linearblade

Ao Jun



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Member Back to Top Post by linearblade on This will be a two part series on laddering (this one) and hangar construction and budgeting (later)



Ok, so I see a lot of crying on how overpowered and unbalanced the match maker is.



So before we start you need to understand alittle about the mm and the rating system in general.



War robots ladder is not the same as a typical Starcraft ladder system, which is itself very much like the analog chess rating.



War robots ladder rating is a measure of efficiency. Iâm short, itâs an endurance race.



This is likely required because a measure of skill is meta i gless in a game where a given bot can have level advantage , all bots having differing power, themselves, and all the pay to win fiasco as well .



Further more, if they were to match players in some even fashion , it would likely end up a disaster as there is no 1v1 and matching by rating levels would result in repetitive games at the highest levels











As you can see , at 11k rating there are 850 players above me in the world, across all servers. There just isnât enough to go around.



So pixonic (widely) made it a race.



Itâs simply impossible to match champions by rating. You just never know how 6 blues will perform in a particular game. But you know how you will perform IN GENERAL over a set of games.



The ladder is reset to prevent someoneâs build which totally dominated in one more more seasons from continuing to enjoy his rating, long after he has passed into mediocrity again.





Why non meta bots important?



Today itâs the ares, yesterday it was the spectre, before that it was haechi and before that it was the lancelots



The meta comes and goes. And the meta is always expensive. Unless you are willing to spend a lot to catch up instantly, you will be forced to run sub optimal win garnering bots. Oftentimes however sub optimal only in terms of your win rate, which is mostly meaningless anyway.



Why? Because the ladder is a measure of efficiency, not directly of skill. In order to be highly ranked without cheating in some fashion, you have to be at your job. Because in order to get a high ladder score, you have to be earning lots of points fast.





So how does the mm work anyway?



Thereâs been a lot of debate on This, but in general, itâs fair to say the matches are in general balanced in terms of total ladder score.



Meaning your teams collective ladder scores (pixonic May employ an internal match maker score as sc2 does) will match the other teams. Abuse of this can occur when players duo. It can give you an advantage.



Otherwise itâs more or less balanced , *in the eyes of the match maler*



Games turn crappy because you just canât predict how a setup of players will perform as a team. (Well, you probably could with a neural net, but letâs face it. Pixonic is in the exploiting impulsive behavior shady casino like game business, not in the letâs make a real esport biz)



The reality is you will always trend towards 50% errors in the match maker occur when win ratio gets skewed one way or the other



Crap games will occur, because one mans hangar is godly with one team and itâs junk with another.



You know those stupid zenit chuckers in champ? And you wonder how they could get there ? The biggest weakness I have are them. Because raijins are slow as 「fluffernutter」. For that one game, heâs gonna do pretty well. But for others heâs worthless.



Anyway , you probably get what Iâm saying.







But Iâm losing!! These matches are unfair.

Well. Remember the match maker *believes* itâs delivered a balanced match. Someone on your team is ranked similarly against that mk2 ares wrecking ball dude.



It pays to learn The Whoâs who of war robots.

1) *learn the legend league, and take note of whoâs in your game* This helps so when you can see them, you know who to target and who to avoid.

2) *watch the in game ticker*. If you see a red murdering people with green weapons, and you donât possess the requisite firepower or armor to counter, then you donât go that way.

3) *there is someone just like you on the red team*. Itâs impor to know your role in the game. If youâre highly rated, you should not have a hangar of snipers. If you are lowly rated and weak, you should have some support, and build with guile in mind. Then you should be looking for your mirror on that side.



It took me a long while to learn #3. And itâs the most important. As you get deeper into the league, your role changes. When I started getting to 8k, I was losing 75% of the time at first. The reality was that we were losing due to me. Even tho I did too damage, we lost. We lost because my job was to stop the other 8k savage on the other side.



Iâve been consistently around 10k ++ per season now. My win rate floats 50-85% solo. I run raijin. I am winning because I know my role, âfind that other red who is a total 「go solo」er with mk2 guns wasting my crew. I find him, and we have itout.



Which brings me to the final point

4) *not all damage is equal* - itâs easy to score 2mm damage blowing away Leoâs and lancelots with an ember Ao Jun. Any schmuck can do this. Eradicating all the legacy bots on the map with your Ao Jun will probably lose you the game. Because itâs cycle dps is low, since your probably being a wussie hiding behind walls. But using your Ao Jun to eradicate other Ao Jun , ares and spectres however is a much harder task. Itâs not as rewarding. But killing these allow your crew to succeed. Which in turn allows you to pressure that otherwise unstoppable 2x thermo plus 1 last Stan death machine in front of you.



If you are top dog, then you need to protect your team. Draw fire etc.

If you are fresh fish, then you need to make charging center or libbing their home , harassing, etc. itâs not your job to kill super whale x. Itâs your job to assist YOUR super whale .



Doing your job may not result in victory, but it will help it. This is a. Team game.







win rate



This is not important. Points are. Throw this out of your consideration. The ladder is a measure of efficiency.





so what is the “measure of efficiency” anyway?

Ahh. The all important question.

Itâs the time it takes to acquire or lose a ladder point



If you are new to champion, you will not accrue points quickly. This isnât important. Getting silver is. You get silver by doing your job well, and picking the right refs to kill. Get out of the 5000-5200 hell hole reliably is hard. Your playing good players. And they are very likely willing to spend money and as they have spent, they are also likely interested in playing hardball.



You can get points by doing damage and winning, doing two damage and losing, or being a beacon w h o r e (win or lose)

Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.

Taking a kumiho /strider / raven / hellburner to center while I roll up with a super heavy bot however is quite useful.



If itâs a map like yam, you likely just won your team the game.



So if your low man on the team, then employ lighter bots who can get the bacon A, and proceed to annoy/hinder the reds B.



Be sure to check what else is out there as best you can before spawning, try not to drop too many snipers, etc.



In summary: your efficiency increases when you know your job and you execute it properly.







ok, so how do I get points efficiently then



There are 3 ways to get points as stated earlier.



*1) win the game*

Assuming youâve done your role, you will have improved your chances of winning.

*2) lose the game but do lots of damage*

If your hangar is strong, you are likely highly ranked and your are unlikely to lose many points. But for the rest of you, trying your hardest and still losing, knowing that you will lose a lot of points can be frustrating. But fear not. Once you get into champ itâs very hard to get out. As soon as you slide into masters, you will be facing weaker opponents again, but you will retain the knowledge you learned from champion. Youâll be floated back up in no time.

Once you have seen champion, you cannot unsee it.



Many of us donât want to be in champ anyway. Thatâs why tankers exist. Unfortunately for you, youâll be back. Enjoy the vacation.



Now. When a game turns south, what can you do to mitigate? Well a losing game turns into an episode of survivor. Remember , the best loser goes on to fight another day. So be a pirate: take everything and give nothing back.



*3) cap beacons*

Capping beacons can result in substantial points, especially if you are on the losing team and doing first or second place.

+7 for first place is the same as a squad game almost. Adding 2-3 to that is relatively large.



If you are low champ. You should be always keeping an eye out for vulnerable beacons.







Tomorrow Iâm going to go over hangar construction and budgeting your silver.... IE the real reason your stuck in low champ for so long and hating it

Ok, so I see a lot of crying on how overpowered and unbalanced the match maker is.So before we start you need to understand alittle about the mm and the rating system in general.War robots ladder is not the same as a typical Starcraft ladder system, which is itself very much like the analog chess rating.War robots ladder rating is a measure of efficiency. Iâm short, itâs an endurance race.This is likely required because a measure of skill is meta i gless in a game where a given bot can have level advantage , all bots having differing power, themselves, and all the pay to win fiasco as well .Further more, if they were to match players in some even fashion , it would likely end up a disaster as there is no 1v1 and matching by rating levels would result in repetitive games at the highest levelsAs you can see , at 11k rating there are 850 players above me in the world, across all servers. There just isnât enough to go around.So pixonic (widely) made it a race.Itâs simply impossible to match champions by rating. You just never know how 6 blues will perform in a particular game. But you know how you will perform IN GENERAL over a set of games.The ladder is reset to prevent someoneâs build which totally dominated in one more more seasons from continuing to enjoy his rating, long after he has passed into mediocrity again.Today itâs the ares, yesterday it was the spectre, before that it was haechi and before that it was the lancelotsThe meta comes and goes. And the meta is always expensive. Unless you are willing to spend a lot to catch up instantly, you will be forced to run sub optimal win garnering bots. Oftentimes however sub optimal only in terms of your win rate, which is mostly meaningless anyway.Why? Because the ladder is a measure of efficiency, not directly of skill. In order to be highly ranked without cheating in some fashion, you have to be at your job. Because in order to get a high ladder score, you have to be earning lots of points fast.Thereâs been a lot of debate on This, but in general, itâs fair to say the matches are in general balanced in terms of total ladder score.Meaning your teams collective ladder scores (pixonic May employ an internal match maker score as sc2 does) will match the other teams. Abuse of this can occur when players duo. It can give you an advantage.Otherwise itâs more or less balanced , *in the eyes of the match maler*Games turn crappy because you just canât predict how a setup of players will perform as a team. (Well, you probably could with a neural net, but letâs face it. Pixonic is in the exploiting impulsive behavior shady casino like game business, not in the letâs make a real esport biz)The reality is you will always trend towards 50% errors in the match maker occur when win ratio gets skewed one way or the otherCrap games will occur, because one mans hangar is godly with one team and itâs junk with another.You know those stupid zenit chuckers in champ? And you wonder how they could get there ? The biggest weakness I have are them. Because raijins are slow as 「fluffernutter」. For that one game, heâs gonna do pretty well. But for others heâs worthless.Anyway , you probably get what Iâm saying.Well. Remember the match maker *believes* itâs delivered a balanced match. Someone on your team is ranked similarly against that mk2 ares wrecking ball dude.It pays to learn The Whoâs who of war robots.1) *learn the legend league, and take note of whoâs in your game* This helps so when you can see them, you know who to target and who to avoid.2) *watch the in game ticker*. If you see a red murdering people with green weapons, and you donât possess the requisite firepower or armor to counter, then you donât go that way.3) *there is someone just like you on the red team*. Itâs impor to know your role in the game. If youâre highly rated, you should not have a hangar of snipers. If you are lowly rated and weak, you should have some support, and build with guile in mind. Then you should be looking for your mirror on that side.It took me a long while to learn #3. And itâs the most important. As you get deeper into the league, your role changes. When I started getting to 8k, I was losing 75% of the time at first. The reality was that we were losing due to me. Even tho I did too damage, we lost. We lost because my job was to stop the other 8k savage on the other side.Iâve been consistently around 10k ++ per season now. My win rate floats 50-85% solo. I run raijin. I am winning because I know my role, âfind that other red who is a total 「go solo」er with mk2 guns wasting my crew. I find him, and we have itout.Which brings me to the final point4) *not all damage is equal* - itâs easy to score 2mm damage blowing away Leoâs and lancelots with an ember Ao Jun. Any schmuck can do this. Eradicating all the legacy bots on the map with your Ao Jun will probably lose you the game. Because itâs cycle dps is low, since your probably being a wussie hiding behind walls. But using your Ao Jun to eradicate other Ao Jun , ares and spectres however is a much harder task. Itâs not as rewarding. But killing these allow your crew to succeed. Which in turn allows you to pressure that otherwise unstoppable 2x thermo plus 1 last Stan death machine in front of you.If you are top dog, then you need to protect your team. Draw fire etc.If you are fresh fish, then you need to make charging center or libbing their home , harassing, etc. itâs not your job to kill super whale x. Itâs your job to assist YOUR super whale .Doing your job may not result in victory, but it will help it. This is a. Team game.This is not important. Points are. Throw this out of your consideration. The ladder is a measure of efficiency.Ahh. The all important question.Itâs the time it takes to acquire or lose a ladder pointIf you are new to champion, you will not accrue points quickly. This isnât important. Getting silver is. You get silver by doing your job well, and picking the right refs to kill. Get out of the 5000-5200 hell hole reliably is hard. Your playing good players. And they are very likely willing to spend money and as they have spent, they are also likely interested in playing hardball.You can get points by doing damage and winning, doing two damage and losing, or being a beacon w h o r e (win or lose)Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.Taking a kumiho /strider / raven / hellburner to center while I roll up with a super heavy bot however is quite useful.If itâs a map like yam, you likely just won your team the game.So if your low man on the team, then employ lighter bots who can get the bacon A, and proceed to annoy/hinder the reds B.Be sure to check what else is out there as best you can before spawning, try not to drop too many snipers, etc.In summary: your efficiency increases when you know your job and you execute it properly.There are 3 ways to get points as stated earlier.*1) win the game*Assuming youâve done your role, you will have improved your chances of winning.*2) lose the game but do lots of damage*If your hangar is strong, you are likely highly ranked and your are unlikely to lose many points. But for the rest of you, trying your hardest and still losing, knowing that you will lose a lot of points can be frustrating. But fear not. Once you get into champ itâs very hard to get out. As soon as you slide into masters, you will be facing weaker opponents again, but you will retain the knowledge you learned from champion. Youâll be floated back up in no time.Once you have seen champion, you cannot unsee it.Many of us donât want to be in champ anyway. Thatâs why tankers exist. Unfortunately for you, youâll be back. Enjoy the vacation.Now. When a game turns south, what can you do to mitigate? Well a losing game turns into an episode of survivor. Remember , the best loser goes on to fight another day. So be a pirate: take everything and give nothing back.*3) cap beacons*Capping beacons can result in substantial points, especially if you are on the losing team and doing first or second place.+7 for first place is the same as a squad game almost. Adding 2-3 to that is relatively large.If you are low champ. You should be always keeping an eye out for vulnerable beacons.Tomorrow Iâm going to go over hangar construction and budgeting your silver.... IE the real reason your stuck in low champ for so long and hating it

linearblade

Ao Jun



Tobey-Maguire Wannabe

Posts: 7,836

Karma: 10,590

Pilot name: Sinvraal

Platform: iOS

League: Champion

Server Region: Asia



Member is Online Ao Jun Ladder guide for master champion: part 1 balrog89 Bladeacer andlike this Quote Select Post

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Member Back to Top Post by linearblade on balrog89 said:



Two things in your post that I see way too much of in Champions League.



Beacon stealing and not paying attention to what is being dropped before you drop.



By the time we make Champions League, we should be over these two things.



But yeah, I find myself learning every day

I just learned that I need to make a more conscience effort to find my guy and take him out. Great post.Two things in your post that I see way too much of in Champions League.Beacon stealing and not paying attention to what is being dropped before you drop.By the time we make Champions League, we should be over these two things.But yeah, I find myself learning every dayI just learned that I need to make a more conscience effort to find my guy and take him out.





Yea. I often see striders all zipping off to the same places. In a squad game this never happens. Everyone goes to their spot right away Yea. I often see striders all zipping off to the same places. In a squad game this never happens. Everyone goes to their spot right away

linearblade

Ao Jun



Tobey-Maguire Wannabe

Posts: 7,836

Karma: 10,590

Pilot name: Sinvraal

Platform: iOS

League: Champion

Server Region: Asia



Member is Online Ao Jun Ladder guide for master champion: part 1 balrog89 Bladeacer andlike this Quote Select Post

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Member Back to Top Post by linearblade on ironstar said: Read it, not because I needed to, but because I was curious. Very good read, a lot of freshly minted champion players and master league players should use this as a primer. I see so much stupidity in-game on a daily basis that the mind boggles. Players should have shed that stuff by the time they reached Champions League but often times they inexplicably haven't.





I think the game changes substantially in champion. The ladder system ceases to be a game of peers to a game of wildly disparate levels of power. But yea. They should have learned, but how can they when pixonic hands out orgasm bots and flying invisible bots and lock on weapons.



That’s why the new players suck. I think the game changes substantially in champion. The ladder system ceases to be a game of peers to a game of wildly disparate levels of power. But yea. They should have learned, but how can they when pixonic hands out orgasm bots and flying invisible bots and lock on weapons.That’s why the new players suck.

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Member Back to Top Post by Deleted on linearblade said:

Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.



Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.



I do agree that it's not very productive when people try to cap beacons for other reasons- such as meeting quota for tasks and etc.

I found the beacon "thieving" as you call it very useful at times. For example, on dead city people love to exchange fire across center beacon. If you can steal opposing side beacon with something fast, say strider, you'll often see number of red players moving to recap it. That gives your team numerical superiority for a while.I do agree that it's not very productive when people try to cap beacons for other reasons- such as meeting quota for tasks and etc.

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Member Back to Top Post by Deleted on linearblade said: This will be a two part series on laddering (this one) and hangar construction and budgeting (later)



Ok, so I see a lot of crying on how overpowered and unbalanced the match maker is.



So before we start you need to understand alittle about the mm and the rating system in general.



War robots ladder is not the same as a typical Starcraft ladder system, which is itself very much like the analog chess rating.



War robots ladder rating is a measure of efficiency. Iâm short, itâs an endurance race.



This is likely required because a measure of skill is meta i gless in a game where a given bot can have level advantage , all bots having differing power, themselves, and all the pay to win fiasco as well .



Further more, if they were to match players in some even fashion , it would likely end up a disaster as there is no 1v1 and matching by rating levels would result in repetitive games at the highest levels











As you can see , at 11k rating there are 850 players above me in the world, across all servers. There just isnât enough to go around.



So pixonic (widely) made it a race.



Itâs simply impossible to match champions by rating. You just never know how 6 blues will perform in a particular game. But you know how you will perform IN GENERAL over a set of games.



The ladder is reset to prevent someoneâs build which totally dominated in one more more seasons from continuing to enjoy his rating, long after he has passed into mediocrity again.





Why non meta bots important?



Today itâs the ares, yesterday it was the spectre, before that it was haechi and before that it was the lancelots



The meta comes and goes. And the meta is always expensive. Unless you are willing to spend a lot to catch up instantly, you will be forced to run sub optimal win garnering bots. Oftentimes however sub optimal only in terms of your win rate, which is mostly meaningless anyway.



Why? Because the ladder is a measure of efficiency, not directly of skill. In order to be highly ranked without cheating in some fashion, you have to be at your job. Because in order to get a high ladder score, you have to be earning lots of points fast.





So how does the mm work anyway?



Thereâs been a lot of debate on This, but in general, itâs fair to say the matches are in general balanced in terms of total ladder score.



Meaning your teams collective ladder scores (pixonic May employ an internal match maker score as sc2 does) will match the other teams. Abuse of this can occur when players duo. It can give you an advantage.



Otherwise itâs more or less balanced , *in the eyes of the match maler*



Games turn crappy because you just canât predict how a setup of players will perform as a team. (Well, you probably could with a neural net, but letâs face it. Pixonic is in the exploiting impulsive behavior shady casino like game business, not in the letâs make a real esport biz)



The reality is you will always trend towards 50% errors in the match maker occur when win ratio gets skewed one way or the other



Crap games will occur, because one mans hangar is godly with one team and itâs junk with another.



You know those stupid zenit chuckers in champ? And you wonder how they could get there ? The biggest weakness I have are them. Because raijins are slow as 「fluffernutter」. For that one game, heâs gonna do pretty well. But for others heâs worthless.



Anyway , you probably get what Iâm saying.







But Iâm losing!! These matches are unfair.

Well. Remember the match maker *believes* itâs delivered a balanced match. Someone on your team is ranked similarly against that mk2 ares wrecking ball dude.



It pays to learn The Whoâs who of war robots.

1) *learn the legend league, and take note of whoâs in your game* This helps so when you can see them, you know who to target and who to avoid.

2) *watch the in game ticker*. If you see a red murdering people with green weapons, and you donât possess the requisite firepower or armor to counter, then you donât go that way.

3) *there is someone just like you on the red team*. Itâs impor to know your role in the game. If youâre highly rated, you should not have a hangar of snipers. If you are lowly rated and weak, you should have some support, and build with guile in mind. Then you should be looking for your mirror on that side.



It took me a long while to learn #3. And itâs the most important. As you get deeper into the league, your role changes. When I started getting to 8k, I was losing 75% of the time at first. The reality was that we were losing due to me. Even tho I did too damage, we lost. We lost because my job was to stop the other 8k savage on the other side.



Iâve been consistently around 10k ++ per season now. My win rate floats 50-85% solo. I run raijin. I am winning because I know my role, âfind that other red who is a total 「go solo」er with mk2 guns wasting my crew. I find him, and we have itout.



Which brings me to the final point

4) *not all damage is equal* - itâs easy to score 2mm damage blowing away Leoâs and lancelots with an ember Ao Jun. Any schmuck can do this. Eradicating all the legacy bots on the map with your Ao Jun will probably lose you the game. Because itâs cycle dps is low, since your probably being a wussie hiding behind walls. But using your Ao Jun to eradicate other Ao Jun , ares and spectres however is a much harder task. Itâs not as rewarding. But killing these allow your crew to succeed. Which in turn allows you to pressure that otherwise unstoppable 2x thermo plus 1 last Stan death machine in front of you.



If you are top dog, then you need to protect your team. Draw fire etc.

If you are fresh fish, then you need to make charging center or libbing their home , harassing, etc. itâs not your job to kill super whale x. Itâs your job to assist YOUR super whale .



Doing your job may not result in victory, but it will help it. This is a. Team game.







win rate



This is not important. Points are. Throw this out of your consideration. The ladder is a measure of efficiency.





so what is the “measure of efficiency” anyway?

Ahh. The all important question.

Itâs the time it takes to acquire or lose a ladder point



If you are new to champion, you will not accrue points quickly. This isnât important. Getting silver is. You get silver by doing your job well, and picking the right refs to kill. Get out of the 5000-5200 hell hole reliably is hard. Your playing good players. And they are very likely willing to spend money and as they have spent, they are also likely interested in playing hardball.



You can get points by doing damage and winning, doing two damage and losing, or being a beacon w h o r e (win or lose)

Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.

Taking a kumiho /strider / raven / hellburner to center while I roll up with a super heavy bot however is quite useful.



If itâs a map like yam, you likely just won your team the game.



So if your low man on the team, then employ lighter bots who can get the bacon A, and proceed to annoy/hinder the reds B.



Be sure to check what else is out there as best you can before spawning, try not to drop too many snipers, etc.



In summary: your efficiency increases when you know your job and you execute it properly.







ok, so how do I get points efficiently then



There are 3 ways to get points as stated earlier.



*1) win the game*

Assuming youâve done your role, you will have improved your chances of winning.

*2) lose the game but do lots of damage*

If your hangar is strong, you are likely highly ranked and your are unlikely to lose many points. But for the rest of you, trying your hardest and still losing, knowing that you will lose a lot of points can be frustrating. But fear not. Once you get into champ itâs very hard to get out. As soon as you slide into masters, you will be facing weaker opponents again, but you will retain the knowledge you learned from champion. Youâll be floated back up in no time.

Once you have seen champion, you cannot unsee it.



Many of us donât want to be in champ anyway. Thatâs why tankers exist. Unfortunately for you, youâll be back. Enjoy the vacation.



Now. When a game turns south, what can you do to mitigate? Well a losing game turns into an episode of survivor. Remember , the best loser goes on to fight another day. So be a pirate: take everything and give nothing back.



*3) cap beacons*

Capping beacons can result in substantial points, especially if you are on the losing team and doing first or second place.

+7 for first place is the same as a squad game almost. Adding 2-3 to that is relatively large.



If you are low champ. You should be always keeping an eye out for vulnerable beacons.







Tomorrow Iâm going to go over hangar construction and budgeting your silver.... IE the real reason your stuck in low champ for so long and hating it

Ok, so I see a lot of crying on how overpowered and unbalanced the match maker is.So before we start you need to understand alittle about the mm and the rating system in general.War robots ladder is not the same as a typical Starcraft ladder system, which is itself very much like the analog chess rating.War robots ladder rating is a measure of efficiency. Iâm short, itâs an endurance race.This is likely required because a measure of skill is meta i gless in a game where a given bot can have level advantage , all bots having differing power, themselves, and all the pay to win fiasco as well .Further more, if they were to match players in some even fashion , it would likely end up a disaster as there is no 1v1 and matching by rating levels would result in repetitive games at the highest levelsAs you can see , at 11k rating there are 850 players above me in the world, across all servers. There just isnât enough to go around.So pixonic (widely) made it a race.Itâs simply impossible to match champions by rating. You just never know how 6 blues will perform in a particular game. But you know how you will perform IN GENERAL over a set of games.The ladder is reset to prevent someoneâs build which totally dominated in one more more seasons from continuing to enjoy his rating, long after he has passed into mediocrity again.Today itâs the ares, yesterday it was the spectre, before that it was haechi and before that it was the lancelotsThe meta comes and goes. And the meta is always expensive. Unless you are willing to spend a lot to catch up instantly, you will be forced to run sub optimal win garnering bots. Oftentimes however sub optimal only in terms of your win rate, which is mostly meaningless anyway.Why? Because the ladder is a measure of efficiency, not directly of skill. In order to be highly ranked without cheating in some fashion, you have to be at your job. Because in order to get a high ladder score, you have to be earning lots of points fast.Thereâs been a lot of debate on This, but in general, itâs fair to say the matches are in general balanced in terms of total ladder score.Meaning your teams collective ladder scores (pixonic May employ an internal match maker score as sc2 does) will match the other teams. Abuse of this can occur when players duo. It can give you an advantage.Otherwise itâs more or less balanced , *in the eyes of the match maler*Games turn crappy because you just canât predict how a setup of players will perform as a team. (Well, you probably could with a neural net, but letâs face it. Pixonic is in the exploiting impulsive behavior shady casino like game business, not in the letâs make a real esport biz)The reality is you will always trend towards 50% errors in the match maker occur when win ratio gets skewed one way or the otherCrap games will occur, because one mans hangar is godly with one team and itâs junk with another.You know those stupid zenit chuckers in champ? And you wonder how they could get there ? The biggest weakness I have are them. Because raijins are slow as 「fluffernutter」. For that one game, heâs gonna do pretty well. But for others heâs worthless.Anyway , you probably get what Iâm saying.Well. Remember the match maker *believes* itâs delivered a balanced match. Someone on your team is ranked similarly against that mk2 ares wrecking ball dude.It pays to learn The Whoâs who of war robots.1) *learn the legend league, and take note of whoâs in your game* This helps so when you can see them, you know who to target and who to avoid.2) *watch the in game ticker*. If you see a red murdering people with green weapons, and you donât possess the requisite firepower or armor to counter, then you donât go that way.3) *there is someone just like you on the red team*. Itâs impor to know your role in the game. If youâre highly rated, you should not have a hangar of snipers. If you are lowly rated and weak, you should have some support, and build with guile in mind. Then you should be looking for your mirror on that side.It took me a long while to learn #3. And itâs the most important. As you get deeper into the league, your role changes. When I started getting to 8k, I was losing 75% of the time at first. The reality was that we were losing due to me. Even tho I did too damage, we lost. We lost because my job was to stop the other 8k savage on the other side.Iâve been consistently around 10k ++ per season now. My win rate floats 50-85% solo. I run raijin. I am winning because I know my role, âfind that other red who is a total 「go solo」er with mk2 guns wasting my crew. I find him, and we have itout.Which brings me to the final point4) *not all damage is equal* - itâs easy to score 2mm damage blowing away Leoâs and lancelots with an ember Ao Jun. Any schmuck can do this. Eradicating all the legacy bots on the map with your Ao Jun will probably lose you the game. Because itâs cycle dps is low, since your probably being a wussie hiding behind walls. But using your Ao Jun to eradicate other Ao Jun , ares and spectres however is a much harder task. Itâs not as rewarding. But killing these allow your crew to succeed. Which in turn allows you to pressure that otherwise unstoppable 2x thermo plus 1 last Stan death machine in front of you.If you are top dog, then you need to protect your team. Draw fire etc.If you are fresh fish, then you need to make charging center or libbing their home , harassing, etc. itâs not your job to kill super whale x. Itâs your job to assist YOUR super whale .Doing your job may not result in victory, but it will help it. This is a. Team game.This is not important. Points are. Throw this out of your consideration. The ladder is a measure of efficiency.Ahh. The all important question.Itâs the time it takes to acquire or lose a ladder pointIf you are new to champion, you will not accrue points quickly. This isnât important. Getting silver is. You get silver by doing your job well, and picking the right refs to kill. Get out of the 5000-5200 hell hole reliably is hard. Your playing good players. And they are very likely willing to spend money and as they have spent, they are also likely interested in playing hardball.You can get points by doing damage and winning, doing two damage and losing, or being a beacon w h o r e (win or lose)Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.Taking a kumiho /strider / raven / hellburner to center while I roll up with a super heavy bot however is quite useful.If itâs a map like yam, you likely just won your team the game.So if your low man on the team, then employ lighter bots who can get the bacon A, and proceed to annoy/hinder the reds B.Be sure to check what else is out there as best you can before spawning, try not to drop too many snipers, etc.In summary: your efficiency increases when you know your job and you execute it properly.There are 3 ways to get points as stated earlier.*1) win the game*Assuming youâve done your role, you will have improved your chances of winning.*2) lose the game but do lots of damage*If your hangar is strong, you are likely highly ranked and your are unlikely to lose many points. But for the rest of you, trying your hardest and still losing, knowing that you will lose a lot of points can be frustrating. But fear not. Once you get into champ itâs very hard to get out. As soon as you slide into masters, you will be facing weaker opponents again, but you will retain the knowledge you learned from champion. Youâll be floated back up in no time.Once you have seen champion, you cannot unsee it.Many of us donât want to be in champ anyway. Thatâs why tankers exist. Unfortunately for you, youâll be back. Enjoy the vacation.Now. When a game turns south, what can you do to mitigate? Well a losing game turns into an episode of survivor. Remember , the best loser goes on to fight another day. So be a pirate: take everything and give nothing back.*3) cap beacons*Capping beacons can result in substantial points, especially if you are on the losing team and doing first or second place.+7 for first place is the same as a squad game almost. Adding 2-3 to that is relatively large.If you are low champ. You should be always keeping an eye out for vulnerable beacons.Tomorrow Iâm going to go over hangar construction and budgeting your silver.... IE the real reason your stuck in low champ for so long and hating it



I have been trying to find my mirror, but am having difficulties.....any chance of some common sense tips about this? I’m E3 and battle M2/M1 and some Champs, so going there way ends my bot fast.



Thanks for any help! Sorry if this a necro, and this topic is great!I have been trying to find my mirror, but am having difficulties.....any chance of some common sense tips about this? I’m E3 and battle M2/M1 and some Champs, so going there way ends my bot fast.Thanks for any help!

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Member Back to Top Post by linearblade on @pacifist said: linearblade said:



Beacon thieving is lame. Your not contributing to the game, this is the guy in the beginning of the game who runs after beacons that would already be capped and then dies.



I do agree that it's not very productive when people try to cap beacons for other reasons- such as meeting quota for tasks and etc.

I found the beacon "thieving" as you call it very useful at times. For example, on dead city people love to exchange fire across center beacon. If you can steal opposing side beacon with something fast, say strider, you'll often see number of red players moving to recap it. That gives your team numerical superiority for a while.I do agree that it's not very productive when people try to cap beacons for other reasons- such as meeting quota for tasks and etc.





Beacon thieving = running a bot solely for beating your own teammates to the closest beacons on your side , with no ability to contribute with that bot for the rest of the match.



Getting the reds beacons = good. Unfortunately this rarely happens because a junk bot can not effectively take that beacon.



A capable bot takes longer. Heavy bots don’t get the initial beacon tho, and as a result never make the press to the side beacons.



If you watch a clan game fast bots almost always beeline for center or directly towards opponents beacons. You will never see 2 fast bots going for close beacons tho. Beacon thieving = running a bot solely for beating your own teammates to the closest beacons on your side , with no ability to contribute with that bot for the rest of the match.Getting the reds beacons = good. Unfortunately this rarely happens because a junk bot can not effectively take that beacon.A capable bot takes longer. Heavy bots don’t get the initial beacon tho, and as a result never make the press to the side beacons.If you watch a clan game fast bots almost always beeline for center or directly towards opponents beacons. You will never see 2 fast bots going for close beacons tho.

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Member Back to Top Post by linearblade on @greenbanana



This isn’t old post yet. No worries.



I’m working on a gear guide now, I just got distracted over the weekend.







I tend to be abrasive as long winded when I write, so I’m attempting to cut to the point



The easiest way to find your “mirror” is to look for your own hangar.



If you see someone running something similar to your own hangar (ie kumiho or legacy), then you should remember this name.



If you see mk2 weapon kills, you should be wary of facing this person head on.



In general the match maker tends to make balanced teams in point value. The reason matches seem unbalanced is because it relies on 6 players who can not communicate.



If your top player gets wasted by theirs, your game will be over fast. Conversely if your top player is wasting time sniping , then their brawler May eat your team alive.



That’s why people complain they have too beacons and damage but lose the game.



First capping beacons count for score but do little to effect victory.



Beacons should really be liberates, or center beacon caps.



Many games are decided by smart capping , even tho your team is superior in firepower

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Member Back to Top Post by linearblade on elttaes said:

I'll also second the call for the "finding your opposite" part. I'd definitely like to hear more about that. Maybe you could make it a third part to the series? This is great, LB! Looking forward to the gear guide when you get the chance.I'll also second the call for the "finding your opposite" part. I'd definitely like to hear more about that. Maybe you could make it a third part to the series?





Yea , I was thinking about that too. I’m not quite done with the match maker part. But my girlfriends were getting angry at me tapping on the iPad at 3am.



my hours are largely dictated by their mood. And whether my arms are free.



I was getting long winded anyway. I want to make a more concise guide. Yea , I was thinking about that too. I’m not quite done with the match maker part. But my girlfriends were getting angry at me tapping on the iPad at 3am.my hours are largely dictated by their mood. And whether my arms are free.I was getting long winded anyway. I want to make a more concise guide.

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Member Back to Top Post by T34 on linearblade said: elttaes said:

I'll also second the call for the "finding your opposite" part. I'd definitely like to hear more about that. Maybe you could make it a third part to the series? This is great, LB! Looking forward to the gear guide when you get the chance.I'll also second the call for the "finding your opposite" part. I'd definitely like to hear more about that. Maybe you could make it a third part to the series?

Yea , I was thinking about that too. I’m not quite done with the match maker part. But my girlfriends were getting angry at me tapping on the iPad at 3am.



my hours are largely dictated by their mood. And whether my arms are free.



I was getting long winded anyway. I want to make a more concise guide. Yea , I was thinking about that too. I’m not quite done with the match maker part. But my girlfriends were getting angry at me tapping on the iPad at 3am.my hours are largely dictated by their mood. And whether my arms are free.I was getting long winded anyway. I want to make a more concise guide.

I think the biggest challenge is conciseness when it comes to this and many other complex topics. I have gathered considerable amount of data about the MM-er and totally lost at trying to present it in a coherent manner that a reasonable number of people on this forum would read. Than I also gathered data during the 12 man skirmish which many forumites including yourself has helped to gather and again struggling to put it on paper. Maybe I just need to bite the bullet and present everything at a high level and screw the stats.

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Member Back to Top Post by TheDecepticonIdeal on linearblade



I too am looking forward to hearing more about "looking for your mirror player". That's a piece of advice I've never really heard before.



My entire playstyle is focused on being opportunistic and aggressive, attacking whoever's vulnerable and relentlessly trying to take enemy beacons.



When I face a deadly player, oftentimes someone's who's piloting a far superior hanger than me, I try to keep them busy by fighting them head on whilst using every trick in the book to win.



Purposely targeting a player with legacy hanger like myself never really occurred to me before.



I'll aim to outplay my mirror rather than the best opposing player and see how that goes, though I guess that means I'll have to trust my teammates to win against their respective mirrors. Great write-up, some very useful information you've unveiled here.I too am looking forward to hearing more about "looking for your mirror player". That's a piece of advice I've never really heard before.My entire playstyle is focused on being opportunistic and aggressive, attacking whoever's vulnerable and relentlessly trying to take enemy beacons.When I face a deadly player, oftentimes someone's who's piloting a far superior hanger than me, I try to keep them busy by fighting them head on whilst using every trick in the book to win.Purposely targeting a player with legacy hanger like myself never really occurred to me before.I'll aim to outplay my mirror rather than the best opposing player and see how that goes, though I guess that means I'll have to trust my teammates to win against their respective mirrors.

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Member Back to Top Post by linearblade on TheDecepticonIdeal said: linearblade



I too am looking forward to hearing more about "looking for your mirror player". That's a piece of advice I've never really heard before.



My entire playstyle is focused on being opportunistic and aggressive, attacking whoever's vulnerable and relentlessly trying to take enemy beacons.



When I face a deadly player, oftentimes someone's who's piloting a far superior hanger than me, I try to keep them busy by fighting them head on whilst using every trick in the book to win.



Purposely targeting a player with legacy hanger like myself never really occurred to me before.



I'll aim to outplay my mirror rather than the best opposing player and see how that goes, though I guess that means I'll have to trust my teammates to win against their respective mirrors. Great write-up, some very useful information you've unveiled here.I too am looking forward to hearing more about "looking for your mirror player". That's a piece of advice I've never really heard before.My entire playstyle is focused on being opportunistic and aggressive, attacking whoever's vulnerable and relentlessly trying to take enemy beacons.When I face a deadly player, oftentimes someone's who's piloting a far superior hanger than me, I try to keep them busy by fighting them head on whilst using every trick in the book to win.Purposely targeting a player with legacy hanger like myself never really occurred to me before.I'll aim to outplay my mirror rather than the best opposing player and see how that goes, though I guess that means I'll have to trust my teammates to win against their respective mirrors.





the major problem with legacy targeting is that it rewards players to lose the game by targeting the weakest link oftentimes.killing a lancelot is far more profitable than killing an ares.



killing that lance may however cost you the game.



likewise getting bogged down with someone on the top list is gonna get you dead, and no points. so direct engagement is oftentimes a bad investment of your time.



the major problem with legacy targeting is that it rewards players to lose the game by targeting the weakest link oftentimes.killing a lancelot is far more profitable than killing an ares.killing that lance may however cost you the game.likewise getting bogged down with someone on the top list is gonna get you dead, and no points. so direct engagement is oftentimes a bad investment of your time.

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Member Back to Top Post by TheDecepticonIdeal on linearblade



For example, I played two note worthy matches right after reading your posts.



Game 1: Castle (DOM)

As usual, I picked my brawler and went off to attack centre beacon. But my team was a bit weird and 4 support bots spawned, with myself and a Ecu/Ancil Strider being the only two guys even being aggressive. There were 4 enemies rushing to cap centre to our two, so they easily took centre. All the reds were playing Ares, Pursuers and other high damage/fast bots, so there wasn't really anyone I can go head to head with without some backup.



So as expected, we fell behind beacon wise and the enemies pushed to cap our home beacon. During this time, part of me was trying to find my Mirror and beat him, but since things were getting outta hand, I went back to playing my way and just kept fighting whoever was within reach. Some of teammates support bots finally died, and they finally spawned into something more useful and we managed to repel them. We just kept fighting and scrapping, putting pressure on beacons and slowly started meching out the enemy team. With very little time left, and us being very close to running empty on beacon bar, my team made an amazing push for all enemy beacons. With a sliver of beacon left, we managed to push into the enemy territory and 5 capped them for a spectacular comeback win!!





Game 2: Yamantau (DOM)

In this match, my random team faced a 3 man squad packing some serious meta gear. I was pretty sceptical of our chances of winning, but played aggressive anyway. It was a fairly even match throughout in terms of beacons, but you can tell that the enemy squad was not playing to their full potential and if they really started trying, we're screwed. My team was only keeping up because we were fighting harder than them.



At this point I abandoned (completely forgot more accurately) looking for my mirror and outplaying him, and focused solely on holding/capping beacons whilst keeping the enemies away for as long as possible. There was this one cool moment where a friendly Invader pushed to cap centre in the middle of the game so we can take back beacon advantage. I was in my Dragoon Carnage, floating between playing support and attacking centre. The Invader was getting focused my enemy Ares and snipers, so I knew he won't be able to cap that beacon alone.



Whilst the Invader was taking all the heat and distracting everyone (and eventually dying), I managed to walk under heavy fire and cap centre right under the enemies' noses (which was borderline suicidal when playing a Dragoon Carny). Anyway, thanks to moments like these my team managed to hold beacon advantage for the majority of the game.



Then, the Reds started taking things seriously as time started to run out, and they were behind on beacon bar. Half my team meched out as they aggressively pushed us off centre and very nearly took our side beacon. But we managed to hold them off just long enough to squeak past a win thanks to the lead we've built up.







Overall, two very different types of wins, one being a comeback win whilst the other was surviving just long enough to win. And in both those wins I played a very loose role and did whatever I had to cap/protect beacons. , I just played a few games after reading your post and tried to implement your advice. Long story short: it's harder to do it right than expected. The main problem I had was identifying my Mirror player and knowing what my role is. The problem I have is that I play such a fluid, positionless playstyle that incorporating traditional roles is tough for me.For example, I played two note worthy matches right after reading your posts.Game 1: Castle (DOM)As usual, I picked my brawler and went off to attack centre beacon. But my team was a bit weird and 4 support bots spawned, with myself and a Ecu/Ancil Strider being the only two guys even being aggressive. There were 4 enemies rushing to cap centre to our two, so they easily took centre. All the reds were playing Ares, Pursuers and other high damage/fast bots, so there wasn't really anyone I can go head to head with without some backup.So as expected, we fell behind beacon wise and the enemies pushed to cap our home beacon. During this time, part of me was trying to find my Mirror and beat him, but since things were getting outta hand, I went back to playing my way and just kept fighting whoever was within reach. Some of teammates support bots finally died, and they finally spawned into something more useful and we managed to repel them. We just kept fighting and scrapping, putting pressure on beacons and slowly started meching out the enemy team. With very little time left, and us being very close to running empty on beacon bar, my team made an amazing push for all enemy beacons. With a sliver of beacon left, we managed to push into the enemy territory and 5 capped them for a spectacular comeback win!!Game 2: Yamantau (DOM)In this match, my random team faced a 3 man squad packing some serious meta gear. I was pretty sceptical of our chances of winning, but played aggressive anyway. It was a fairly even match throughout in terms of beacons, but you can tell that the enemy squad was not playing to their full potential and if they really started trying, we're screwed. My team was only keeping up because we were fighting harder than them.At this point I abandoned (completely forgot more accurately) looking for my mirror and outplaying him, and focused solely on holding/capping beacons whilst keeping the enemies away for as long as possible. There was this one cool moment where a friendly Invader pushed to cap centre in the middle of the game so we can take back beacon advantage. I was in my Dragoon Carnage, floating between playing support and attacking centre. The Invader was getting focused my enemy Ares and snipers, so I knew he won't be able to cap that beacon alone.Whilst the Invader was taking all the heat and distracting everyone (and eventually dying), I managed to walk under heavy fire and cap centre right under the enemies' noses (which was borderline suicidal when playing a Dragoon Carny). Anyway, thanks to moments like these my team managed to hold beacon advantage for the majority of the game.Then, the Reds started taking things seriously as time started to run out, and they were behind on beacon bar. Half my team meched out as they aggressively pushed us off centre and very nearly took our side beacon. But we managed to hold them off just long enough to squeak past a win thanks to the lead we've built up.Overall, two very different types of wins, one being a comeback win whilst the other was surviving just long enough to win. And in both those wins I played a very loose role and did whatever I had to cap/protect beacons.

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Member Back to Top Post by Deleted on Great write up. Two quick points to add or consider:



- High Champions League > 7-8k cups etc. may reflect skill (sometimes, not always), RM spent in the game (usually), but mostly this number is just a reflection hours and hours and many HOURS everyday, week in week out, month in, month out. There are excellent players who will give you blue team a better chance, or God help you if these pilots are in red....yet they stay all season < 6000 cups. These effective "low cups" pilots probably have a life, and don't have hours to play this P2W orgy. On the flip side, there are lots of pilots I recognize and kill again and again > 10k cups, they may over-rely on crack (usually), last Stan, push it recklessly as they prefer to play this way, expect to win this way (or whatever), rely on their squad to back them up or just don't want to play peekaboo. I'm not making on judgement, I'm just saying I can kill them most of the time one on one, without crack, last Stan etc.



- There intangibles that don't make it to the victory loss/screen: some pilots push the line, cap, troll or otherwise take the heat off me so I can leeway to go to things, engage one on one, cap etc. Other pilots do NOT push the line, yet the rise in cups due to damage. Every clan I've been has had both types. I'd be lying if I said I never passed over the deadbeats for squad play, avoided they invites, did not invite them. PSA, it's just a game, please play it to win.

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Member Back to Top Post by linearblade on @earlcampbell said:



- High Champions League > 7-8k cups etc. may reflect skill (sometimes, not always), RM spent in the game (usually), but mostly this number is just a reflection hours and hours and many HOURS everyday, week in week out, month in, month out. There are excellent players who will give you blue team a better chance, or God help you if these pilots are in red....yet they stay all season < 6000 cups. These effective "low cups" pilots probably have a life, and don't have hours to play this P2W orgy. On the flip side, there are lots of pilots I recognize and kill again and again > 10k cups, they may over-rely on crack (usually), last Stan, push it recklessly as they prefer to play this way, expect to win this way (or whatever), rely on their squad to back them up or just don't want to play peekaboo. I'm not making on judgement, I'm just saying I can kill them most of the time one on one, without crack, last Stan etc.



- There intangibles that don't make it to the victory loss/screen: some pilots push the line, cap, 「under bridge toll collector」 or otherwise take the heat off me so I can leeway to go to things, engage one on one, cap etc. Other pilots do NOT push the line, yet the rise in cups due to damage. Every clan I've been has had both types. I'd be lying if I said I never passed over the deadbeats for squad play, avoided they invites, did not invite them. PSA, it's just a game, please play it to win. Great write up. Two quick points to add or consider:- High Champions League > 7-8k cups etc. may reflect skill (sometimes, not always), RM spent in the game (usually), but mostly this number is just a reflection hours and hours and many HOURS everyday, week in week out, month in, month out. There are excellent players who will give you blue team a better chance, or God help you if these pilots are in red....yet they stay all season < 6000 cups. These effective "low cups" pilots probably have a life, and don't have hours to play this P2W orgy. On the flip side, there are lots of pilots I recognize and kill again and again > 10k cups, they may over-rely on crack (usually), last Stan, push it recklessly as they prefer to play this way, expect to win this way (or whatever), rely on their squad to back them up or just don't want to play peekaboo. I'm not making on judgement, I'm just saying I can kill them most of the time one on one, without crack, last Stan etc.- There intangibles that don't make it to the victory loss/screen: some pilots push the line, cap, 「under bridge toll collector」 or otherwise take the heat off me so I can leeway to go to things, engage one on one, cap etc. Other pilots do NOT push the line, yet the rise in cups due to damage. Every clan I've been has had both types. I'd be lying if I said I never passed over the deadbeats for squad play, avoided they invites, did not invite them. PSA, it's just a game, please play it to win. the thing is, its all down to a matter of efficiency. I would argue its hard to reliably get 8k unless you have good gear AND are reasonably skilled. b/c the stats reset every month. so basically unless you are really over powered and suck at the game, hitting 8k has some skill involved. at least to the point of competence

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Member Back to Top Post by linearblade on TheDecepticonIdeal said: linearblade



For example, I played two note worthy matches right after reading your posts.



Game 1: Castle (DOM)

As usual, I picked my brawler and went off to attack centre beacon. But my team was a bit weird and 4 support bots spawned, with myself and a Ecu/Ancil Strider being the only two guys even being aggressive. There were 4 enemies rushing to cap centre to our two, so they easily took centre. All the reds were playing Ares, Pursuers and other high damage/fast bots, so there wasn't really anyone I can go head to head with without some backup.



So as expected, we fell behind beacon wise and the enemies pushed to cap our home beacon. During this time, part of me was trying to find my Mirror and beat him, but since things were getting outta hand, I went back to playing my way and just kept fighting whoever was within reach. Some of teammates support bots finally died, and they finally spawned into something more useful and we managed to repel them. We just kept fighting and scrapping, putting pressure on beacons and slowly started meching out the enemy team. With very little time left, and us being very close to running empty on beacon bar, my team made an amazing push for all enemy beacons. With a sliver of beacon left, we managed to push into the enemy territory and 5 capped them for a spectacular comeback win!!





Game 2: Yamantau (DOM)

In this match, my random team faced a 3 man squad packing some serious meta gear. I was pretty sceptical of our chances of winning, but played aggressive anyway. It was a fairly even match throughout in terms of beacons, but you can tell that the enemy squad was not playing to their full potential and if they really started trying, we're screwed. My team was only keeping up because we were fighting harder than them.



At this point I abandoned (completely forgot more accurately) looking for my mirror and outplaying him, and focused solely on holding/capping beacons whilst keeping the enemies away for as long as possible. There was this one cool moment where a friendly Invader pushed to cap centre in the middle of the game so we can take back beacon advantage. I was in my Dragoon Carnage, floating between playing support and attacking centre. The Invader was getting focused my enemy Ares and snipers, so I knew he won't be able to cap that beacon alone.



Whilst the Invader was taking all the heat and distracting everyone (and eventually dying), I managed to walk under heavy fire and cap centre right under the enemies' noses (which was borderline suicidal when playing a Dragoon Carny). Anyway, thanks to moments like these my team managed to hold beacon advantage for the majority of the game.



Then, the Reds started taking things seriously as time started to run out, and they were behind on beacon bar. Half my team meched out as they aggressively pushed us off centre and very nearly took our side beacon. But we managed to hold them off just long enough to squeak past a win thanks to the lead we've built up.







Overall, two very different types of wins, one being a comeback win whilst the other was surviving just long enough to win. And in both those wins I played a very loose role and did whatever I had to cap/protect beacons. , I just played a few games after reading your post and tried to implement your advice. Long story short: it's harder to do it right than expected. The main problem I had was identifying my Mirror player and knowing what my role is. The problem I have is that I play such a fluid, positionless playstyle that incorporating traditional roles is tough for me.For example, I played two note worthy matches right after reading your posts.Game 1: Castle (DOM)As usual, I picked my brawler and went off to attack centre beacon. But my team was a bit weird and 4 support bots spawned, with myself and a Ecu/Ancil Strider being the only two guys even being aggressive. There were 4 enemies rushing to cap centre to our two, so they easily took centre. All the reds were playing Ares, Pursuers and other high damage/fast bots, so there wasn't really anyone I can go head to head with without some backup.So as expected, we fell behind beacon wise and the enemies pushed to cap our home beacon. During this time, part of me was trying to find my Mirror and beat him, but since things were getting outta hand, I went back to playing my way and just kept fighting whoever was within reach. Some of teammates support bots finally died, and they finally spawned into something more useful and we managed to repel them. We just kept fighting and scrapping, putting pressure on beacons and slowly started meching out the enemy team. With very little time left, and us being very close to running empty on beacon bar, my team made an amazing push for all enemy beacons. With a sliver of beacon left, we managed to push into the enemy territory and 5 capped them for a spectacular comeback win!!Game 2: Yamantau (DOM)In this match, my random team faced a 3 man squad packing some serious meta gear. I was pretty sceptical of our chances of winning, but played aggressive anyway. It was a fairly even match throughout in terms of beacons, but you can tell that the enemy squad was not playing to their full potential and if they really started trying, we're screwed. My team was only keeping up because we were fighting harder than them.At this point I abandoned (completely forgot more accurately) looking for my mirror and outplaying him, and focused solely on holding/capping beacons whilst keeping the enemies away for as long as possible. There was this one cool moment where a friendly Invader pushed to cap centre in the middle of the game so we can take back beacon advantage. I was in my Dragoon Carnage, floating between playing support and attacking centre. The Invader was getting focused my enemy Ares and snipers, so I knew he won't be able to cap that beacon alone.Whilst the Invader was taking all the heat and distracting everyone (and eventually dying), I managed to walk under heavy fire and cap centre right under the enemies' noses (which was borderline suicidal when playing a Dragoon Carny). Anyway, thanks to moments like these my team managed to hold beacon advantage for the majority of the game.Then, the Reds started taking things seriously as time started to run out, and they were behind on beacon bar. Half my team meched out as they aggressively pushed us off centre and very nearly took our side beacon. But we managed to hold them off just long enough to squeak past a win thanks to the lead we've built up.Overall, two very different types of wins, one being a comeback win whilst the other was surviving just long enough to win. And in both those wins I played a very loose role and did whatever I had to cap/protect beacons.



some games are just dead on arrival. Its not so much that the match maker just screws you, its more like 'the match maker matches scores, and cant do anything more than that' so some games you get laid back people more interested in farming and not winning. raw aggression has its place. sadly when everyone is just full of ares, which has no weakness many other robots get no time to shine.



but Yes, it can be VERY hard to pull off your job... I found that after focusing on what I needed to do as opposed to just rolling newbies for spare change, my win rate and silvers went back up. some games are just dead on arrival. Its not so much that the match maker just screws you, its more like 'the match maker matches scores, and cant do anything more than that' so some games you get laid back people more interested in farming and not winning. raw aggression has its place. sadly when everyone is just full of ares, which has no weakness many other robots get no time to shine.but Yes, it can be VERY hard to pull off your job... I found that after focusing on what I needed to do as opposed to just rolling newbies for spare change, my win rate and silvers went back up.

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Member Back to Top Post by Deleted on linearblade said: @pacifist said:

...

Beacon thieving = running a bot solely for beating your own teammates to the closest beacons on your side , with no ability to contribute with that bot for the rest of the match.



Getting the reds beacons = good. Unfortunately this rarely happens because a junk bot can not effectively take that beacon.



A capable bot takes longer. Heavy bots don’t get the initial beacon tho, and as a result never make the press to the side beacons.



If you watch a clan game fast bots almost always beeline for center or directly towards opponents beacons. You will never see 2 fast bots going for close beacons tho. Beacon thieving = running a bot solely for beating your own teammates to the closest beacons on your side , with no ability to contribute with that bot for the rest of the match.Getting the reds beacons = good. Unfortunately this rarely happens because a junk bot can not effectively take that beacon.A capable bot takes longer. Heavy bots don’t get the initial beacon tho, and as a result never make the press to the side beacons.If you watch a clan game fast bots almost always beeline for center or directly towards opponents beacons. You will never see 2 fast bots going for close beacons tho.



I see what you are saying about clan play where you can coordinate, it certainly makes sense to send fast bots to center beacon. Although yesterday I saw top steam clan do exactly the opposite, two striders going for closest side beacon. However, when playing against randoms it doesn't matter that much, they'll get them all anyway.



Which brings me to the last point - playing with and against randoms. I often do just that- run in strider to closest beacon and capture. The point is not to beat my teammates, but in hope that they'll go after other beacons, preferably head to center one. Since I have fast bot I will make there even faster than them and when I get there I'd like to have some support. Second reason is, I never take anything for granted in "randoms" play. I've had plenty of cases where I capture center beacon and the rest of my team is still camping around spawn, home beacon uncapped.

Thanks for clarifying. The term is little misleading since we are talking about open beacon up for grabs. Not sure what you mean "no ability to contribute" - it's not that I destroy my strider after capturing close beacon. It's still very viable.I see what you are saying about clan play where you can coordinate, it certainly makes sense to send fast bots to center beacon. Although yesterday I saw top steam clan do exactly the opposite, two striders going for closest side beacon. However, when playing against randoms it doesn't matter that much, they'll get them all anyway.Which brings me to the last point - playing with and against randoms. I often do just that- run in strider to closest beacon and capture. The point is not to beat my teammates, but in hope that they'll go after other beacons, preferably head to center one. Since I have fast bot I will make there even faster than them and when I get there I'd like to have some support. Second reason is, I never take anything for granted in "randoms" play. I've had plenty of cases where I capture center beacon and the rest of my team is still camping around spawn, home beacon uncapped.