He does bring a little too much "high level player" knowledge imo. Many of the biggest issues I see in low MMR games from watching friends play are overspending and overcommitment. Low level players love to spend tons of money on sentry missiles, shields, tech, expensive ability cards... and end up with a subpar army composition that's easily countered (as you can see at 32:00). I think he'd be better off focusing strictly on how to beat your opponent strictly through a good economy, good army composition and good unit placement. He also tries to predict what his opponent might do, and often he's wrong because low MMR players don't go for what's optimal. That's a part of why they're low MMR. At this level it's more critical to learn to react to your opponent and punish their mistakes, rather than wondering what kind of tempo play they might go for. These players don't even know what a "tempo play" is, most likely.
Haha I gotta admit, it's harder than it looks to be fully immersed in the 600mmr range. There are things that just turned into muscle memories and I don't even conciously think about anymore...
@@stoneymechabellum I totally get that, and I think it's really cool you're helping make the game more accessible. I've helped a couple friends get into the game and these are some of the biggest things I think need to be emphasised when learning the basics: One unit for one role: Ensuring that each unit in your army has a clear purpose. Even in the 1600 MMR range I often see people get three different anti-air units or techs all just to deal with a wasp push. Then I can sell out of the wasps and be way ahead on economy. Watch your flanks: Many low MMR players will throw these crazy flanking all-ins. They're easy to deal with but can quickly end the game if you're not prepared (do not go crazy defending your flanks in anticipation either). If there are summon cards being offered, make sure to protect your rear too. Do not overcommit: A lot of new players buy too many techs or other upgrades, for example multi-melter when they only have 1 melting point, anti-air spec when I only have a couple level 1 wasps, or crawler replicate when I have several Vulcans. This money would be better spent on extra deployments or even level 2 units. More stuff generally beats less stuff. Sell often: Basically an extension to the previous point. Take a look at your board to see which units are underperforming and think about replacing them. This will not only help you overwhelm your enemy economically, it also trains you to look for weaknesses in your board and think about how to fix them. Chaff: Chaff wins or loses 80% of the games. Enough said. Use all of that money you're saving up to buy more chaff.
@@stoneymechabellum It might work better to coach or go through the replays of a player actually in that MMR range, that way you can consciously notice and correct more of their mistakes
Maybe consider trying different starting configurations in future videos. It would be beneficial to know how to best utilize various combinations of starting units, especially for beginners. Thanks for helping people understand the game!
I see some low MMR players (and even middle of the pack MMR players) waste enormous amounts of money on missiles and shield bubbles when they aren't needed and lose because they ruined their economy, just as you saw with the missile interceptors, I'd actually encourage people who are learning to focus on learning unit placement and counters instead. That's all you really need to win at this point. I'd even advise to think twice before teching units, and see if you wouldn't be better off just buying more units instead. For example getting multi-melter if you only have a single melting point is often an overcommitment... Really, all you need to win until MMR1000~ is knowing what the right units are for a situation and where to put them.
alternate title for video: Stoney stomps noobs
He does bring a little too much "high level player" knowledge imo. Many of the biggest issues I see in low MMR games from watching friends play are overspending and overcommitment. Low level players love to spend tons of money on sentry missiles, shields, tech, expensive ability cards... and end up with a subpar army composition that's easily countered (as you can see at 32:00). I think he'd be better off focusing strictly on how to beat your opponent strictly through a good economy, good army composition and good unit placement.
He also tries to predict what his opponent might do, and often he's wrong because low MMR players don't go for what's optimal. That's a part of why they're low MMR. At this level it's more critical to learn to react to your opponent and punish their mistakes, rather than wondering what kind of tempo play they might go for. These players don't even know what a "tempo play" is, most likely.
Haha I gotta admit, it's harder than it looks to be fully immersed in the 600mmr range. There are things that just turned into muscle memories and I don't even conciously think about anymore...
@@stoneymechabellum I totally get that, and I think it's really cool you're helping make the game more accessible. I've helped a couple friends get into the game and these are some of the biggest things I think need to be emphasised when learning the basics:
One unit for one role: Ensuring that each unit in your army has a clear purpose. Even in the 1600 MMR range I often see people get three different anti-air units or techs all just to deal with a wasp push. Then I can sell out of the wasps and be way ahead on economy.
Watch your flanks: Many low MMR players will throw these crazy flanking all-ins. They're easy to deal with but can quickly end the game if you're not prepared (do not go crazy defending your flanks in anticipation either). If there are summon cards being offered, make sure to protect your rear too.
Do not overcommit: A lot of new players buy too many techs or other upgrades, for example multi-melter when they only have 1 melting point, anti-air spec when I only have a couple level 1 wasps, or crawler replicate when I have several Vulcans. This money would be better spent on extra deployments or even level 2 units. More stuff generally beats less stuff.
Sell often: Basically an extension to the previous point. Take a look at your board to see which units are underperforming and think about replacing them. This will not only help you overwhelm your enemy economically, it also trains you to look for weaknesses in your board and think about how to fix them.
Chaff: Chaff wins or loses 80% of the games. Enough said. Use all of that money you're saving up to buy more chaff.
@@stoneymechabellum It might work better to coach or go through the replays of a player actually in that MMR range, that way you can consciously notice and correct more of their mistakes
Maybe consider trying different starting configurations in future videos. It would be beneficial to know how to best utilize various combinations of starting units, especially for beginners.
Thanks for helping people understand the game!
I really like the structure of this video. Would you consider doing one for around 1k mmr? I seem to be stuck around 1200
Yep, actually have it planned: 600-1200mmr, 1200-1500mmr, and 1500-1800mmr
I see some low MMR players (and even middle of the pack MMR players) waste enormous amounts of money on missiles and shield bubbles when they aren't needed and lose because they ruined their economy, just as you saw with the missile interceptors, I'd actually encourage people who are learning to focus on learning unit placement and counters instead. That's all you really need to win at this point. I'd even advise to think twice before teching units, and see if you wouldn't be better off just buying more units instead. For example getting multi-melter if you only have a single melting point is often an overcommitment... Really, all you need to win until MMR1000~ is knowing what the right units are for a situation and where to put them.