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  • in reply to: Tin banned for no reason. #11165
    hunomiai
    Participant

      First of all, just because some people don’t want to make a fuss with ban requests does not mean a bannable offense hasn’t happened. Imagine someone makes a report about some player and in the game some other player does 140 value corner delay. He/she will get banned.

      In this case you were being very demeaning towards a trial. Just because you are angry does not mean you get to take it out on your teammates. Berating a trial like you did in this game is unacceptable. You can give a teammate advice on their lane but it’s up to them whether they follow it. If they don’t, you do not have a free pass to try to humiliate them.

      Since you are completely unapologetic, and have a history of flaming/toxicity (you were even banned for flaming 3 weeks ago) the ban stays.

      • This reply was modified 2 years, 11 months ago by hunomiai.
      in reply to: Howie Lihl Trial #11130
      hunomiai
      Participant

        Replay 1 (cannon-mili):
        your roll: gnoll, ogre, tribe
        your team: mudman with trash, malf with bad adds, ea+ice+pd

        Your team could use some lvl 7 and lvl 10 hold.

        lvl 1 you place 2 tribesman and rr. You should instead have placed ogres and gnolls as they can be useful adds to many rolls. A single tribesman is also fine. I don’t think you would ever need 2 tribesman lvl 1. Anyway, you roll into mili, slave, cannon, nm. You sell your tribesman and start cannon. You also say that you will go holder. Slave and mili would have been better since it’s better for lvl 10. Instead you do a hammer mili and cannon mix.

        On lvl 4 you should start a wisp instead of waiting 20 seconds for lj; you have time to cancel it and do lj if it’s not a king leak.

        On lvl 7 you should stay 7/3. You’re the only one on your team with mid potential on lvl 10.

        On lvl 8 you place 4 mili and rr 50 into ice, troll fighter, ship, seer. You should max keep 2 milis here.

        Because you carried your team lvl 6 and lvl 7 you guys end up fatter and with 1 vs 0 heals so you win race lvl 15. Your unit choice early was slightly suboptimal but your placement was fine and you overbuilt the right levels except the 7/4 overpush for lvl 10. This was a fine replay.

        Replay 2 (slave necro):
        your roll: corrupted ent, captian, tot, wandigo, dh
        your team: rev+panda+mw+hb+dp, disc, ns

        Your team needs some lvl 7 and lvl 10 hold.

        You place 2 corrupt and captain. You could have placed 3 corrupt and kept the wisp rolling. Anyway you roll into rev, slave, hr, necro, ship, dp. You sell your shit and go 2/0 slave. Good decision.

        You play it safe lvl 2 and 3 as you should and stay 4/1 to build rest for 7.

        You place your necros too far in the back. They should be right behind your slaves to increase the chance of damage share and sniping sends on lvl 7. Also generally you want more dp than necrolytes when you can do it because it’s less dead value and they are both good on 10. In this game the extra necrolyte helps you as it is better than dp on lvl 6 and enemy team sends 6.

        You also place your dp’s very far back. You need be careful about them hitting your teammates lane but also about splitting when build something in front of your slaves. With your placement you risk splitting with ships in front.

        Again you overpush 7/4. You have to make sure you go mid 10 with this carry roll and feed. I see you realizing that your mid isn’t secure with 7/4. You should realize before doing it. You could build small necro that you need for ghost later anyway or rev and buying last slave.

        You go 7/5 during lvl 10 which again is against the holder principle as you are the only secure mid all levels on your team. But you can get away with it here because you are so fat.

        On lvl 12 you build ships behind slaves, you should ships in front if you plan to upgrade them as it gives you chance of damage share. Although you might split at this point with your dp so far in the back.

        On lvl 14 you make a lot of darkmages. You should have upgraded ship imo. You have a lot of backline already and not a lot of frontline. Anyway you mid because 3.7k value with ghost, dp, dm, ship and you win easily.

        You did your job this game. You had a carry roll and carried all the levels you had to. Some slight placement issues. It was a fine replay.

        Replay 3 (egg wyv):
        your roll: parrot, inf, raider, mudman, wyv
        your team: slave+hr+druid+pd, tur+lock+flying, tur

        You place wyv and inf and rr into egg, tribesman, priest, knight. You sell inf and start wyv+egg. Fine choice.

        Your roll is trash and your role this game will be to risk all levels and provide lumber.

        On lvl 4 you late push a lot. You’re right to be risking here. Your roll is not worth overbuilding.

        On lvl 8 you should rr 50. Theres literally nothing in your roll worth building and you got enough feed on lvl 7.

        On lvl 9 you upgrade alpha male. You should push here. You should not try to snipe bosses that could go to your teammates on lvl 10. Your lane is only good for lumber at this point. It’s better to feed your team on lvl 9 and get early push in.

        For lvl 10 you should push 7/7. Same reasoning as before.

        Despite the slightly suboptimal play after lvl 7 you did your job. Placement was good. You pushed well and provided lumber for your team and still were able to control leaks after lvl 10. This was a good replay.

        Approved for trial.

        • This reply was modified 2 years, 11 months ago by hunomiai.
        • This reply was modified 2 years, 11 months ago by hunomiai.
        in reply to: Achiles force captain , save 400 woodf #11071
        hunomiai
        Participant

          The captain role is not an official role. Every decision is made as a team whether that happens by vote or with a designated captain.

          No one was explicitly designated captain this game. Achilles did not clearly announce he intended to upgrade reg lvl 1 which meant his teammates could not argue against it in time, thereby he forced king upgrades. Also, on level 5 Achilles was messaging on discord instead of focusing on the game which cost his team a heal. Banned for 3 days.

          Virus – your behavior this game is borderline. You are clearly provoking Achilles and creating unnecessary conflict. I don’t want to see you actively start conflicts like this again or you will have a very low chance of passing your trial. You have been warned.

          Processing

          in reply to: I didnt break any rule #11064
          hunomiai
          Participant

            The ban was issued since what you said looked like excessive flaming. Achilles has said that he has no issues with what you said to him in that game. Unbanned.

            Processing

            in reply to: I didnt break any rule #11063
            hunomiai
            Participant

              The ban was issued since what you said looked like excessive flaming. Achilles has said that he has no issues with what you said to him in that game. Unbanned.

              Processing

              in reply to: LIHL Trial (2nd time) #10820
              hunomiai
              Participant

                Replay 4: https://wc3stats.com/games/120406
                your roll: mine, ogre, ice, ywd, spawn
                your team: ea start with parrot + cannon + troll fighter + sg, pris, ygg start with sprite + egg.

                Your role this game is to place and rr and provide lumber.

                lvl 1: You go 2/0 and place 2 ice trolls on the wall and 3 ogres in a line in front and reroll. This is a mistake. You will never need 2 ice trolls and ogres should never be in front, they should be either behind or next to ice troll so you can place something bigger in front of them to damage share. You roll into panda, footman, komodo. All of these fine yolo options for 3/0 or more on lvl 3 and good push on lvl 5. You keep the ice trolls and ogres.

                lvl 2: You build footman behind the outermost ogre. This should always be in front of your ogres. The enemy team sends lvl 2, you only leak the furb, and you don’t push.

                lvl 3: You stay 2/0 and build komodo behind an ogre. It should always be in front of your ogre. You should always aim to be at least 3/0 on lvl 3 when your roll is completely dead and you already have carry rolls in your team. Sometimes it makes sense to cover 3 with a crap roll but not this time. Being 2/0 with this roll after they sent lvl 2 just adds insult to injury.

                Because you placed the ogres in front and kept 2 ice trolls on lvl 1 you end up being 5/1 on lvl 5 with a completely dead roll when you have 3 good medium armor units in your roll. I stopped my analysis at this point. This is not good enough for LIHL. Trial denied.

                If you want to apply again I want to see you manage a good yolo with a dead roll getting at least 3/0 on lvl 3 and/or at least 6/1 on lvl 5. I also would like to see you play something like the mw+necro roll again where you can’t hold lvl 7 but have to hold lvl 10.

                Processing

                • This reply was modified 2 years, 11 months ago by hunomiai.
                in reply to: LIHL Trial (2nd time) #10809
                hunomiai
                Participant

                  Replay 3 (disc):

                  I accidentally deleted my write-up but it was a fine replay. The reroll on lvl 1 was unnecessary and after lvl 15 you should have massed druids but aside from that you played well. You transitioned from lumber provider to carry when you got a lot of feed. You rerolled at the right time and covered key levels. Placement was good. It was an easy game for you though.

                  • This reply was modified 2 years, 11 months ago by hunomiai.
                  in reply to: LIHL Trial (2nd time) #10805
                  hunomiai
                  Participant

                    Replay 1 (mw-necro-yolo):
                    your roll: lock, mw, necro, dp
                    your team: tur, aqua+malf+dp, inf+mw+mermaid+wyv.

                    You and the aqua player have carry rolls. You should setup 10 hold from the start and take special care to hold 5, 6, and 8. You should also think about sniping sends on lvl 7.

                    lvl 1: you start 2/0 3 mw.
                    lvl 2: you push 3/0 and add mw. This is a mistake. With 3/0 you leak to furb send on lvl 3 already. You can not afford to leak 3 when you are so vulnerable on 5 and 6 and having the carry roll. I would stay 2/0 and add necro.
                    lvl 3: you add necro for 410 val. Enemy team sends, you get bo, and leak a third of the wave. You are already a weak lane now. Both teams king leak so you recover some gold.
                    lvl 4: you push 6/1.
                    lvl 5: you push 7/1 and upgrade to lyte for 580 value. You leak 15 birds to no send. This is really bad. You should not do the leaking this game. Your 2 teammates with dead rolls should.
                    lvl 6: you push 7/2 and add small lock. You leak 11 golems to no send. Same spiel as before. Full build to try to hold this level. Add necro and t1. Your team leaks 44 to king vs no send. You recover some gold. You guys have immo so you get to send lvl 7.
                    lvl 7: you push 7/3 and hold gold for lvl 8. Good.
                    lvl 8: you add dp and small lock and only leak 4 creeps. Good.
                    lvl 9: you add dp. Good. Maybe the position is too far back for when you add frontline later.
                    lvl 10: You have 395 gold. You upgrade lock and add 2 necros. This is a mistake. Necro is dead value and not very good lvl 10. 1 necro could make sense to get ghost later but 2 necro is never right. You should upgrade both locks and add 2 small locks or 1 necro. At this point you have 1695 value and get mediocre focus so you leak 1 low hp boss. Before arena you are 7/4 and have 307 gold with 2 available food. You add dp to try to win arena. Having a ghost on the team is definitely better than a dp and you need to get at some point anyway.

                    I stoppped watching at this point. This was a bad replay. You had good positioning and unit choice for the most part (except necro on lvl 10) but you should not be leaking so much with a roll that needs to carry. If you didn’t get immo and/or king gold on lvl 3 and lvl 6 your lane would either be dead or a no-push/no-hold lane after lvl 10.

                    Replay 2 (ship-spitter-dp):
                    your roll: aco, spitter, harpy, ship, dp
                    your team: pris start with lod+inf+spec, wyv start with spit+cap+amba, ea start with ns mix.

                    lvl 1: you push 2/0 and start ship+spitter. Good decision. Your team sends wars. Your team shows pretty slow killspeeds. You see bounties showing 2×2/0 starting lanes. They leak 39 to a lod that eats it in mid. It’s not a very slow level. Low chance they send lvl 2.
                    lvl 2: you add 2 spitters and hold gold for ship on lvl 3. Good decision, your team is not very strong lvl 3 and lvl 4, 2 Ships cover those levels well. Your team is also not very strong lvl 2 but as mentioned there’s a low chance they send lvl 2.
                    lvl 3: you add ship for 505 val.
                    lvl 4: You push 3/0 and upgrade a crawler for 615 value. This is fine but since 2 of your teammates decide to ob as well I think you could get away with full pushing here. 2 ships, 505 val is hard to break on lvl 4 with how fast the game has been. Your team sends 2 dt and 2 com. Enemy team leaks 39 to king and you scout them upgrading king to 3/3/2. You stay 3/0 for full ob. This is fine. Your team has 2 other ob lanes that can’t hold a big send on 7 and the enemy team has not sent yet. If they straight 7 only you have mid potential and you have the best roll on your team by far.
                    lvl 6: You late push a wisp you get from feed in mid.
                    lvl 7: you go mid vs a big send with 1275 value. You do your job.
                    lvl 8: You stay 6/2 to add 2 dp for lvl 10. Good decision, ensuring mid lvl 10 with no dead value.
                    lvl 9: You add dp. It’s placed too far in the back.
                    lvl 10: You go mid and get 7/4 during lvl.

                    You stay 7/4 and build dps and ships and carry your team to victory when you win race on lvl 15. This was a good replay. You had a carry roll and carried. It wasn’t a very hard roll to play but you played it well.

                    I will look at 2 more replays and make my decision. If you have a another “yolo to 10 hold” or a “yolo with a bad roll” replay feel free to upload it, otherwise I will pick one at random.

                    • This reply was modified 2 years, 11 months ago by hunomiai.
                    in reply to: Lihl trial #10724
                    hunomiai
                    Participant

                      Since you didn’t attach any replays I chose some at random. In my analysis I’m gonna mention the things I find notable. It will most likely be the mistakes.

                      Replay 1: https://wc3stats.com/games/119171
                      your roll: eng, egg, necro, spawn
                      your team: malf+tot+spit+dp, cw, flame.

                      lvl 1: You place engis and egg and rr into disc with egg. You sell the engis to go disc, good decision, but quite slow. You go disc+egg for lvl 1. Never add egg for lvl 1 with disc unless you absolutely lose vs war send. Here you want to try to let your malf lane be solo mid on lvl 1 vs wars. High chance you mid anyway with solo disc.

                      lvl 9: Slow to sell t1 to push 7/6.

                      lvl 10: You add a bunch of tuskars. This is a mistake. You are not going to damage 10 this game. Better save your gold for push or useful value, you have pd.

                      Aside from those mistakes you played it perfectly. Was an easy roll though.

                      Replay 2: https://wc3stats.com/games/118557
                      Your roll: aco, egg, ice, flying, komodo, sg
                      your team: ea+parrot+zombie, slave+sprite+flying+druid, ygg with mediocre adds.

                      lvl 1: You place egg and komodo on wall and rr into rev, corrupt, sentry, nm. You keep egg, sell komodo, and build 2 sentries. You could easily yolo with your first roll. You said you rr because it’s boring but you don’t have to play braindead hydra holder since you already have an ygg holder. Bad rr. They send wars you push 3/0. Good.

                      lvl 2: You add rev. I would have placed it behind on the wall instead of next to the sentry that’s furthest behind. Gives you higher chance of dmg share since rev has 50 range less than ns.

                      lvl 3: You up forward sentry to ns. Good decision.

                      lvl 8: You build up with rev and acos to 1030 val. For sure you should check your 50 rr here. You don’t need to try to mid 15 with 4 vs 1 heals, a fat ygg holder with spec and free rr, a thunderbird lane, and a butcher lane. You already have too much dead value to mid 15 anyway (in a normal game from this point). Your job here is pushing and leaking midgame. During the level you sit on 219 gold. Definitely start push 7/5 and rr 50. There’s nothing in your roll worth building. You can already upgrade the acos you placed to do well on lvl 9.

                      lvl 9: Late push, building revenants and still not rerolling.

                      lvl 10: You build ns. Never build ns after lvl 8 unless you absolutely have to cover 12 or 13. In dire situations you can mass sentry for lvl 10. This is not one of them.

                      Arena: You should go 7/6. You guys are quite fat, they have no lumber, and your lane has least to potential to hold anything.

                      Both teams tk send 15. No one dies and your team leaks 2 firelords to 2 mids. After that your team has a fat butcher+meridian lane and a fenix lane. You call no leaks 24. Enemy team does desperate 21 send, you guys hold and win lvl 24.

                      This game you showed fine unit mixing/placement and good general game sense but you also made 2 big mistakes. First is the rr on lvl 1 and second is keeping your roll after lvl 7 and playing like you need to hold 15. The second mistake would often be a losing play in LIHL. In that situation you need to trust your team to do their job with their rolls so you can do yours which is providing lumber and maybe leaks. With regards to the reroll on lvl 1, I give you the benefit of the doubt and think you just tunnel-visioned instead of being unable to yolo that.

                      I have skimmed some other games as well and I think your fundamentals and game sense are good enough for a trial and I don’t think you can learn much more in FBG LTD. Take note of things I said about replay 2. You will have to adapt from FBG meta to LIHL meta so remember to ask for advice when you are unsure. Good luck.

                      Approved for trial.

                      in reply to: al3x teamkilling/trolling #10582
                      hunomiai
                      Participant

                        LIHL is not the place to try out builds. If you leak lvl 1 this game the free scout really hurts your team and with your build you have a high risk of becoming a useless lane. You made it clear you didn’t know if you would hold lvl 1 but didn’t ask your team fast enough so that they can tell you to build in time. This is just not good team play. I believe you when you say you didn’t intend to leak level 1, but you clearly intended to hard risk letting your team suffer a losing position. Which they did.

                        This falls under the rule: Refusal to teamplay throughout the game
                        It has 6 day ban time. Since this is your first offence of this type and you only broke the rule on level 1 I reduce it to 3 days.

                        Banned for 3 days.

                        Processing

                        in reply to: sony end game for no reason #10579
                        hunomiai
                        Participant

                          This lobby was ended without a good reason. Since only 1 player was not able to play due to time constraints you could just have waited for a swap. You know it’s not uncommon to wait 10 minutes or more for a swap. And slow hosting happens sometimes but that’s not a reason to !end. Even if it means you can’t play you can just ask to be swapped.

                          Since this is your first time offence and it didn’t seem like the !end caused any problems this time (no one from the lobby re-signed after the !end), I will give you a warning. Next time you want to !end talk to the rest of the lobby first. Even if multiple people can’t play because of the time we need to make sure the rest don’t get robbed of a game.

                          Processing

                          in reply to: vouch request Dabster #10000
                          hunomiai
                          Participant

                            vetmix replay:

                            Good stuff:
                            – Placing 2 eggs and icetroll before rerolling your dead roll on lvl 1.
                            – Pushing for lvl 3 since you get free hold.
                            – Going 5/2 instead of 7/1 for lvl 5 so you can 6/3 instead of 7/2 for lvl 6.
                            – 7/4 for lvl 7 while only leaking very few creeps lvl 8 and lvl 9.
                            – Good unit placement.

                            Bad stuff:
                            – I would have sold a mw to build amba on lvl 8 since it is not dead value and is good for lvl 9.
                            – I would go 7/6 on lvl 9 since you wont hold lvl 10 or 12 which are the levels of interest for your team. You also already have 2 carry lanes.

                            Overall this is a good replay showing that you have good unit knowledge and know how to optimize your push. I rate it 7/10.

                            slave-ts replay:

                            Good stuff:
                            – Placing slave before rerolling on lvl 1. Also keeping them.
                            – Good unit placement.
                            – Good mid on lvl 7.
                            – Good damage on lvl 10.
                            – Building anti 14 after lvl 10.

                            Bad stuff:
                            – 3/0 for lvl 3 is a mistake. You have to place useless hatchlings and still risk leaking vs bo. Rather stay 2/0 with 520 val and go 560 val for lvl 4.
                            – 5/0 for lvl 4 is too risky. If they send lvl 4 you will never get 3 ts for lvl 7.
                            – I would have a sold 2 hatchlings for another servant on lvl 7.
                            – You should roll 50 while being 7/3 to see if you can cover 10 better. Atm you are the fattest guy on your team and you guys are not very good vs 10. There’s also no way they try 15 race vs 2 ts lanes and being down heals anyway, so you don’t have to keep them.

                            Overall this is an average replay. You did your job but risked a little too much for my liking. I rate it 6/10.

                            Accepted for trial.

                            • This reply was modified 3 years, 1 month ago by hunomiai.
                            • This reply was modified 3 years, 1 month ago by hunomiai.
                            • This reply was modified 3 years, 1 month ago by hunomiai.
                            • This reply was modified 3 years, 1 month ago by hunomiai.
                            in reply to: votekick command #9829
                            hunomiai
                            Participant

                              Given that this isn’t an actual ban request and I can’t see the in-game chat I’m going to close the topic.

                              Krocis don’t use -vk. You have been warned. Next time you do it it’s a ban.

                              And you know we don’t ban for tk, we unvouch. So if you see tk that’s severe enough then make an actual unvouch request with replays.

                              in reply to: Vouch Request – Snoobzzz #9685
                              hunomiai
                              Participant

                                LOD REPLAY:
                                roll: rev, egg, tribe, pris, hb, lod
                                team rolls: ea yolo, cw yolo, grizzly semi

                                You have the best carry roll for lvl 10 and 15 on your team so you should aim to be mid all lvls.

                                level 3: You build prisoner for 3 banking 40 gold. This is a mistake. Enemy team has not sent yet and you would most likely leak to a bo as would the rest of your team. Also this prisoner is useless value for 7 and 10 which are key levels you need to go mid as the big carry. It’s obviously also dead value in the midgame. I would have added 2 tribesman and aim for egg + 2 alpha + hades for lvl 7. This is a much better hold for 7 and sets up 10 hold better than egg + hades + lod + prisoner. It also gives you early push.

                                level 4: Enemy team still hasn’t sent yet and you don’t build anything and save 114 for 2nd lod 5. This is too risky imo but you have to do it since you do 2 lod build. Your build is quite good for 4 but if you get an angry bo and you don’t snipe him fast enough you could still leak enough creeps so that you have to sell egg to get the 2nd lod. You could add an aco and hope to send a bow pre inc if your send doesn’t go to king.

                                level 5: Mr. Carlos from Sweden tk calls to send lvl 5 which makes this game very hard since they eat it and you most likely will receive a big send on lvl 7 now. During the lvl you start to push 5/0 instead of waiting 5 seconds for 4/1. This is fine if you go 5/1 asap.

                                level 6: You wait till after income to late push to 6/0 instead of 5/1. This is very bad. You would only need 2 more income during lvl 6 to get the lumberjack and hades for lvl 7. That’s one king upgrade or bowman in worst case. 6/0 gives you 12 lumber per 10 seconds whereas 5/1 gives you 15 per 10 seconds. Worth noting is enemy scouts grizzly on green and lod + prisoner on you.

                                level 8: Enemy team got free hold lvl 7, you have stomp, a medium amount of king upgrades, and the rest of your team clearly leaks vs send. You should full build here. If the enemy team sends lvl 8 you lose the game right there. Also, you need to go mid on 10 to have any chance to carry after 10. For this reason you should max push 7/2. Instead you push 7/2 asap and save 70 gold to push 7/3 during lvl according to teammates advice.

                                level 10: The enemy team makes the only losing play: Sending on 10 but way too little. This allows your team to have 2 mids eating all the sends and bosses in mid while the enemy team loses a heal. You push 7/5 during the lvl which is a mistake. 15 will be a race and you are down a heal. You have go mid to give your team a chance. 7/4 is a must imo.

                                After 10 you make 3 hades and mass revenants.
                                On 15 you don’t get an inf and carry your team to victory.

                                I rate this replay a 4/10. Too many mistakes in the early game. You got lucky that the enemy didn’t take advantage of their position. They could have sent 8, gone all in 10, or k15 and you would just lose. But you built well after lvl 10.

                                MALF REPLAY:
                                roll: proton, ranger, malf, mermaid, hb, flamebeard
                                team rolls: naked ea, 5 lubbers, sg with mediocre/bad adds.

                                level 1: You play it safe with 2 malf + ranger. This is fine, you have a good roll and your team is not the best vs wars. They send wars and your team leaks 22 creeps to 2 mids

                                level 2: You call to send 4 if no scout vs 3 fast killers and 1 slower than ygg and sg. Fine call.

                                level 3: Orange pro leaks and enemy team scouts sg, malf+ranger, priv. You send lvl 4 with the leak and you skip lj to send bo + furb. Good decision.

                                level 4: You add a ranger. Slight mistake. 4 malf + ranger already holds 4 quite reliably. You could have added a proton if you were worried. Of course you would do better vs a send with an extra ranger but there’s a very low chance they come 4 after lvl 1 and 2 were so fast. Also they know you have an sg lane. With a proton instead you would get your 7/1 and abno for 5 instead of being stuck 7/0 with 40 gold in the bank.

                                level 5: Enemy team sends lvl 5, you get a bo and only leak 2 birds and the bo. Here your ranger comes in handy I suppose.

                                level 7: You stay 7/3 and upgrade another abno. Good.

                                level 8: During 8 you decide to push 7/4. This is a mistake. You and green are your team’s only hope to hold 10 and your team has decided to go full 10 for the killshot. So you need mids in case it’s a race and you need lumber to kill them. You’re most likely not going to get that lumber back before completing your send. And you will certainly not get the gold back for lvl 10. Optimal play is to stay 7/3.

                                level 10: Here you add a mermaid. This is again a mistake. Better would be to mass rangers since you are playing to end the game on lvl 10. Although it seems you were not set on that idea. Enemy team skips lvl 10 and they die.

                                I rate this replay a 5/10. You had a good and easy roll and played it well. Slight mistakes on lvl 4, lvl 8 and 10.

                                ZOMBIE REPLAY:
                                roll: murloc, corrupted ent, ice troll, ywd, zombie, god.
                                team rolls: disc, disc, zombie with mediocre/bad adds.

                                level 4: Enemy team has not sent yet so you add ice troll and save some gold. Idm this since you already have 1 big ob lane and 2 disc lanes. If they send you can get some extra push and avoid building dead value. They send and you king leak 30 or smth pigs. The team call is to not upgrade king which gives the enemy team a lot of time.

                                level 5: You upgrade zombie. Building up is a good idea here. There’s a high chance enemy team will resend and you want to ob for 7 anyway. Enemy sends lvl 5. Your team decides to save lumber and use stomps, leaving your king with 0/1/3 in upgrades and 1k hp. At this point it’s clear your team wants to send armageddon on 7. You decide to push from 3/1 to 5/2. This is a mistake. Your 2 yolo lanes will already send 2k lumber together. Your job here is to protect your very weak king and take the feed. It’s not worth to lose 200 value to send 1 more herm when whether you go mid or not can decide the game.

                                level 7: You upgrade another zombie, now you have 980 val. If the enemy team sent like furb + bo your team would maybe have 1 weak mid and a naked king. Luckily they send furmit with tm and no holders so they die. You have very good focus and good adds so you barely make it mid. Your other zombie holder also makes it mid with 1200 val.

                                You played well until lvl 5 with a good roll. I rate this replay 4/10.

                                Conclusion

                                I didn’t watch anymore replays after this. I am missing a clear vision of the game and the role you play in your team. You tend to push a little too much when your team needs you to be the anchor. I also saw too many basic mistakes like not starting wisps early, not doing the math, poor push optimization, and building dead value for key levels. These kind of mistakes can be and often are game deciding in LIHL.

                                Denied.

                                • This reply was modified 3 years, 2 months ago by hunomiai.
                                • This reply was modified 3 years, 2 months ago by hunomiai.
                                in reply to: Vouch request – dreaco #9679
                                hunomiai
                                Participant

                                  To be eligible for LIHL vouch you need to fulfill at least one of the following requirements in FBG LTD while being fully vouched:

                                  1) Having +1200 elo (minimum 50 games) and having 3 lihl players vouch for you.
                                  2) Having +1200 elo (minimum 50 games) and doing a vouch request with replays.
                                  3) Being top 3 (among the FBG players) by the end of a lihl season. These players will be contacted, and can receive their trial “reward” at the start of the next LIHL season.

                                  Regarding replays, you can go to Options->Gameplay and check the bottom box that says “Automatically Save Replays” or just rename the LastReplay file after you played a game you might want to show.

                                  • This reply was modified 3 years, 2 months ago by hunomiai.
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