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  • in reply to: Ace back for lihl mod #23164
    hunomiai
    Participant

      Support

      in reply to: Reid #13329
      hunomiai
      Participant

        Accepted.

        in reply to: Vouch Request – Pituca #13327
        hunomiai
        Participant

          Accepted.

          in reply to: Vouch Request Karaoke #13323
          hunomiai
          Participant

            Denied per self request.

            in reply to: Vouch Request – kooze #13212
            hunomiai
            Participant

              Ea replay: I don’t think you get all the lumber back from 7/9 during 11. Otherwise perfectly played.

              Pheonix-78-skip-13:
              Your roll: parrot, panda, watcher, merm, zombie, pd
              Your team: malf+lock+polar+druid, cw+ywd, ygg+zombie+novice+flying

              You have a pro midgame roll and fine lvl 10 roll. You can do a good yolo with this. You also have ob option but that’s risky. It all depends on what your team does and when enemy sends.

              You place zombie and rr. There’s no need to reroll that. You roll into murloc, egg, watcher, overseer, wandigo, neo. You keep the zombie and go 3/0. The cw player rr into aqua.

              Enemy sends war and the malf player is mid with half hp malf and full hp lock. He meets 26 leaks with 4 war in front. You push 4/0 asap with 24 gold in the bank. You basically force your team to send 2 and have to hope you get to send pre inc. Your build also becomes crap if the send is not a goal. This push is too risky. Your 4/0 doesn’t matter that much to your team since you all already get a lot of lumber from the time on lvl 1. And it only would cost your lane a wisp since the rest of your team basically leaked nothing. Your lane can still yolo just fine. Luckily you get to send bo pre inc for lvl 2 and you get your egg. The send is also big goal with 34 king leaks and big bounties so you get wandigo for 3.

              Rest of the game was played well. Good placement, good push. I dont know if the leak on 4 was intentional but it was good. For lvl 11 I would have sold the egg that was off the wall and put magna next to the dragon.

              The “random” replay you uploaded: The full push on 1 after they sent war was a bit risky. The rr on 3 was good. Your build this game was good. Nice mid 7 and 10.

              I think you know enough to get a trial. Remember to ask questions when in doubt. Trial granted.

              in reply to: Vouch Request: Closed #13180
              hunomiai
              Participant

                Another replay: https://wc3stats.com/games/166333

                Your roll: ea with no adds
                Your team: ea+tf, raider+spitter, mw+aco+inf+harlot with 50 rr

                Your team has no mid game units so you should try to rr asap. Early game you have to be lumber provider of course and maybe extend that to mid game if your rerolls suck.

                Your team sends lvl 3 and get 20 king leaks with 1 bo. They show no king ups so there’s a high chance they send 4.

                You decide to stay 5/0 and build 2 small ea. I don’t like this. You showed only fast ks on lvl 1 so they will probably send bo. You have a very low chance to hold bo even with 555 val and ea is dead value. Better go 5/1 and add 1 small archer. Also it looks like no one on your team covers 4 so you will need lumber for king and resend.

                They send 4 and you get herm and a very lazy bo. With 555 val you still leak 10 pigs + sends. This is quite bad for your team. Unfortunately both eas did this. This would lose you the game in LIHL for sure. Enemy team will outpush you and you wont have enough lumber to punish the push. To be fair this goal on 4 is already devastasting for your team no matter what your push is and your rolls suck. So it’s always a hard game.

                For 5 you place another small archer for 2 ea 3 small. This is the perfect time to reroll.

                They resend 5 but you save the heal. For lvl 6 you start pushing 7/3 and reroll into ogre+polar+sg. Your team has 2 ob lanes for 7 that want to dmg/hold lvl 10 already but you decide to stay 7/2 and add polar and 3 ogres for lvl 7. This is bad. Your team needs lumber and non-dead value. You provide neither with this play. You also can’t mid on 7. Unless they somehow skip 7 but in this slow game there’s a very low chance of that happening.

                For lvl 8 you upgrade ea for 1140 value and during lvl 8 you stay 7/3. This is a mistake. You can never mid 10 vs send. Better would be upgrade magna and push during lvl 8. You add a hydra for 10 and end up stuck 7/3 leaking 3 bosses.

                For arena you push 7/4 and upgrade another ea which is more dead value for 15 which is where this game is going.

                You end up skipping 15 since you will never kill them and they would just win later if you send to live.

                The biggest mistake this game was leaking on lvl 4 with 5/0 and a dead roll. From here the game should just be lost especially since 2 players on the team did it. The 7/2 for lvl 7 was also ugly as was 7/3 for lvl 10. You did find the reroll and you got fat enough to be a relevant lane in the midgame but this was only because you were ea in a slow game. You did not efficiently provide lumber for your team and built too much dead value.

                Trial denied. If you want to apply again I suggest observing more LIHL games and look for the things I have mentioned.

                • This reply was modified 2 years, 7 months ago by hunomiai.
                in reply to: Vouch Request: Closed #13155
                hunomiai
                Participant

                  The replays you uploaded don’t show much. You played them fine but none of those rolls require much skill. So to get some more info I checked some random replays.

                  Watched random replay: https://wc3stats.com/games/159373

                  Your roll: slave, ns, necro, ship
                  Your team: lod with no anti 10 adds and 50 rr, aqua+tb+dh, aqua+blaster+tf

                  You should aim to be mid lvl 10 and maybe cover 5, 6, 7.

                  lvl 1: You start 3/0 slave. This is too risky. 2/0 slave could work but with 3/0 you could rip to wars with very low potential for king gold with the only good anti 10 roll on your team. You also have a harder time going mid vs send on lvl 2 and 3 with 3/0 instead of 2/0. In the end they send wars and the lod on your team eats all leaks in mid.

                  I watched a some more to see if you managed to get back in the game but you just got hit too hard lvl 1 to do much this game. On lvl 8 ns in front of slaves is better. Anyway, risking on lvl 1 was a mistake.

                  Watched another replay: https://wc3stats.com/games/163569

                  Your roll: proton, ogre, phantom, pris, cyb, sg
                  Your team: ea+necro+druid, sprite+egg+tot, cannon

                  You have a playable yolo with hydra for mid game. You place 2 pris and reroll into corrupt, phantom, hb, spawn. You will be lumber provider this game.

                  On lvl 2 you goal them and see 3 king ups. You push 4/0 and add phantom for 3 instead of upgrading maverick. Phantom and prisoner is generally not a very good mix. You become weaker lvl 3, 4, 8 than if you did a 2 maverick build.

                  For lvl 7 you waste 80 lumber on farm when you could easily avoid it. You can sell an ent and the gnoll to upgrade to maverick. Maverick has a good chance to snipe sends and you need it for lvl 8 anyway. Instead you did farm to upgrade hellraiser when you could have sold the gnoll.

                  For lvl 8 you up maverick and add phantom with 38 gold in the bag. Your cannon player rolled into garbage, everyone on your team pushed 7/4 after sending 8 and enemy team didn’t have to do much king for 8, so your team could use some dmg lvl 10 from and you are pretty fat. It’s a good time to take your 50 rr. You can sell an ent for it or just sell the phantom, you don’t need it. During lvl 8 you push 7/5. The team call is to up king during 8 and skip 10. You full bank lumber since your team will need some.

                  For lvl 9 you do 50 rr into parrot, inf, merm, hb, warden.

                  For lvl 10 you get 2 zeus 6 parrots and 1 parrot blocker. With 1.6k val and 7/5 you dmg enough so that your team doesn’t have to upgrade king.

                  Your team sends 13 but they don’t die. After that you make 2 hb and rr 100 into mw, tot, dh. Placement of tot and mw is good. Sadly you all focus anti 17 but the enemy team sends 20 instead and you rip.

                  Despite the small things I mentioned here and a few late pushes this was a well played yolo. Early game build was ok, placement was good and push was good. Mid game build was good.

                  I will look at another replay and make my decision.

                  • This reply was modified 2 years, 7 months ago by hunomiai.
                  in reply to: LIHL trial application: Suncrusher #12940
                  hunomiai
                  Participant

                    You don’t fulfill the requirements:

                    1) Having 5 LIHL players !support your vouch request (therefore admins will review your replays/vouch request).
                    2) Having +1200 elo (minimum 50 games) and doing a vouch request with replays

                    Denied.

                    in reply to: Simon Humanoid-Freak Trial request #12784
                    hunomiai
                    Participant

                      Doesn’t fulfill requirements:

                      1) Having 5 LIHL players !support your vouch request (therefore admins will review your replays/vouch request).
                      2) Having +1200 elo (minimum 50 games) and doing a vouch request with replays

                      Denied.

                      • This reply was modified 2 years, 7 months ago by hunomiai.
                      in reply to: Blinden Trail #12450
                      hunomiai
                      Participant

                        lod holder replay:

                        your roll: parrot, ent, bottom feeder, overseer, harlot, lod
                        your team: dp start into malf yolo (rerolled dp), corrupt ent+eng+ice yolo with grizz and dp, ns+tot+dm ob

                        You should aim to get 2 lods and rerolling with as little dead value as possible.

                        Your team starts with king up.

                        For lvl 2 you go 2/0 and add corrupt ent. This is fine but you place it next to lod. This is a very bad placement. The ent will run in front of your lod’s summon and suicide. It’s also the spot for your 2nd lod.

                        Enemy team sends lvl 2 and you eat 15 creeps in mid. You push 4/1. This is good.

                        For lvl 3 you add another ent and a parrot for 400 value. Again bad placement of the ent. If you had good placement you could have 380 value and hold.

                        For lvl 4 you add another ent for 440 value and save for hades. Here you should push and add bottom feeder and do 2nd lod for 5 so you can reroll instead of adding more dead value.

                        You do hades for lvl 5 and send after getting a scout lvl 4. The send is a big goal with 50 to king. During lvl 5 you wait 30 seconds to push 5/1 and wait a few seconds until after lvl 5 ends to start pushing 6/2. This is very bad.

                        For lvl 6 you wait till after the lvl ends to push your wisp for 7/2. Again, very bad. You should do your math and get the wisp asap. You have 3 ents and 1 parrot to sell if you need to.

                        In the end you have 1 lod 1 hades and 2 ents for lvl 7 with 7/2 but you send way less lvl 7 because of your late push.

                        After placing the lod you should take your free reroll as you have nothing in this roll to build for lvl 8, and you will need to build for lvl 8.

                        Luckily you get a free hold and they leak 70 to king so you get 3 hades lvl 10.

                        Lvl 10 you get 2 hades mid and enemy team leaks 11 bosses.

                        For arena you add a lod for potentially 4 hades and overseer and still don’t reroll. This is not good. You never need more than 3 hades for a lvl 14-15 game. You need to reroll to find some backline and auras.

                        For lvl 12 you upgrade your lod and place another overseer and free reroll into necro, sov, god. You keep the overseer. Again big mistake. Overseer is a generally weak aura and comepletely useless in your setup. You should wait until lvl 13 is over to free reroll and place and 50 reroll if needed.

                        I stopped watching here. This was a below average replay. You did your job and carried your team but there were just too many basic mistakes for LIHL.

                        I also took a look at one of your latest games:
                        https://wc3stats.com/games/148582

                        your roll: proton, inf, captain, pirate, komodo, flamebeard
                        your team: veteran, harlot mix yolo, ea with tb

                        Your team could use some lvl 10 and midgame carry rolls so placing and rerolling is best here.

                        You place 2 inf and rr. This is a mistake. You should place 1 inf and either some protons or a komodo. I can’t think of any good build that has 2 inf lvl 1.

                        You roll into gnolls, geo, watcher, mermaid, wyv, sg. This is a good yolo into carry roll. It’s also possible to do sg ob.

                        Keeping 1 infantry to help you through lvl 4-5 and to get a zeus for mass clear lvl 10 is not a bad idea.

                        You decide to keep your 2 infantry and build a geomancer and a gnoll for 170 value lvl 1 and you push 3/0.

                        You end up leaking 10 crabs to no send.

                        Even if this could hold lvl 1 you would be a dead lane vs wars. It is not worth it to risk a roll so valuable to your team for an extra infantry.

                        There are many ways to play this roll. Keeping both infantry is never good. And of course leaking lvl 1 like this is a huge mistake.

                        I stopped watching here.

                        Trial denied. If you want to apply again you should work more on the basics that I highlighted here (optimizing push, unit syngergies, general yolo building). Try observing LIHL games and ask questions. Also you should upload more yolo replays next time. Max 1 holder replay.

                        • This reply was modified 2 years, 8 months ago by hunomiai.
                        in reply to: eld3r intentional tk to lose game #12289
                        hunomiai
                        Participant

                          This does not seem like intentional tk. You mentioned in-game that you were 200% sure they die lvl 10 and what you send isn’t that important. Spawn is not a useless send on lvl 10. I spoke to elder and he said he thought it would work. Also their holder only went mid because he had good focus and a boss was stuck dancing on the bows. It is not clear whether they would die 10 if those spawns were panda and butcher.

                          Processing

                          in reply to: Vouch Request – Alan Rayne #11521
                          hunomiai
                          Participant

                            bear clock replay:

                            your roll: spec, range, phantom, priest, komodo

                            your team: necro ob roll, aqua, prisoner

                            You rr without placing. You should place komodo, ranger, and specter.

                            You roll into cw, polar, grizz, sg. Your necro teammate rolls into malf.

                            You start cw.

                            For lvl 3 you build grizz next to cw. Better would be to place it behind the left-most cw.

                            lvl 3 you get a lot of feed and build a tuskar spearman with it. It’s good that you don’t push full since you are the only holder on your team and have mid game carry potential but a polar would have been better.

                            During lvl 4 you decide to push another wisp. You could have pushed that wisp during lvl 3 since you already hold lvl 4-5-6 without the spearman.

                            You get big goal on lvl 5 and can easily push 5/2. But you late push a wisp instead.

                            During lvl 6 you should have started a wisp early since feed was coming to you in mid. Instead you do a late wisp after lvl ends.

                            During lvl 7 you decide to stay 7/2. This is fine, the enemy team is in desperation mode so they might send 8 (they have scouted your bears). You are also fat enough that you can hold 10 with pure value since the enemy team can’t send that big on lvl 10.

                            During lvl 8 you decide to push 7/3. I don’t like this. The rest of your team is either weak or overpushed to do anything on lvl 10. And since the call is to race lvl 10 this is just suboptimal. You will not get that 100 lumber back for your 10 send and you lower the chance of you going mid/make your mid smaller. When racing all that matters is max lumber and max value for that specific level.

                            Despite these inefficiencies you did your job this game with an easy roll. This was an average replay.

                            ea gryph replay:

                            your roll: vet, ea, harpy, dh

                            your team: ygg, tur+gnolls+lock+dp, tur+flying+druid

                            Your role this game is to provide lumber.

                            You play standard ea with a melee t1 on lvl 1. Your t1 is a little far in front. It might pull your eas off the wall at some point.

                            Enemy team sends lvl 2 and the call is to send lvl 5.

                            During lvl 3 you do 4/0 instead of 3/1.

                            If there is no leak on lvl 4 I think it’s ok to stay 7/1 for lvl 5 to get a bigger send since you miss your furb otherwise.

                            You luckily leak lvl 4. Here you should go 7/2 for sure.

                            For lvl 5 you instead stay 7/1 and upgrade your t1 to veteran. This is a mistake. If you’re gonna build anything it has to be small eas. That veteran will not help you lvl 8-9.

                            For lvl 7 you misplace a small ea. With ea you want maximum wall clog.

                            During lvl 8 you should full push. Your lane can’t hold 10 or 15 and your team has no push. You still full clear lvl 16 even with 7/7.

                            During lvl 9 you should push.

                            After 10 you’re a 7/5 ea lane. This is not good for your team. I stopped watching here.

                            zombie holder replay:

                            your roll: dm, inf, malf, zombie

                            your team: slave, mili+polar, ts yolo

                            Your job is carry this game. Zombie ob is possible this game since your adds are good enough to mid vs kobold lvl 7.

                            Enemy team shows fast ks and your team shows zombie ks so there’s a high chance they send lvl 4 or 5.

                            For lvl 4 I would place zeus right behind zombies. It gives you higher chance to snipe sends on 7.

                            They send lvl 5 and you eat it with 2 mids. After this the game is basically won already. You don’t overpush and eat lvl 7.

                            For lvl 10 an infantry and some skeletons would have been better than malf. Anyway you go mid and enemy dies.

                            You played well this game however it was an easy roll and easy game states. It was a fine replay showing you can manage to cover the right levels and not overpush with a carry roll. Placement was good except the zeus on lvl 4.

                            It’s fine to have 1 holder replay like this in a vouch request but what I really want to see is how you handle yolos with dead rolls and carry rolls in low budget games and fat games.

                            Denied.

                            in reply to: Lihl trial #11362
                            hunomiai
                            Participant

                              Denied

                              in reply to: Monkeytown #11265
                              hunomiai
                              Participant

                                Accepted.

                                in reply to: unban eld3r #11188
                                hunomiai
                                Participant

                                  Ban reduced from 5 days to 3 days.

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