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Trial ended on 06/09, denied
… And denied again due to the same reasons as before
Ghoul start:
You drop ghoul and roll into:
Para/cent/bf/merm/nm/sg
So this game is probably not going to be simple for youMy immediate thought is that you need to get a nm for 3 somehow (bf+cent on 2 => nm 3) since ghoul generally synergizes best with other melee units, and since you also need to avoid adding too much cent value if you want to have a chance at holding 5. Alternatively you can up the parasite on the ghoul for 3 since it helps the increment substantially
So you send failed warriors and add a parasited mermaid for 2. I would generally stay away from mermaid this early on, it only really works in ob setups when starting ygg/sg/lod. It simply provides really poor dps for its cost and is reaaally bad on 4 especially – which is typically something you want to stay away from when going pusher.
For 3 you add a crab and a cent IN FRONT of the mermaid. Really big placement error here imo. You did right in placing the mermaid in front of the ghoul, but you now fully ruined the damage share you had on lvl 2 with this placement and you would have absolutely full ripped if they did send here. Even then, I think just upgrading the parasite was better here since it allows the ghoul to 1 hit
Having to add another crab for 4, making you 530 val, is another downside to this build. You barely hold with this value when you’re looking to max push – not ideal.
Then staying 5/1 to sell both crabs and get a sg for 5, a notoriously weak lvl 5 unit, is really not a pretty sight either – you end up leaking 5 creeps with 660 val and get yourself 6/2 stuck in a clog game with a ghoul start
You send 6, so another very slow level – yet you stay 7/3 in order to add a 2nd sg. You get 4 wyverns in your face on 7 and clear next to nothing, you really should just have pushed instead. I can understand that you want to set up for 2x hydra for 10, but you already have yellow and oj doing some weird ob – I would only really say this was a good idea if you were the only 10 holder and the team was desperate for you to stay low
While it was a difficult roll to play for sure, I think the execution was quite off. Biggest mistake was ending up 5/1 with a sg on 5 – if they send you would be 7/1 stuck at best and clear nothing, if they don’t send you still just have a sg on your lane which won’t do you any good until you upgrade it (which shouldn’t be before level 8)
I decided to go looking for a random replay since the SM-ts game is simply too one-dimensional. Likewise, the first engi replay is another very one-sided replay
So I’m taking a look at this one: FBG LTD81 – https://wc3stats.com/games/433100
You start 2x mw + inf on free, with a roll that doesn’t have much else going for it. Your team has pretty good rolls, so its fine to play this roll since you just need push from your lane. Still, I wouldn’t stay on it for too long
You push 4/0 and enemy team sends 2.
For 3 you add another mw and save 44g. You end up leaking 14 creeps when you would probably hold most of the time by adding 2 ents. A leak definitely isn’t all bad if you want to send 5, but it’s generally better to leak on 4 than on 3 (even moreso with a leak this big) – especially on a lane like yours that isn’t looking to hold 5 anyway. That way to can underbuild 4 and full push from there. That way you also avoid being 4/1 for 4 because you lost 56g to leaks on 3
I would probably re-roll on 3 or 4 – you dont really need more wagons or infs. But you stay on the roll for a good while for no good reason as I see it.
For 7 you decide to stay /3 with this full dead roll while you have immo too. I see you push during the level, but you miss out on a good minute of /4 by prioritising the full send – not really worth it imo. While you get +1 herm on the 7 send, you now hurt your 10 send/king ups instead.
You realise that your lane is doomed and go full push. I would honestly have sold a mw to get /7 on 10. Instead you upgrade the farm to get a war machine – something that has next to no impact with your value while also making you go -80 lumber at an important moment.
On arena you drop seer and finally reroll. I would have prioritised getting a blaster, it just helps you more on 11, 12 and 14 – you have no hopes of damaging 15 with this value.
I’m not a big fan of placing cannons in the very back. Yes, they have 700 range, but that also means you can place them pretty far up without them running up and dying fast. You would probably do better if they did some damage share with your wagons/infantries – still, 10 leaks on 12 isn’t excessive
Doesn’t matter much on your lane, but I would probably also have taken the 50 rr. Cannons aren’t that great on low value lanes, and especially not when the game isn’t going 17 – the rest of the roll is also really bad. And seeing how you stay /6, you might as well look to build something relevant.
Enemy team fail sends 14 and you end them 16.
It’s generally questionable not to reroll this on lvl 1, but even more so to stay on the roll until lvl 11. You dont try to hero anything and go full push after 7, which is definitely the way. But still, quite a few minor mistakes along the way
Looking at these replays combined with the feedback we’ve recieved, we’ll be denying you for now. As I said in the DM’s, I appreciate your attitude and hope to see you improve and possibly apply again at a later date. Feel free to DM any of us if you have any questions
Denied
Replay 1:
Disc game, looking to push max with this roll:
Both teams warr and you stay 4/0 into really late 4/1 after inc. Was at least obvious to me you could afford the push beforehandYou reroll during level 3? Really no reason to reroll here, disc can min val hold both 4 and 5. I would either reroll after dropping on 3 (it wasn’t a good disc roll) or at least wait untill 5/6 after dropping then. This timing seems really off to me
But good that you go 7/3 for 5, definitely the best way to use your feed
For 6 you have 3 bottom feeders in front of your discs: I would just have gotten a tempest instead. Also there’s no dmg share between your bf’s and your discs, and you also make your wall pull worse by building 3 bf’s in front, 11 leaks really is way more than what you can do with this roll
For 8 you STILL have 3 bottom feeders and add a DH in front. I agree you dont have good units to spend your bottom feeder gold on, but at least take the push? They have minimal value on your lane, no synergy with disciple either. Also this dragon hawk is terribly misplaced, it will full tank before the discs even get hit and further cause the disciples’ missiles to hit air instead of creeps (the dh should be behind)
For some reason you also add a tempest for 9, even though you’re extremely easily holding already (and still not selling the bf’s, further delaying your push)
Not much to say about mid game, your roll wasn’t great and you just placed goliaths. If anything I don’t see a reason to stay /7 after their failed 14 send, can just freely take a couple of jacks in this fat game
Summary: It was good that you seized push on 5 and got /7 for 10, you had the right game plan. But I didn’t like the late push on 1, not a fan of the reroll timing either, nor the bottom feeders staying on your lane for so long (as well as their placement).
Replay 2:
Lubber game, with bone warrior/tribe/ship in roll.
I would personally look to roll this on 3/4/5, making sure I have a few bone warriors. Rest of the roll isn’t exciting to keep on free.Nothing much to say about the first 10 levels (standard lubber play) other than the fact that you decide to stay on this roll, which I just think is incorrect. At the very latest I would have dropped and rolled on 8 – staying on the roll till lvl 12 is definitely too long
You roll into ice/apprentice/zombie, so you’re going to be pretty good most levels. I really don’t understand the medicine man you decide to keep though. If you’re looking to upgrade it into an oracle, then you should probably look to buff your actual front line units (your zombies in this case).
Instead you end up having oracle buff on 1 butcher, 2 alpha males, 2 privateers and a blacksmith – not a lot of value there
Good that you reroll after they skip 17 – I just don’t really like the hydra placement afterwards. Having them off to the side makes them die as the last units when you probably want to use their big hp to tank something
Rest is just late game, nothing much to add
Again, not an impressive replay. You understand the basic priv play and push accordingly, but I’m really not a fan of staying on this roll for so long, and also some questionable decisions mid game
Conclusion: While you push well, have a decent game sense and unit understanding, your builds lack some finesse. Not comfortable granting trial at this stage. Feel free to apply again at a later stage if you feel like you’ve improved. Thanks for applying though!
Denied
Granted trial due to top 3 fbg
We find it hard to believe that you were completely unaware that abusing vet bug is disallowed – it’s been discussed a lot.
This is also our first ban on the matter which is why you’re only getting 24hr. This is a light ban for bug abusing (which this really is). Hopefully this will also show others who “don’t know it’s against the rules” that we can’t just ignore it.
Please dont leave the server, but the ban stays (it’s really not that long)
First off, it’s hard to focus on the replay when half of the game is spent in the chat. Secondly, if you want your report to be taken any sort of seriously before it’s even being looked at, dont name the attached replay “delusionaldogshitplayer”.
Looking at the game: Your main point seems to be that ship + ranger is an op combo that sebas should play. I disagree.
Ship itself has not been a good starting unit for a long time and is solely carried by its adds if it’s a viable starting option in a roll. Ranger itself is not going to make you a good holder and most certainly not a good pusher either.While I’m not sure what sebas exact plan is, I absolutely don’t blame him for skipping ship start. While you have every right to disagree, the fact that others dont find ship a good option here makes your claim that it’s obviously OP invalid. Whether its the best option or not, I don’t care a lot. It’s not obviously correct.
With that being said, this isn’t a great game by sebas – it isn’t an easy roll to have a great game on either though.
… and with that being said, I actually have to commend sebas for not fucking up further/leaving/hard raging this game. Because your (colombiano) behaviour in chat was really disgusting this game. You call sebas a retard from level 1, spam ping his lane almost every level, continue to flame the entire game AND after the game – you even flame him for uploading the game afterwards. At that point you’re really just grasping at straws in an attempt to make sebas appear as a villain when there really is no obvious evidence.
To elder: While this isn’t quite bannable behaviour, and actually surprisingly decent your history taken into consideration, please don’t go any further than what you did this game. All “flame” should be focused on the game (if it absolutely has to happen…), unlike what colombiano showed this game. Good on you for not going any further than you did, but do stay mindful of it in the future.
Conclusion: I don’t see any intentional TK from sebas this game, and honestly, any suboptimal plays he would make after the first 5 levels I wouldn’t blame him for, considering how distracting it is to be constantly harrased like he was this game. Likewise, sebas didn’t even resort to counter flaming like many others would in his situation. Colombianos behaviour this game and afterwards, however, is unacceptable. If you want people to follow your advice, try being more civil about it. If you believe someone deserves ban for tk, intentional or not, then don’t spend the entire game flaming them. Just report it.
Colombiano: 5 day ban for flaming
I think this is a mild force send.
Mild in the sense that elder didn’t force the 16 send in general and in the sense that he didn’t seem to force fl send with intent to make the send worse – also in the sense that it was a succesful send that made you win, regardless.Still a clear force in the sense that the very first send in the sendbox was elder’s fl even with no team consensus. Considering elder’s general negativity this game, the force also seemed more like a provocation than a miscommunication. While the ban request you(virus) linked is a bit outdated, this isn’t the first time elder has done something similar and his history will be considered.
For these reasons elder will be banned for 14hr
Can only agree.
Every time something goes wrong elder lashes out at whoever comes first, never ever admits his owns mistakes, and makes things personal every single time when it should never be.
A thing that’s very hard to track is why people don’t sign. One factor is certain individuals making it an unenjoyable experience, leading to “behaviour dodging” rather than the typical “skill dodging”. Well elder unfortunately plays 500 games every season, meaning I personally have to do a lot of behaviour dodging since the chance that he will make the game unenjoyable is too high.
Not only does he ruin the games he’s in, he also helps keeping parts of the playerbase away, effectively meaning less games are played, hurting the league. He seems incapable of improving his beahaviour in the slightest, and I think he’s hand more than enough second chances.
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