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#205
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I take 6 minutes. Maybe 4 minutes is enough for half of my turns, and I still have plenty of time left because everything is automated! But sometimes the map generates in such a way that strategically important objects are located at opposite ends of a huge starting area, and you need to move troops twice in one turn, position them, and move back. I've watched replays of good players who play in 4 minutes. They split their army and clear the map with 2-3 heroes without moving troops around. But usually, there's nothing to split in the starting army. What kind of chain clearing can be done in 4 minutes? Let's say we're playing on a 4-minute timer, the time runs out, I didn't have time to complete the plan, the pace is lost, etc. There are many cases where losses are simply due to not having time to transfer troops to my main hero. Eric, how much useful information can beginners gain from such games? For example, I'm currently only playing on 6 minutes, and if there's a tournament on 4 minutes, I simply won't participate. Apparently, I'm not the only one. A beginner who wants to learn how to play will never complain that their opponent takes too long to make their moves. When I played against MikeSpb (this player probably has the longest turns of anyone I've ever heard of), his turns were many times longer than mine (we played on TE 3000+400). After the game, I looked at the replays, analyzed... The management of moves for each cell of each hero was clearly and precisely planned. This is an indicator of strong play, and neither I nor Chudozavr were ever able to beat him in the interportal, not even once! What kind of move management can there be in 4 minutes? You barely have time to move all the heroes, let alone make the game of good quality!

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