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Messages - ShitPlayerWith170APM

Pages: [1]
1
The only way bad players get better is by playing people above their skill level--repeated wins against 1-2 players should grant diminishing returns if they fall under certain conditions.

By dissuading higher leveled players from playing with lower leveled players we are denying newcomers or slow-developing individuals the necessary practice and challenge that leads to growth. Our community is already dwindling and we can't afford further separation through a mechanical/talent-oriented caste system which already exists.

We should be as welcoming as possible, within reason, and figure out ways to both shield the higher player's elo while still providing them with an incentive to accept challenges from all ranks.

I personally have several ideas pertaining to this issue and how to avoid people gaming the system but that probably deserves it's own thread due to the nuance of the subject matter and how much importance we place on rankings.

For example, we could add a border around each player's rank which more accurately reflects their versatility and wins against similarly-skilled or better players. [/i[/i]]So two C ranked players could look vastly different based on their history and journey.

2
Strategy / Re: Hardest Timing Pushes to Stall or Repel
« on: January 17, 2021, 01:41:51 am »
I decided to segment each match up separately starting with PvZ. In hindsight, a bit dumb to choose the possibly "easiest" matchup out of all the possible ones, but I naturally wanted to see if a zerg 6 pool and knows where you spawn if you can hold it. The PvZ version should be finished within a day or two and has 8 levels (if you die after beating level 1 you'll be sent back to level 1, if you die at level 5 you'll be sent to 4, etc. Once Player 1 reaches 8 "custom" score it's deemed a victory. I fully intend on the final release including each race on either side of attacking and defending; I made my locations, switches, and triggers in a versatile yet functioning manner so that all it takes to introduce the other races is a couple of different condition statements--these will be chosen by the player in order of weakest to strongest matchups. I'll post the PvZ version here and on my discord (which I named "SCW [op ugl] Brood War Fastest"). I'll give both links tomorrow.

Sincerely,
Your Favorite Shit Bag, Link

3
Strategy / Hardest Timing Pushes to Stall or Repel
« on: January 10, 2021, 01:34:11 am »
Hello friends, I'm creating a practice map for fastest players which align directly with the fastest possible time of an executed push by current human players. Players who consistently lose against a certain push can practice it over and over again with no variation (other than their own), newer players can hone their builds and test them against relatively difficult opponents, and for a few of these, players will be able to learn or practice perfect-walling setups (the AI won''t be fooled if they happen to be melee against marines behind medic walls: they'll target the medics to make their way through), and subsequent PvP matches with similar situations will be less stressful, foreign, and you'll most likely be able to abuse the limitations each timing push inevitability is exposed to.

If my listed suggestions are terrible, please let me know which build order pushes I should include instead--as this has nothing to do with my pride. I simply want to create a tool for us to train in for the current meta and it needs to include the most problematic or difficult tendencies of each race. Hopefully we'll be able to place static defense in the perfect locations, have certain units ready beforehand, or even have a group of lings burrowed behind the choke which trap pushes in between them and sunken colonies.

Sincerely,
Your Favorite ShitplayerwithhighAPM

P.S.
I also intend on porting over micro/macro to fastest maps (if that interests you), creating an X amount of building time per player (who then subsequently compete in a RR tournament, followed by a a simple bracket, and lastly, rather than space terrain being utilized in an area, I can set several locations, switches, triggers, and a point system. This means that 4 player in a game equates to 2 playing and 2 spectating. After the loser claims gg, the other player is granted the win and the two spectators play each other. The same thing occurs. From here, two things can happen: players can continue playing singles with the 2 opponents they've yet to play or they can choose doubles--in this scenario, the players with 1 win are partnered with players with 0 wins and they begin their match. Races can be chosen at each stage--the only exception is double zerg in 2v2.

4
Strategy / Re: Terran gas
« on: January 10, 2021, 12:35:36 am »
Good post Chobo--it's also notable that SCVS return both minerals and gas quicker from the bottom right hitbox of the CC. This means a 2nd from the bottom gas on the right-side is probably most efficient early which is especially important to get your factories down.

5
Support Center / Re: Please remove game or Fix points
« on: January 10, 2021, 12:30:06 am »
Although Yoko displayed considerable BM--assuming he did, in fact, stall posting as you stated--is anything less than B- worth fighting for and letting others get under your skin? Unless your end-goal is just a solid C or C+ (then, by all means, continue).

Pages: [1]

Season Info

SCW Season 45
Location: Op UGL@USWEST
Open: May 8 - Jun 22
1v1
RankPlayerRecord
1 L-Mx]GallO43-41
2 GanGs]BlackSwan40-22
3 Adler[aV]27-12
4 pGf]Pescador-30-25
5 SaDiStiC)MyTh17-7

2v2
RankPlayerRecord
1 LeGenD]Gabi28-11
2 LeGenD]GohaN19-6
3 LeGenD]S.Gojo23-10
4 LeGenD]FerGuS21-9
5 Lectura29-21

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