Here I've listed some things that people generally do wrong and how those things affect. As well as short answers what should have been done. I know I might be mini exaggerating and that most of the stuff sometimes work, since people do wrong things all the time.
However if hypothesis is that opponent plays sharp and knows what he doing, these things 90% shouldn't work vs real pr0s.
1. Sell barracks on maps that have a lot of money
-> Get jewed and lose cy and can't take new cy cuz no engs solution: Keep bars and make engs if needed, should always make one eng at least just in case. If u do sell bars make eng before selling. Selling barracks is usually good in maps that have very little cash.
2. Make teslas with one cy
-> Get outproduced if opponent not waste tanks and makes wars instead
solution: Defend attacks with tanks and men only.
3. Make depot too early just in case
-> Same as above
solution: Making depot while tanking is good only if you pretty sure you gonna lose cy.
4. Not use men efficiently enough
-> Bad rush, lose tank fight, not see enough map, can't control where early battle takes place
solution: Group men in group 2 and always make sure they are where the action is. Scout good too.
5. Drive cys far away before deploying them
-> If both play exact same the one who deploys mcvs faster will be ahead pushing
solution: Place early buildings so you have some space for first mvcs nearby your base. Make third/fourth war back to pop up new mcvs quickly if game goes cying.
6. Make planes wrong time
-> Opponent/s able to push meanwhile and if they make counter planes later in game you need start make air def while they pushing and already have air def
solution: Focus on winning the front battle by pushing. Start make bazookas early if hunch that opponent will mig.
7. Park and wait with tanks
-> Opponent can cy, mig, naval, jew
solution: Go fight and Q.
8. Attack too late
-> Same as above
solution: Same as above.
9. Play too defensively
-> early planes might work, get chinhooked, leave partner play alone, lose control of rest of the map, make game +1 hour
solution: Start fight early and push
10. Try power run too early
-> Get pushed back to base if both opponents tanking and if they start cy meanwhile they can build out and have control of most of the map while u end up making teslas next to ur base
solution: Don't over extend. Better push a bit slower and secure ur position.
11. Build too many mcvs a row
-> Opponent able to push and take control of map, leave partner 1vs2, lose front cuz not have enough units to defend.
solution: Push/defend with less cys and with units and max cy after making sure front is protected, if needed.
12. Building big back base (i.e to prevent chrono)
-> same as above
solution: Try push and kill opponent early instead of building back space. Take 20 tanks back in case of chrono (better than try block whole base, then enemy defo has time to make helis and chrono since dont have to defend front).
13. Early jew
-> if opponent sharp and defends it he ez wins
solution: Kill tanks or pr0 rush
14. Try push/attack from north
-> If opponent full time defend it you end up having done nothing while he has north secured and pushed forward.
solution: Push south
15. Spam refs wrong time
-> end up having done nothing while opponent have dozen new teslas at front
solution: Spamming refs can be good if opponent has only v2s for defense and not teslas. Otherwise just make and fight with teslas and v2s.
16. Spam depots/airfields
-> Same as above
solution: It can be good after u get sneaked in their base. Or to try prevent opponent to get in urs by making teslas and v2s behind them to buy little time. Usually just better push with teslas.
17. Not push v2s
-> Wars get stuck, v2s end up nuked before shot a single missle, opponents able to push closer to ur base, no space
solution: Push v2s.
18. Not Q
-> Lose tanks, lose game
solution: Remember Q.
19. Not counter fast
-> Opponent able to make teslas, powers, tanks or just attack again etc. and u just lose
solution: Try start back Q enemy tanks as soon as possible. If theres only couple of them send only couple tanks to kill them while u rush with rest of the tanks and inf. Tell partner if enemy tank(s) get sneaked in.
20. Not pay attention how to place buildings
-> Cockblock ur partner, get ur buildings killed without reason, not have space, let jew in too ez, let opponent build in ur base
solution: Plan how u place ur buildings. Look at ur partner's buildings and adapt, dont block his back or front.
21. Make only helis after cyed as germs
-> Opponent able to push, partner 1vs2 on ground if both opponents use their units, end up having killed enemy buildings but losing front
solution: Make sure front is secured. Rebuild wars after making heli pads, or defend front with turrets. Don't start heli too early or if looks like u can win with pushing with tanks and turrets and then meanwhile chrono don't heli at all.
22. Make only cruisers after cyed as germs
-> same as above
solution: Pretty much same as above (yards instead of heli pads) Cruisers can work without making tanks if front is already well secured.
23. Cy too early
-> Get rushed early, get flamed, opponent can just cy too and make it a long game.
solution: Pr0 tank.
24. Cy too late
-> When everyone else have many cys, teslas, tanks/v2s already it's too late if u only have tanks
solution: Start cy when can't win with tanks only.
25. Go jew when opponent next to ur base
-> They closer so they kill u faster than u kill them
solution: Q and Kill their tanks, back Q if they try jew.
26. Chase tanks
-> if 2v2 their partner can cy and make defense. if 1v1 they can multi task and attack with different tank group or inf while u chase.
solution: Start fight them before they next to ur base. Keep ur tanks between them and ur base. If 1v1 and they driving far away just rush their base and count on ur pr0 Q later. Attack with second group if possible or split tanks, or if u cying multitask and tesla their front while making sure their tanks not doing anything.
27. Making 20 stationary teslas
-> They can v2/mig them, or just slow push their teslas and shoot urs or go around them and attack somewhere else
solution: Multiple stationary teslas can be good vs germs. Or vs ref spam. Usually it's still better push teslas forward and shift and kill enemy teslas.
28. Spam v2s/teslas but not shoot with them
-> Opponent who shifts teslas kills urs, nukes ur v2s and just generally pushes and kills ur stuff while u just make stuff to get killed
solution: Use ur stuff don't just spam them
29. Not leave ore room
-> No fuxing comment
solution: LEAVE ORE ROOOOM FFS!!!!!!
30. Squish bad
-> Lose tanks
solution: Don't force the squish. If can't get clean squish just Q outside the enemy men, killing tanks more important and then when more tanks or good opportunity squish.
31. Watch base instead of map
-> Get killed by naiders, get apc:ed, let mcv sneak north, get jewed solution: Always watch whats going on. Only watch base when controlling trucks or making a new building. Scroll too instead of just bookmarking and missing 80% of the map.
32. Early flamers
-> If opponent watches the map and partner can hold his own, u get easily pushed back with tanks if they both have tanks. u end up just having wasted time.
solution: If you cying rather try dominate south middle with teslas and units while pushing forward.
33. Tank next to ur base
-> lose wars and get jewed
solution: Be ready to fight early, bring tanks forward from start and try fight somewhere semi middle of the map. If they try jew back Q and make engs for defense or just trade bases and count on pr0 Q later.
34. Talk crap
-> Become a loner, look bad, not gain respect, get counter trash talked. solution: Let the skillz do the talking in the game instead of youtube or chat lobby. When you play pr0 in pr0 games everyone knows it and it should be enough.
Conclusion: I wrote these things down pretty quick and they might not be fully accurate. Most of them still often work since opponents doing wrong stuff too (if opponent plays a perfect game they not work), in the other words they not wrong if u do them at the right time. However if u try do opposite of these things most of the time it should improve u as a player. In previous articles I write some of these things more comprehensive, but I didn't want to make this too long so I tried to make my points short.
This article might be updated if something comes in my mind or if i find mistakes.
#learn_them_in_practice_by_hiring_at0m1_as_a_coach
However if hypothesis is that opponent plays sharp and knows what he doing, these things 90% shouldn't work vs real pr0s.
1. Sell barracks on maps that have a lot of money
-> Get jewed and lose cy and can't take new cy cuz no engs solution: Keep bars and make engs if needed, should always make one eng at least just in case. If u do sell bars make eng before selling. Selling barracks is usually good in maps that have very little cash.
2. Make teslas with one cy
-> Get outproduced if opponent not waste tanks and makes wars instead
solution: Defend attacks with tanks and men only.
3. Make depot too early just in case
-> Same as above
solution: Making depot while tanking is good only if you pretty sure you gonna lose cy.
4. Not use men efficiently enough
-> Bad rush, lose tank fight, not see enough map, can't control where early battle takes place
solution: Group men in group 2 and always make sure they are where the action is. Scout good too.
5. Drive cys far away before deploying them
-> If both play exact same the one who deploys mcvs faster will be ahead pushing
solution: Place early buildings so you have some space for first mvcs nearby your base. Make third/fourth war back to pop up new mcvs quickly if game goes cying.
6. Make planes wrong time
-> Opponent/s able to push meanwhile and if they make counter planes later in game you need start make air def while they pushing and already have air def
solution: Focus on winning the front battle by pushing. Start make bazookas early if hunch that opponent will mig.
7. Park and wait with tanks
-> Opponent can cy, mig, naval, jew
solution: Go fight and Q.
8. Attack too late
-> Same as above
solution: Same as above.
9. Play too defensively
-> early planes might work, get chinhooked, leave partner play alone, lose control of rest of the map, make game +1 hour
solution: Start fight early and push
10. Try power run too early
-> Get pushed back to base if both opponents tanking and if they start cy meanwhile they can build out and have control of most of the map while u end up making teslas next to ur base
solution: Don't over extend. Better push a bit slower and secure ur position.
11. Build too many mcvs a row
-> Opponent able to push and take control of map, leave partner 1vs2, lose front cuz not have enough units to defend.
solution: Push/defend with less cys and with units and max cy after making sure front is protected, if needed.
12. Building big back base (i.e to prevent chrono)
-> same as above
solution: Try push and kill opponent early instead of building back space. Take 20 tanks back in case of chrono (better than try block whole base, then enemy defo has time to make helis and chrono since dont have to defend front).
13. Early jew
-> if opponent sharp and defends it he ez wins
solution: Kill tanks or pr0 rush
14. Try push/attack from north
-> If opponent full time defend it you end up having done nothing while he has north secured and pushed forward.
solution: Push south
15. Spam refs wrong time
-> end up having done nothing while opponent have dozen new teslas at front
solution: Spamming refs can be good if opponent has only v2s for defense and not teslas. Otherwise just make and fight with teslas and v2s.
16. Spam depots/airfields
-> Same as above
solution: It can be good after u get sneaked in their base. Or to try prevent opponent to get in urs by making teslas and v2s behind them to buy little time. Usually just better push with teslas.
17. Not push v2s
-> Wars get stuck, v2s end up nuked before shot a single missle, opponents able to push closer to ur base, no space
solution: Push v2s.
18. Not Q
-> Lose tanks, lose game
solution: Remember Q.
19. Not counter fast
-> Opponent able to make teslas, powers, tanks or just attack again etc. and u just lose
solution: Try start back Q enemy tanks as soon as possible. If theres only couple of them send only couple tanks to kill them while u rush with rest of the tanks and inf. Tell partner if enemy tank(s) get sneaked in.
20. Not pay attention how to place buildings
-> Cockblock ur partner, get ur buildings killed without reason, not have space, let jew in too ez, let opponent build in ur base
solution: Plan how u place ur buildings. Look at ur partner's buildings and adapt, dont block his back or front.
21. Make only helis after cyed as germs
-> Opponent able to push, partner 1vs2 on ground if both opponents use their units, end up having killed enemy buildings but losing front
solution: Make sure front is secured. Rebuild wars after making heli pads, or defend front with turrets. Don't start heli too early or if looks like u can win with pushing with tanks and turrets and then meanwhile chrono don't heli at all.
22. Make only cruisers after cyed as germs
-> same as above
solution: Pretty much same as above (yards instead of heli pads) Cruisers can work without making tanks if front is already well secured.
23. Cy too early
-> Get rushed early, get flamed, opponent can just cy too and make it a long game.
solution: Pr0 tank.
24. Cy too late
-> When everyone else have many cys, teslas, tanks/v2s already it's too late if u only have tanks
solution: Start cy when can't win with tanks only.
25. Go jew when opponent next to ur base
-> They closer so they kill u faster than u kill them
solution: Q and Kill their tanks, back Q if they try jew.
26. Chase tanks
-> if 2v2 their partner can cy and make defense. if 1v1 they can multi task and attack with different tank group or inf while u chase.
solution: Start fight them before they next to ur base. Keep ur tanks between them and ur base. If 1v1 and they driving far away just rush their base and count on ur pr0 Q later. Attack with second group if possible or split tanks, or if u cying multitask and tesla their front while making sure their tanks not doing anything.
27. Making 20 stationary teslas
-> They can v2/mig them, or just slow push their teslas and shoot urs or go around them and attack somewhere else
solution: Multiple stationary teslas can be good vs germs. Or vs ref spam. Usually it's still better push teslas forward and shift and kill enemy teslas.
28. Spam v2s/teslas but not shoot with them
-> Opponent who shifts teslas kills urs, nukes ur v2s and just generally pushes and kills ur stuff while u just make stuff to get killed
solution: Use ur stuff don't just spam them
29. Not leave ore room
-> No fuxing comment
solution: LEAVE ORE ROOOOM FFS!!!!!!
30. Squish bad
-> Lose tanks
solution: Don't force the squish. If can't get clean squish just Q outside the enemy men, killing tanks more important and then when more tanks or good opportunity squish.
31. Watch base instead of map
-> Get killed by naiders, get apc:ed, let mcv sneak north, get jewed solution: Always watch whats going on. Only watch base when controlling trucks or making a new building. Scroll too instead of just bookmarking and missing 80% of the map.
32. Early flamers
-> If opponent watches the map and partner can hold his own, u get easily pushed back with tanks if they both have tanks. u end up just having wasted time.
solution: If you cying rather try dominate south middle with teslas and units while pushing forward.
33. Tank next to ur base
-> lose wars and get jewed
solution: Be ready to fight early, bring tanks forward from start and try fight somewhere semi middle of the map. If they try jew back Q and make engs for defense or just trade bases and count on pr0 Q later.
34. Talk crap
-> Become a loner, look bad, not gain respect, get counter trash talked. solution: Let the skillz do the talking in the game instead of youtube or chat lobby. When you play pr0 in pr0 games everyone knows it and it should be enough.
Conclusion: I wrote these things down pretty quick and they might not be fully accurate. Most of them still often work since opponents doing wrong stuff too (if opponent plays a perfect game they not work), in the other words they not wrong if u do them at the right time. However if u try do opposite of these things most of the time it should improve u as a player. In previous articles I write some of these things more comprehensive, but I didn't want to make this too long so I tried to make my points short.
This article might be updated if something comes in my mind or if i find mistakes.
#learn_them_in_practice_by_hiring_at0m1_as_a_coach