Now, what is a godly player ?
- He can be good on FFA, 1vs1, 8vs8, 16vs16.
- He can be good on Speed Metal and on Green Fields.
- He can be good on 12x12 and on 24x24.
- He can be good on ground and water based maps.
- He know how too use Reapers in BA.
More seriously, now :
- A good player adapt his tactics and strategies. To the opponents, the map, and even his allies (if your team mates are bads or noobs, go with it).
- A good player don't think there is nothing between "building nothing but t1 units" and "teching under 6 minutes".
- A good player make his the word "Fool me once, shame on you. Fool me again, shame on me". Mean he try to learn of HIS errors before calling team mates morons.
- A good player don't try to take all the metal spots for himself. And especially, he don't rush on the metal spots then let his allies defend them alone...
- A good player know TA is not SC, and each unit can have a lot of uses. He don't call "morons" team mates who try to use them in surprinzing ways, even when they fail, without before trying to know if the victory was really out of reach.
- A good player know it's not because the opponents don't have tried something they don't try it before the end of the game.
- A good player know there is a lot of "rushs" possibles before "regret" it (pun intended).
- A good player know he have to take risks, reducing power in a way for adding in another. Something, that hurt, but that don't make of him a moron.
- A good player know if some team mate look slow, it's sometimes because he don't trust his team, including you. Really good player accept the "including you", and try to prove himself a valued mate.
- A good player know others have some fondness for units or buildings he judge himself without use, and don't think they are morons.
- A good player don't equate skills and CPU. He know a player with little power in the box has to adapt heavilly is strategy, especially near the end game.
- A good player know a player with few units and little eco is not always a moron, but somebody who saved his ungratefull ass by a good micro-ing of a few squads scattered around the map, damnit !

- A good player know attacking bases is not always the better use of heavy arty. Especially, he know what "interdiction" mean.
- A good player try to learn what units are really good (or bad) against whats others.
- A good player don't forgot Spring (particularly *A games) style of game heavilly advantage clans, TS users, and so on. He then don't forgot there are game situations where being in a clan change nothing...
- A good player send advices gently when some team mate look like he don't know / forgot something. Because he know antagonizing team mates lose more games than ennemies Bertha Farms.
- I said advices, not orders.
- A good player remember what "sharing" is. Using the ressources sliders, puting nanos near friendly factory, giving constructors for free, building targetting facilities even if your are not the one with the Berthas, etc... All that can change the outcome of the game.
- A good player know the use of a unit is not only "building cost / ennemy destroyed". The time needed for build, the "interdiction" factor, the protection of creckages, the allied units saved, the change of ennemy strategy because of it, etc. are also to be remembered.
- A good player know if all defenses are on front line, Nukes, Buzz or bomber wings can spell "pierced front" in more than one language...
- A good player try to remember the multiples usages of Air Transport (air drop, unit'naping, reducing the time for reach the front, etc.).
- A good player don't forgot a lot of units or buildings need some adequate eco for being build at an acceptable speed (and that's why adv. solars are not always without use).
- A good player remember the use of invisibility, against radar and eyes. there is other units than snipers and fixed jamers.
- A good player don't forgot their is countermesures against invisibility.
- A good player remember lot of TA units have a ridiculously slow turret turning rate.
- A good player remember lot of TA units need to stop for before turning, and the stupid pathfinding Ai don't help...
and so on...