loose weak sea front line side. I rarely see a game it doesn’t happen.
@timmietimmins3780
@timmietimmins3780 Ай бұрын
@@JAWSMUNCH304 You sort of have to assume that at some point you will lose a beach LLT, but that doesn't have to happen for a while. but you can delay it by a lot if you put it as far from the beach as possible. It's risky to beach your navy while the enemy sea player is still alive, as ships miss a lot of their shots, but not when they can't maneuver or spread out. Ships also just lose to regular armies. Oppressors have about 60% of the health per cost, and dps per cost, of thugs. Riptides are a bit better, but not much. And if your opponent trades thugs versus a ship, you can almost immediately reclaim his ship, but he ain't reclaiming your thugs, that's for damn sure. This is also why you build jammers. If a ship has to come right up to the coast to snipe your porc, that means it's entering d-gun range, at least in T1. It is DANGEROUS for an enemy fleet to come in D gun range. The beauty of this position, is that your commander is close to everything. Volshok really has great replay analysises where he explains just why an e-storage and a jammer are absolutely critical to good defense, and the best situation where you can do this is situations where the enemy cannot overrun you after you are revealed, and where the enemy is using a small number of not very maneuverable high value units, like say bulls, or oppressors. also, this is why I like guantlets. They can't straight up beat ships, for cost, but they do put damage on it, and a lot of naval players have trouble keeping up on repairs. IF you can hang a thousand damage or two on a ship, it is often enough to seal it's fate. But yeah, you do have to expect to die in this exposed of a position at some point, in many games. It's why the jammer is so important, it delays the point where you start risking your com, but it allows you to sell your life so much more dearly. Com bombing or d-gunning just doesn't work if you are visible on radar. also, I haven't tried this, but I really want to try skulttles in this position. Might be a good way to continue to trade somewhat cost effectively until you finally die, after things go to shit. Whereas conventional forces, eventually it just becomes say, 1 sumo versus 10 sheldon, and you go from trading somewhat evenly, to losing stuff for nothing. The last 2 skuttles out of your lab might do something, where the last 2 conventional units almost certainly won't.
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
Scuttle would have to be op right. Porc scuttle is the play!
@macmaac7148
@macmaac7148 Ай бұрын
Yo. Is this 360p only?
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
No the hd version is still processing
@SUS5667
@SUS5667 Ай бұрын
​@@JAWSMUNCH304wow it 144p
@JAWSMUNCH304
@JAWSMUNCH304 Ай бұрын
@SUS5667 also check your KZbin quality settings I have noticed on occasion yt will downgrade the quality randomly. It should be in hd now
@SUS5667
@SUS5667 Ай бұрын
@@JAWSMUNCH304 I know I just joking
@SUS5667
@SUS5667 Ай бұрын
@@JAWSMUNCH304 I like to joke
I'm Now Officially A Frontliner - Beyond All Reason
52:43
Drongo
Рет қаралды 45 М.
Is The LLT Valuable in 1v1 Lets Find Out
10:46
JAWSMUNCH304
Рет қаралды 124
OYUNCAK MİKROFON İLE TRAFİK LAMBASINI DEĞİŞTİRDİ 😱
00:17
Melih Taşçı
Рет қаралды 12 МЛН
Nastya and balloon challenge
00:23
Nastya
Рет қаралды 70 МЛН
How To Get Married:   #short
00:22
Jin and Hattie
Рет қаралды 24 МЛН
إخفاء الطعام سرًا تحت الطاولة للتناول لاحقًا 😏🍽️
00:28
حرف إبداعية للمنزل في 5 دقائق
Рет қаралды 40 МЛН
42 minutes of useless facts about Risk of Rain 2
43:41
SocksNeedsHelp
Рет қаралды 23 М.
Saying Termites are op was click bait... And it worked
3:40:32
JAWSMUNCH304
Рет қаралды 89
Franklin Comes Clean
9:29
Habitual Linecrosser
Рет қаралды 264 М.
Best Battleship Brawls this year?!?! | COSMOTEER PVP 49
46:50
Blade Tardigrade
Рет қаралды 4,6 М.
T2 Air Guide How To Transition As Air In Beyond All Reason
15:59
I Tried 100% Speedrunning Kindergarten 1 & 2
57:18
EazySpeezy
Рет қаралды 412 М.
EPIC LATE GAME NAVAL BRAWL - Beyond All Reason 8v8
1:03:37
BrightWorksGaming
Рет қаралды 15 М.
Beyond All Reason - Frontline Build Order & Concepts
37:54
lolsteamroller
Рет қаралды 29 М.
OYUNCAK MİKROFON İLE TRAFİK LAMBASINI DEĞİŞTİRDİ 😱
00:17
Melih Taşçı
Рет қаралды 12 МЛН