@Deicide4u I have a slight issue with your elo sysytem
2000+: A literal God of 0 A.D., probably played the game since A17. - Ive been playing for a long time, maybe not a17, not really sure, but at least 10+ years off and on, but im still more in the nub stages, definitely not 2k
1100-1200: Pretty noob plays, always loses, except VS other noobs like him.
1300-1400: Can win if he really, really tries to, but still pretty noob.
1500-1600: Yeah, he is still a noob alright. Will lose a lot of 1v1 games, but win some 4v4s.
1700-1800: Finally starts winning some games, but it's still considered a noob by peers.
1800-2000+: A good player, someone who can be considered regular in 4v4s.
2000+: A literal God of 0 A.D., probably played the game since A17.
As you can see, there is a fine line between being good and being a God here
From what I’ve seen about how other players more or less define Elo ranges, I’ll go ahead and share my take on this:
1100–1200: Basic understanding of game mechanics. Basic/slow boom. Weak player, needs a strong carry to guide them. Poor game sense. Weak micro / low combat skill.
1300–1400: Intermediate understanding of game mechanics. Decent boom most of the time. Strong if left to boom, but probably weak against rushes. Limited ability to improvise. Decent game sense. Can rush, but at a high cost to their boom. Can have good micro / combat skills. Needs to be carried most of the times.
1500–1600: Advanced understanding of game mechanics. Consistent boom. Decent defense against rushes. Good ability to improvise and read the game. Can rush, but at the cost of delaying their boom. Good micro / combat skills. Can act as a carry in some matches.
1700+: Advanced understanding of game mechanics. Boom is always effective. Strong defense against rushes. Excellent improvisation and game sense. They can rush without significantly hurting their boom. Excellent micro / combat skills. Can always carry. Capable of deciding the outcome of the match.
As someone who is around this rating, I’d say that the basic skills are:
General understanding of the controls
Starting to learn how to have a self-sustained economy (doesn’t need micromanaged in order to get returns).
General knowledge of what techs and units to train over others.
General tactics (turtling and massive attacks)