Vouch request – PoliceHater

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  • #8240
    PoliceHater
    Participant

      Tell us what other previous league or in-house experience you have: ENT 1200+, FBG LTD
      Provide a list of aliases and other accounts. These are names that people might recognize you as: HomoHetero, PoliceHater
      Discord account: grandpamaksio#4740
      BattleTag on Bnet: PoliceHater#2940
      If possible, provide a list of LIHL players who might know you or that you are acquainted with: N/A
      Any additional information that you would like to provide: Been playing on FBG public bot basically since the season start in July 2020, so I thought applying for LIHL and getting trial might help me improve as a player in terms of decision making and help my overall satisfaction in-game as well as help me transfer more knowledge onto newer players with the experience I could obtain.

      • This topic was modified 4 years, 2 months ago by n1ll3.
      • This topic was modified 4 years, 2 months ago by n1ll3.
      #8259
      PoliceHater
      Participant

        Since I realised the militia replay is pretty random cause I was improvising a lot I provide a mili replay with a bit more thought behind my decisions (ofc its easy to abuse op units but I think I’ve done above average here and also had some good reads such as ob 2 with my team being 3 aoe)

        Attachments:
        #8848
        n1ll3
        Participant

          1- Millitia Yolo
          pesant/lock/cannon/priest/ts/azzy dragon: your team is playing ea, 2/0 ship/dm, priso/flameboy

          – you stay 2/0 for lv 1. This isnt needed but i guess ur team isnt great (priso/inf lv 1) vs warr and if ur line gets fed its good.
          I would 3/0 here still but its fine to play safe this time

          – they warrs and u go small mid. You push to 4/0, This is fine but you miss 1g for hammer (do maths!) Hammer is really needed
          for 3 in particular, its quite awkward without You upgrade the chainmail on a millitia for level 2, pretty bad but kinda lacked options

          – doubke axe and second chain for 3, probably the best option for u given gold, locks you into a yolo but thats not a problem rly

          – yolo fine until 9

          – on 9 you add a timestealer infront. This first one should be behind. Your upped lock (built on 8) has less rangs than the milli
          so building a melee unit in front will make it run in front of them always. This isnt a problem for midgame but its not what you
          want for 10, even tho u went 7/5 ur fat af with great chance to snipe 1 or even 2 so u wanna actively build with that in mind.

          – on 11 you follow yellow’s advice and drop rr ts. This was full tk move. With braindead ts spam and a couple more locks you are
          always mid 15, probably to 3600. Your rr is insane (hydra copter rev) but was full tk decision to risk throwing away a confirmed 15 hold.
          If u desperately wanted to rr you shoulda built as little as possible to hold 12, drop as much as u can 14 and rr (still wrong even)

          – the hydra you placed is not far enough in front, u got melee units right behind it so they run infront and the locks will run
          up too. This wall hydra badly needs to be a full spot further in front so it’ll always tank for ur ranged units and share with TS

          – DC on 12.

          – Overall this game was a 6/10 for me. You played the early fairly well even tho u got fed hardos but the reroll really worries me.
          At that point ur job was mid 15, ur roll was mid 15 and you rr it on 12?!

          -game 2: SG hold
          ent/ranger/raider/mudman/komodo/seagiant team: privateer, millitia/tot/flying/ts/dp, LOD

          -this is always a reroll level 1. You can let the milli or priva take feed 7 and ur team has 4 lanes that ‘want’ to hold
          10 from level 1. Basically your roll is actively bad amongst your team’s rolls as well as the fact its just a tk roll in general
          with only 2 units that aren’t dead value, this is alrdy rly bad for me.

          – mudman for 2, for 3 you push and just add ranger, good decision-team was strong 3 and u dont add more deadval. sg/mud also quite
          safe vs send, rarely leaks creeps to bo. you hold the furb

          – for 6 you upgrade golem, did u expect send here? its a pretty tk move, especially since u pushed too much to golem 6 and sg 7
          you rly tk your own 7 hold with this upg. If you rly expected a 6 send then u need push less and still reach sg 7 or byebye 7 hold
          Furthermore your team is fine on 6. ob privateer and 2x hammer milli both do fine v send.

          – on 7 you upg meli and add 3 ranger, was correct to build but the mistake was last lvl

          – they got a massive ygg holder, sw and furmit only lucky you

          – for 9 you add sg and for 10 you miss hydra so u upgrade 2 more meliai and build 2 ranger. Mass meliai is extremely bad, most
          of the gold value in this unit is the mark, the actual stats are garbage. Far better to mass rangers for dps

          Stopped watching here. This was rly bad game. You should always be rolling this on 1 considering teammates rolls (i would rr it always tbh)
          The way you built this game (besides 3 which was good) also had a few significant mistakes that would be punished quite hard vs a better team.
          Sounds harsh but straight up your lane went okay because the other team didnt build/push/call properly. I would rate 3/10

          – game 3: Ship hold
          spectre/spider/harpy/t4 pirate/ship/azzy dragon team: turr/necro/wyv, ygg/necro/para, aqua/necro/dm

          – you call hold level 1 and tell your ygg to go tok. This is quite tk advice. If there is no send on 2 he’s 2/0 tok on 5 which
          is absolutely awful. Your hold is fine but it would be so much better to yolo some and if you wanna aim carry be somewhere between
          6/1 and 7/2 for 2. You also start 3/0 here, I disagree with this. Your team gets gged by warrior and is also pretty bad on 2, you
          can cover both levels with 2/0 start and 2 spectre add on 1

          – your ygg decided to risj 2 so your lanes are solo ygg, 3 turr/t1, 300 aqua and ship with 2 spider. 2 was GG 😀

          – for 7 you have 4 ship, 2 upg spider and 1 upg spectre (for some reason) with 3/1. I still dont understand why u actually want
          hard ob with your roll when you could push a lot and look to clear your lane with good push. And yeah, dont get the spectre up
          you need to plan your build better and either take some more push earlier on or manage ur lane in a different way to where u dont
          build it for 7.

          – 7/3 for 10 more ships 1 more spider. I would for sure go 3 spider over 2 ship on 10, u get good focus so mid anyways but if u
          have poor focus the massed ships dont have the dps to actually kill any bosses

          – Stopped watching here, this time you built better besides the upg spectre but still there was 0 reason to have you go fullhold.
          Your ygg had a great setup for 3 ygg and a terrible setup for tok and you had a great setup for some early push into freehold style
          and a really poor setup for fullhold, u would leak to a decent send for sure. 3/10 for me.

          -Game 4: EA yolo
          orc/ea/hr/oracle/wyv/sg team: pyro, slave, ship/ns/copter

          – standard ea game till 6, no idea why u upg 3rd ea on 6, was completely unnecessary and just delayed ur push

          – on 9 u leak with 4 ea and 1k val, should not happen. You need small ea 2 spots infront and can hold with 895

          – game is fine from here, not much to say coupla mistakes that shouldnt happen with ea cus its so easy but overall was fine 6/10

          Game 5: Millitia
          pesant/kent/cannon/merm/disc/dp team: aqua, disc, ns

          – u start 2/0 milli which is sad, ur team loves if they send warr and u can easily 3/0

          – they send 2 and for 3 u push 4/0 and go 3x spear. This is not good here, spear and no weapon both 2 hit 3 and 4 so u are much
          better off upping 4th milli and going spears on 4

          – heavy armour on a spear is pretty bad on 4, it just lowers the dps and raises the tankyness of the millitia that will
          die last 90% of the time (back wall), this heavy armour was ur worst option here.

          – this ‘armour medley’ for 7 is really silly, just get more milli. The heavy on the front one is fine but for sure u dont go
          2 chain and instead get another spearmilli

          – for 10 u want the 2 milli u placed next to the front one behind and with light armour. U have the tk heavy armour on the wall
          so at least let it tank since it has the worst dps, this placement is quite bad.

          – stop putting heavy armour on millitia that arent gonna take dmg till the end. Also axe millitia for 15 was full tk, especially
          with heavy they just have not real use besides they fact they are generally op.

          – I’m not gonna say you made millitia look balanced cus thats not possible but the random armour spam was really inefficient. In
          this version cloth was king, especially for 15 it amped up your dps and gave you favourable armour type. This was 5/10 game for me.
          Ur armour choices were for the most part pretty strange and honestly just cost you push and efficiency in the end.

          Watched another aqua game together with policehater and he also did some mistakes in this game.

          Atm hes not fully rdy for lihl
          !denied for now

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