Vouch Request – inQ

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  • #13211
    inQ
    Participant

      Tell us what other previous league or in-house experience you have:
      ENT LIHL & FBG LIHL

      Provide a list of aliases. These are names that people might recognize you as:
      inQ

      What is your Discord account?
      inQ#5101

      If possible, provide a list of players who might know you or that you are acquainted with:
      I’m acquainted with all the old school lihl players

      Any additional information that you would like to provide:
      Took a long hiatus. Played around 180~ games on FBG LTD upon return to learn new towers and meta. Would like to play lihl agian. Let me know if I need to upload any replays. Thanks!

      • This topic was modified 2 years, 6 months ago by thegreatMOAMOA.
      • This topic was modified 2 years, 6 months ago by thegreatMOAMOA.
      • This topic was modified 2 years, 4 months ago by MonkeyTown.
      #13214
      Tin
      Participant

        Yes, you do need to upload replays.

        #13242
        inQ
        Participant
          #13433
          wikarn19
          Moderator

            Game 1: You have aqua/ship/dm/tb
            You cover lvl 2 with 315 value when your team is rly bad on 2, very good. You go for 550 aqua on lvl 5 when you have a carry roll, you usually want to add ship here to minimize dead value even if you miss a wisp. Before lvl 6 you’re 6/3 and end up with 49 gold with a wisp going on atm, you cancel your wisp to build another aqua and you’re still on 49 gold. This is rly bad, make sure you calculate before level ends. For 8 you end up with 730 aqua value when you easily could’ve been lower deadval with ship/tb for example. You get 7/5 push and don’t leak 9 which is really good tho. Game was pretty much over since your team goaled them but in a fast game where this doesn’t happen it’s very important you minimize deadvalue as aqua. After lvl 10 you build your thunderbirds much front which is very risky. You end up mid anyway. But in a lihl game you usually won’t be able to get this fat, which means you need to minimize your aqua value for 15.
            I rate this game 7/10

            Game 2: You have privateer/sprite/parrot/aod
            Your team has 2x aqua and 1 lod, you start privateer 1 lubber. This is wrong since you don’t need to cover level 2. Correct decision would be to 4 lubbers and 3/0 and cover level 3 after that. Rest is boring privateer gameplay you can do w/e. For 7 you add a thunderbird in front instead of behind which is really bad because you want it behind for lvl 10/15. For 10 you build 2 more thunderbirds in front and you add 0 parrots for 10. Your thunderbirds get sniped but you go mid anyway. You could’ve leaked to a bigger send. Same mistake as game 1 where u misplaced your thunderbirds. Opponent dc’s and game is drawn.
            Conclusion : I like that you kept your roll even though your adds aren’t super great for lvl 10 some placement mistakes and build decision mistakes.
            I rate this game 6/10

            Game 3:
            You have ygg/mili/sprite/ranger/polar. You start ygg into 2 rangers for lvl 2, they send lvl 2 and you go mid. You don’t go for min hold level 3 for push, you stay 3/0 when you easily could’ve been 5/0 building only 3 t1’s instead of a polar. You’re aiming to go magna into tok which is very wrong. Your roll is mid lvl 7 and 10 easily if you just build yggs with some spearmilis. Yggs are stronger than tok for lvl 10. Since your lane is really weak on 10 vs panda/horses/spawn, 3 yggs is very necessary to kill them. Enemy dies on lvl 7 tho but would have mattered if the game went further.
            Conclusion: You definitely should have gone for min hold lvl 3 5/0. You would easily end up 5/1 for 5 with 2 yggs. It’s a big mistake to go tok over 3 yggs with this roll.

            Rated 5/10

            Game 4: You have ea/malf/raider/necro.
            You drop 2 malf from your first roll and reroll into ea/necro. You keep your 2 malfs and go 3/0 which is ok. Your team sends warrs and they kingleak 50, they burn a heal with 0 ups. You know they come level 2. here is where you put 1 archer in front for wallpull, and you build a raider in front of your archer. The raider has to be behind or in line with your malfs because otherwise the raider is gonna get sniped with 0 share dmg. The same thing is gonna happen on lvl 3 4 5 6 and 8. which hurts your yolo a lot. On level 6 you end up with 700 value to hold the level, if you were playing standard ea yolo you would hold with 100 less. It would be fine if you were aiming to carry level 10 with your necro and minimize the ea’s. But u were still 2 ea on this level which makes 0 difference from a standard yolo. For level 7 you up your raider, this unit is very bad to even build considering the roll you have. Its 240 value for nothing pretty much. You stay 7/4 to hold/dmg level 10. You manage to kill a boss but not much more than that. If you wanted to hold level 10, which it seems your plan was from level 1. You can’t build more than 1 ea because it sucks level 10. The upped raider is also very bad. In this game id rather see you standard ea yolo into a ghost for 10 for some dmg, you get more inc and you’re 7/6 or 7/7 for 10. This way you have more impact in the game.

            Conclusion: Mixing ea’s is usually very bad. You wanted to keep the malfs to hold level 10 because you have necro in roll. You end up doing shit for level 10 and you have an average of 80 value more than needed the entire game to hold whatever level.

            Rated 2/10

            Game 5: You drop an egg and reroll into ship zeus, you stay 2/0 and keep the egg and add a ship. This play is very good. You go 3/0 for lvl 2 and add infantry. Level 3 you get the zeus. This is the optimal play. Not any big mistakes from lvl 1-10, for level 10 you have 2 upped ships, in this case i would rather have 1 upped ship and 2 unupped. More delay for the bosses and you don’t want to pull in 2 bosses at the same time. After level 10 you build your thunderbirds in front of your ships instead of doing it behind them. You also build too many locks, thunderbirds is the best dps unit for 15 right now and always better than lock. Thunderbirds is a dps unit and not a tank for level 15. If your thunderbirds get focused by the firelord on level 15 you won’t go mid.
            Conclusion: I like this game a lot except the thunderbird placements and building too many locks. You get the early push and aim to get fat. Thunderbird placement is a huge mistake which you have to work on.
            Rated 7/10

            Game 6: You drop ghoul and reroll into clock/wagon. You have pretty much a dead roll. You add geo for lvl 1 when you could’ve easily 4/0 with wagon for lvl 2. You have zombie and aqua carry rolls in your team that will cover level 2. So if they send you want to feed them and not go mid. If you wanted to go mid you had to build the cw half space in front or a full space. You are deadlane and you end up with 500 value for lvl 4 and 630 for level 5. You could’ve held 4 with 50 value less and even if you leak 5 it doesn’t matter if you leak because you feed your teammates, this shows lack of teamplay. For level 10 you are 7/4 with a deadroll, your goal in this game is to be a lumber provider and be /6 /7.

            I rate this yolo 4/10, lack of teamplay. Not leaking for your carries on 5 and 6 with a shit roll. Not going min hold for 4,5 and 6. It’s very important to maximize your push for bigger send 7. In lihl this would be very important for the outcome of the game.

            Summary: Considering you’re an old lihl player and play decently enough i think you deserve a trial. But you need to work on minimizing deadvalue, finding your role in the team(whether its ob carry, yolo into carry or lumber provider/leaker) . You have a good understanding of what level needs to be covered depending on team. Your evaluation of units is very good, just try not to build units like raider/raider upgraded when you have a good roll.

            GL on your trial.

            #13434
            thegreatMOAMOA
            Participant

              Agreed with the review above, approved, GL for your trail inQ

              #14691
              MonkeyTown
              Participant

                Accepted

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