Player Skills (Just for Fun)
Posted: Thu Jan 11, 2018 2:12 am
It continually surprises me how all the top players in RA have different strengths and weaknesses, and yet remain competitive. You'd think we'd have players who are just good at everything, but that's not necessarily the case. Just for fun I thought I'd go over some of them, feel free to add your own.
Lorrydriver
++Strong Build Orders
+Good Micro
+Good Macro
Lorrydriver is the closest we got to a powerful all rounder. What puts him on top is his map specific build orders, which put him ahead from start to finish.
Barf
+++Excellent Macro
+Good Build Orders
-Weak Micro
If FiveAces were a dagger, Barf would be the sledgehammer. Barf excels through his extremely strong early game macro, which can outright win him the game or put him in a strong lead moving into mid game. While his micro isn't bad, he can struggle late game where micro becomes more important than macro.
Gatekeeper
++Strong Aggressive Openers
+Good Micro
+Good Harassment
+Innovative Build Orders
--Floatkeeper
Gatekeeper is adept at crafting off meta build orders, the best of which are his aggressive openers. Complimented with his good micro and harassment, he often punishes greedy opponents who expect more safe openers. Unfortunately, the intense micro involved in harassment often leads to him forgetting to macro, which can lead to stinging defeats after fantastic openers.
Smitty
+Cool Under Pressure
+Good Micro
+Good Macro
Another all rounder, Smitty is quite capable of holding his own at any point of the game. Smitty is particularly strong in scrappy games, where things do not quite go as planned.
FiveAces
+++Air General
+Innovative Build Orders
+Good Defense
--Fragile Openers
-Weak Macro
Fiveaces can micro a unit to kill 5x its worth, but he'll only have two of them. A player known to go for risky tech based openers, you do not want to face him in a late game scenario.
Orb
++Strong Micro
+Innovative Build Orders
+Good Defense
-Weak Openers
-Weak Macro
If FiveAces was the dagger, Orb would be the short sword. A relatively new member of the competitive scene, Orb has been able to shove his way into the scene by pioneering and refining off meta builds. A strong late game player, his builds often leave him vulnerable early game.
Happy
++Happybox
+Good Aggression
-Weak Micro
Fond of the pillbox and arty, Happy is able to strike deep into enemy territory due to his well defended bases.
Omnom
+++Master of the Base
-Weak Macro
A terror but one season ago, recent balance changes have made his play style weaker, but still terrifying. Omnom relies on quickly cornering his opponent by expanding across the entire map, and then choking him with base defenses.
Doomsday
++All Ins
-Weak Macro
-Weak Micro
King of upsets, Doomsday has managed to surprise the community two seasons in a row by taking matches off much stronger opponents. Never let your guard down against Doomsday.
Lorrydriver
++Strong Build Orders
+Good Micro
+Good Macro
Lorrydriver is the closest we got to a powerful all rounder. What puts him on top is his map specific build orders, which put him ahead from start to finish.
Barf
+++Excellent Macro
+Good Build Orders
-Weak Micro
If FiveAces were a dagger, Barf would be the sledgehammer. Barf excels through his extremely strong early game macro, which can outright win him the game or put him in a strong lead moving into mid game. While his micro isn't bad, he can struggle late game where micro becomes more important than macro.
Gatekeeper
++Strong Aggressive Openers
+Good Micro
+Good Harassment
+Innovative Build Orders
--Floatkeeper
Gatekeeper is adept at crafting off meta build orders, the best of which are his aggressive openers. Complimented with his good micro and harassment, he often punishes greedy opponents who expect more safe openers. Unfortunately, the intense micro involved in harassment often leads to him forgetting to macro, which can lead to stinging defeats after fantastic openers.
Smitty
+Cool Under Pressure
+Good Micro
+Good Macro
Another all rounder, Smitty is quite capable of holding his own at any point of the game. Smitty is particularly strong in scrappy games, where things do not quite go as planned.
FiveAces
+++Air General
+Innovative Build Orders
+Good Defense
--Fragile Openers
-Weak Macro
Fiveaces can micro a unit to kill 5x its worth, but he'll only have two of them. A player known to go for risky tech based openers, you do not want to face him in a late game scenario.
Orb
++Strong Micro
+Innovative Build Orders
+Good Defense
-Weak Openers
-Weak Macro
If FiveAces was the dagger, Orb would be the short sword. A relatively new member of the competitive scene, Orb has been able to shove his way into the scene by pioneering and refining off meta builds. A strong late game player, his builds often leave him vulnerable early game.
Happy
++Happybox
+Good Aggression
-Weak Micro
Fond of the pillbox and arty, Happy is able to strike deep into enemy territory due to his well defended bases.
Omnom
+++Master of the Base
-Weak Macro
A terror but one season ago, recent balance changes have made his play style weaker, but still terrifying. Omnom relies on quickly cornering his opponent by expanding across the entire map, and then choking him with base defenses.
Doomsday
++All Ins
-Weak Macro
-Weak Micro
King of upsets, Doomsday has managed to surprise the community two seasons in a row by taking matches off much stronger opponents. Never let your guard down against Doomsday.