Rapid Fire Notes From Seeding
Making a few quick notes here about small things that could really help your bot strategy. Hopefully someone finds something useful here but you can probably just call me captain obvious.
Kill Archons
I keep seeing one team nail down an archon from the other team but not kill it. This does help because the archon has no room to produce any units, but often times you can easily kill off the guy and take the win.
I understand there is some justifiable hesitation for killing off archons at the very beginning of the match. With the archon's health being so high logic would reason that spending that bullet income on building up a strong base of trees may be the better way to go. I guess it all depends on the situation.
In general I would say that you can try to soldier rush right away, if that goes well then you may want to kill off those archons. If that rush didn't go so well, or wasn't even possible, then you may want to focus on building up your economy and killing off gardeners instead.
Either way I would say once you get deeper into the rounds you should make the switch to focusing on archons over building up economy.
Getting Stuck
If you can notice that you have become stuck, and relay that information to units around you so that you can work together to get unstuck, you will go places my friend. Pun sort of intended, sorry. Seeing several situations where teams pin themselves in and stop producing new units.
Seriously though, there were countless situations where teams never moved or did so very little during the entire match because they couldn't figure out how to dig out of their starting position. If you are completely stuck, at least be buying victory points, but better yet try to figure out how to get moving.
Often times teams built themselves into a standstill. A gardener surrounding itself with trees needs to decide if it has room to do so first, or in some cases needs to decide to let a tree die to make space for spawning more bots.
Pathing
If you feel like you are getting caught up this might be something to begin focusing on. Bug pathing seems pretty strong but may be nerfed by maps coming up in future tournaments, it looks like they are already trying to make your bugging difficult but I would bet they try even harder.
I think the best thing to think about when pathing is if you can notice that you aren't getting anywhere in the long run and decide to do something random or different to make progress.
Maybe more important/effective than great pathing would be having a general knowledge of where things are on the map and then clearing space instead of learning how to path.
Forced Friendly Fire
Looks like you can often times use one of your scouts to get the other team to shoot at itself. Just move around near a group of them and get others to fire back at you, effectively hitting themselves because they can't move fast enough or because they care more about shooting at you than worrying about shooting at themselves in the background.
Buy Victory Points
Always a good idea to bank a few victory points early on. If you saw the troll map which was a maze where you only had enough room to build a gardener and a lumberjack then you probably also saw that most of the times that map was played it came down to other deciding factors like victory points.