I just came around and decided to post what 80% of all 5v5 players forget doing
Well tbh, i think everyone makes at least one of this mistakes.
1. Giving manual attack orders in cap + LF battles
I have seen even experienced players forgetting it
Your micro will really increase the chances of winning. Finishing off 2-3 more LF will give u fleet advantage and if u carry on, u will have much more.
2. Microing|controlling titan at pirates
Well, say hello to the best player in the world doing this too often. Really, I have seen Grimm losing his titan there for 10-12 times during our games ^)
3. Building capships late game
When ur cap reaches level 6-7, there is usually no big difference whether it will get a few more levels or not. The same applies to most titans (to a smaller extent though). Anyways, having 3-4 caps with AM draining and AoE abilities will give u an advantage late game. This applies to all three races!
4. Building starbase eco
This applies to both eco spot players and those who build sb to defend (in this case i speak about tec mostly). Trade upgrade is cheap and might give u an upper head in combat spot. As for eco, and ESPECIALLY tec rebel with tar research, who need to build sb to defend their giant territory, Sb eco is undispensable.
5. Getting culture in combat spots
The more u delay building a broadcast centre, the less income u get due to decreased allegiance. Remember that, it might mean the difference between victory and defeat.
6. Using mine control on AL drone
So many times I have seen AL fight vasari and fall due to careful actions of Monster Miner Ruining Operations (TM)
This sounds noobish, but many good random players still dont use drone mine control
7. Checking where u build trade as eco
A few more tradeports on the wrong planet can considerably decrease your trade line length, and, as a consequence, ur income!
8. Checking for red button on tec sbs
SB with RB will have increased experience value, check this before attacking!! It is considerably better to check for labs as well, as cunning players may intentionally start building RB when ur fleet starts attacking!
9. Grabbing neutral extractors
Whoever u are - eco, agro or suicide - neuts give a HUGE upper hand for a player. Applies to all 3 races. As vasari, it might mean the difference between early victory and defeat.
10. Using scouts in eco spot instead of LF
Scouts allow for much faster expansion than LF. U will be able to grab more terrirory, and the lesser amount of trade early will be compensated by: 1) higher potential income 2) higher mineral income 3) longer trade line 4) no need to spend a lot on logistics for first trade 5) bigger terrirory under control.
Come on, let me know what u think guys
I might add smth as well
Hummer