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kolni

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  1. Like
    kolni got a reaction from sohojacques in I actually can't play the Leo 1 anymore since I can't trust my heavies to not fuck it   
    back up an extra 50 meters
  2. Like
    kolni got a reaction from mistervanni in > smurfs shaco in S2 > botlane cait takes aftershock and pantheon support with   
    this is third party called Blitz, i use it to track avg CSing and stuff (hasin-game overlay so I can know in game when I'm on par with my goal) and since I'm a Shaco one-trick I use their importable item builds for Plat+ and Runes so I don't have to google them in lobby when I'm forced onto another pick - it's legal and encouraged by Riot
    there's also a lot of matchup tips that I really value
    I know enough about champions to know what ability to max against what matchup now but before it was super helpful to have a mini-champ guide pop up to give highest WR runes for situation and item build, selecting pro builds if you wish and automatically doing relevant item pages and show skill order. matchup strong and weak points to get a gameplan.
     
    took me 30 minutes in practice tool with Ashe and I've won lane with 50CS and 2 kills on average at 15min 7 games in a row, first timing her today because I saw LPL playing her meaning she's strong into the meta and I got a skin for her, only having maybe 50-60 Tristana games total as my only bot lane games played since so I'd say it works really well for me when it comes to learning
    I'm also smurfing so there's that - but I'm basically a silver player on anything but Shaco mechanically with Plat+ macro but ADC is very different. I pick Vayne top and solo win the game at 15 but in botlane you need to rely on your team for 20min before you can do something of value and that's new to me - worked every game so far but scaling off of gold rather than levels is something I'm used to with Shaco and my farm heavy playstyle (8CS/M at 20 avg in JG, 7,4@15 in lane) fits pretty well. 
     
    Hawkshot is such an OP ability too man, push the wave in and you can literally view every enemy jungle camp with one ability to 100% know where their jungler is, even if you don't see him the amount of places left to be are so slim that they are basically guaranteed
     
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  4. Like
  5. Upvote
    kolni got a reaction from arceusdrago in wonder if i can beat stanlock...   
    https://www.dropbox.com/sh/uf23yfzcesveg44/AAD6cD-9MMv40bY3gGvP2nZPa?dl=0

    gonna get a fresh one soon and dpg tryhard the tank after i get some more gametime on it, still haven't even played 40 games with the improved loadout yet - played like 25-30 games at start of month to get feel for tank and i didn't wait long enough for it to reset before finally committing to playing it for the shiny hall of fame dpg  
    already ruined the DPG for the month now anyway  / kolni 90 minutes later 
  6. Like
    kolni got a reaction from sohojacques in wonder if i can beat stanlock...   
    above standard b but below pta
    it's an E6 at tier 9.. but good and well balanced
    you kinda have to play it perfectly for it to like.. work at all in the first place it seems, you can't have attention directed towards you, you just play and quietly heatspam your way into making their push into you not so good anymore 
    if you get spotted people just pay too much attention to you to let farm them for free, so i track meme ppl every game, nobody beats you in a straight up DPM war, and nobody beats your 6s+ 360 rather than 320 alpha combo when it comes to permatracking -> just do it and use a corner to make them unable to shoot you back,  dgaf about arty and just farm down whatever's free until the game opens up and starts letting you make choices that aren't just answers to the enemy gameplan, something that generally won't happen naturally in this tank
    either people are going to try and combat you or not, and it just feels that way in this tank to the extreme - some times this tank is so broken i can't believe it as you genuinely can outmaneuver tier 10s on flat ground in your TIER 9 and win DPM fights even with first strike on the enemy side and a tier 10 HP pool against you - but then there's the other side of it which is where you just can't commit anywhere without risking your game on it or where your team won't let you farm because you made the call of hanging further back etc. this is by far the most passive medium in the game i think
  7. Like
    kolni got a reaction from sohojacques in Just got the VK1001P for some block missions. I know I'm late to the party and I know   
    always found it to be strong, esp against so many of the tanks that can't reliably hit or pen it's cupola
    also a nice xp pinata 
  8. Like
  9. Upvote
    kolni got a reaction from sohojacques in Unpopular opinion - I don't get the PTA - It's just a tad too slow to be fast. The dp   
    You can use the trees to make yourself able double bush whatever's in front of you on the bridge if you do it right (need to knock all the trees leftward) and you can fire from about where the rock pocket is without getting lit (useful when fighting stuff with high HP like E 100 or Mäuse as it lets you get several shots of whether they ponder on pushing up to light you or pull back because you're not spotted doing it so they don't know when to fire back. You can cross into the other side of the rock if you have a window to do it safely when you are winning iceroad but about to lose bridge and you'll be able to drop down (takes some practice to do it without taking damage).
    The play takes some practice in getting right in regards to lineup reads as well, tanks like T95 and E3 are very likely to come bridge from the southeast spawn and I would probably not do it case I think they're going to do that. You are likely going to fight something slow and armoured, or nothing at all (happens about a third of the time) and need to aggress further to spot whatever's playing the rock/spotting corner from the enemy spawn. Other option is to poke into the ice road for some cheeky damage if it's a losing flank from your team.
  10. Like
    kolni got a reaction from arthurwellsley in Unpopular opinion - I don't get the PTA - It's just a tad too slow to be fast. The dp   
    You can use the trees to make yourself able double bush whatever's in front of you on the bridge if you do it right (need to knock all the trees leftward) and you can fire from about where the rock pocket is without getting lit (useful when fighting stuff with high HP like E 100 or Mäuse as it lets you get several shots of whether they ponder on pushing up to light you or pull back because you're not spotted doing it so they don't know when to fire back. You can cross into the other side of the rock if you have a window to do it safely when you are winning iceroad but about to lose bridge and you'll be able to drop down (takes some practice to do it without taking damage).
    The play takes some practice in getting right in regards to lineup reads as well, tanks like T95 and E3 are very likely to come bridge from the southeast spawn and I would probably not do it case I think they're going to do that. You are likely going to fight something slow and armoured, or nothing at all (happens about a third of the time) and need to aggress further to spot whatever's playing the rock/spotting corner from the enemy spawn. Other option is to poke into the ice road for some cheeky damage if it's a losing flank from your team.
  11. Like
    kolni got a reaction from arthurwellsley in Unpopular opinion - I don't get the PTA - It's just a tad too slow to be fast. The dp   
    Red is northwest spawn, blue is southeast
    I normally don't play the south at all from the southeast spawn unless I'm certain that we're going to win it, so I almost always go to G6 first, get some spots on what is crossing and estimate whether we have a shot at winning the south
    If yes then I will move to the defensive south to start and move up to J3/K3 and use it's bushes to lock J2 down and then move up to the aggressive play if I want to commit to it, otherwise I stay K4 until the enemy starts pushing further than J3, then I normally rotate it the rock at G6 and use its bushes to lock the push down a while. If enemy plays balcony I have shots, shots into south as well. If bridge is not contested I will fall back further into there if necessary after the rock to keep range and and remain able to deal damage. If totally doomed, there is a good spot that requires a bit of gun dep in K0 where you can remain unspotted and then just rape everything climbing up your hill trying to kill your arties/TDs up there, hill at H9 is generally a bad play IMO. Use the bushes along the road instead to double bush them and remain unspotted. They know roughly where you are but you just take away any chance of them hitting you back, 
    Northwest spawn my most common play is the spotting play, I rarely commit to the south unless I have workable turret armour, then I play standard south if we have a shot at winning it, defensive when unsure until I can move up to the standard, (not possible if enemy is doing the aggressive south play) then you need to stay on Defensive South to pin him down , move south of rock to pin that or north of it to check the chokepoint corner. 
    Otherwise I yolo bridge, knock down the trees from the south mountainwall as far to the left (from your driving perspective) you can and you will be able to double bush the tanks being there if the bridge is contested. I also do the bridge play whenever I have turret armour to work with. Be aware that you have an angle into the bowl from there where you have so many trees to camo even T10 heavies that'll stay unspotted firing at stuff at F3. Keep an eye on the iceroad while playing there as if they push you have basically an infinite hulldown until they push up to roughly C7 where they'll be able to shoot you back. Then I generally swap to moving forward from the bridge into killing the people playing next to the rock and anyone playing the corner and get them out. Then you have the choice of either moving into south for countinuing the fighting or or into the enemy base and kill sky cancer and you can start putting pressure., There's almost always a TD there but a TD + arties is not enough to kill if you just track the TD and kill the arties while hugging the side of the TD and using movement to keep him from shooting you. 
     
    Bridge is underrated as it's so easy to to rack most of your damage so early if they contrest it,but don't do it when they have FVs on the team, They will just tank and swar,m you so you need at least on tank on the firing line on either td hil or bridge
     
  12. Upvote
    kolni got a reaction from sohojacques in Unpopular opinion - I don't get the PTA - It's just a tad too slow to be fast. The dp   
    Put improved equipment on it, it makes a pretty big difference getting the reload down to sub 8s and the gun handling to outclass most tier 10s when you have to face them. It can snapshot/pseudosnap (slowing down with single pressing R or S for just a moment) on the move and not moving it is the best gun at the tier considering it has a turret. 7.9s with full improved and ventilation directive makes it by far the best tank to play in the entire game considering tier 9MM is still pretty good. You have 420 alpha and high pen APCR so superheavies just melt even on long range with the pen drop-off and the accuracy to reliably hit where you aim. 
    I can't play the Tort (haven't tried to be fair but that is just a tank I would do really badly in just looking at it) but Stanlock matches his PTA-Standard B-Tort DPGs pretty similarly so I'd say that's the "big 3" if you're a perfect player. The new Type 61 looks pretty good too but not as strong because of the tumour IMO.
    PTA is a zero mistake tank, you play slowly and far back until the game gives you an opening to flank. You can fight well on terrain pokes if you feel confident enough at it but I generally try to snipe up at least 2k damage before allowing myself to get spotted if the map allows it. The remaining 3k my target average is I can just outtrade my way to if the game is still developing, and I generally aim for guaranteeing that over prolonging the game and slowplaying it if it risks the lower damage/an uncertain outcome. I will take the engage on a superheavy 1v1 and farm him out and take all my HP at the cost of it rather than staying alive once I start racking up some damage. 
    Watch my VOD (or Barrys if you need better graphics to watch as my stream is low econ) and you'll see the absolute ridiculousness that is the PTA in its current state. I've played roughly 1k PTA games since the buffs and refining the playstyle to see if I can maybe finally achieve my goal of 5K DPGing a tier 9 over 100 games. I'm not quite there yet (need 1 shot more on avg) which I think I can be able to do with some luck regarding sessions. Right now I am only playing PTA, 100 games at a time and then retrying it to see if it's possible. I've gone from 4,2 starting first 100 to 4,6 in my current session (50 games played so far so a lot could obviously happen but the 5k is unlikely as a 5,4k average for the next 50 seems very unlikely unless I get ridiculously lucky on maps) and I'm also at 1k+ assisted because of how easy it is to track targets with telegraphed sprockets at basically any range if they aren't moving. This means keeping tanks in place while sniping out of spotting range and that is an essential skill IMO to keep farming. Even if it means teammates take more out of your technical damage it usually results in more winning situations which are much easier to play out than losing ones in a tank with no armour. It generally lines up well with the first 2-3k damage you do and let's you move out of the reactive passive gameplay into simple outtrading 2:1 on heavies to squeeze the 4-5k if you search for the tier 8s rather than 9s. Avoid fighting tanks with high alpha/burst at all costs, you need teammates or range for that to ever be an option. ALWAYS track everything poking sideways - you hold your shot until they stop to fire for the easier track to either blow repkit (insane value if you force them to use it on a track) or get the second shot off. Improved EQs mean 7.9 RLD is enough to keep people in place, even if they normally have time to repair their track you will pretty much always get the 2nd shot off to retrack them before they can pull back anyway.
    After that I will be trying the Standard B out in the same manner. Tier 8 was too easy for me to really enjoy even though that's the sweet spot right now in MM. I played 10 Borrasque games and while my DPG wasn't stellar (2,9) the amount of times the HP pools are so small that you have to basically fight all 3 tier 8s by your self to have a good game made it stressful to hit your target damage on the theoretically best MM out of your games. The tier 7-9 span is much better and the higher HP scaling gives you much more time to squeeze damage out. Tier 6's just die instantly to any good tier 8 in two shots. Tier 7s die in 3 or 4 with the alpha damage scaling to 390 from 240 included which is super big IMO.
  13. Upvote
    kolni got a reaction from Snoregasm2 in So what are the consensus best pub tanks now since sconq is kinda falling out of favo   
    PTA because fuck tier 10 and its triple arties
  14. Like
    kolni got a reaction from lavawing in So everyone now using 277 over 5A? Why?   
    HT HP pools to move around the map with MT mobility, DPM and strong hulldown make for pretty simple choosing
    5A lacks mobility but is applicable on more terrain but the Chieftain slots into that role and does it better
    It subs both the tanks out in most of their areas IMO, it's just that mobility bit that keeps 277 relevant enough to be picked. 
    5A still fun in randoms but you are just so useless with your cupolas against SConqs and Chiefs that you can never reasonably fight them head on and win but have to fight around them etc on a bit too many maps to be considered "viable"
  15. Like
  16. Upvote
    kolni got a reaction from echo9835 in Good news! I found out how to sell the T-10! I will never have to play it again! YAY!   
    nope he is right it sucks
  17. Triggered
    kolni got a reaction from ZXrage in Is Patriot out of meta/powercreeped   
    it puts the "meh" in mehmet
  18. Upvote
    kolni got a reaction from Private_Miros in I've never played so bad as in the P. 44 Pantera. 1/10 battles is not bot-like. The g   
    The mechanic makes and breaks the tank, it is all you play around 100% of the time and it takes some getting used to, practice makes the tank a lot better as the mechanic is the only thing the P44 has to leverage over other tanks really and knowing when to reload and when to fire takes a while
    (a trick is knowing that you will always win a 1v1 on full hp, even against tier 9s as you just reload shells until you can burst them down and dump the full clip, meaning after some early free damage you can farm very heavily in bursts and reload during relocations just like autoloaders but with the option to keep dealing damage until the damage runs out without having to trade very much HP back in return)
  19. Upvote
    kolni got a reaction from sohojacques in I've never played so bad as in the P. 44 Pantera. 1/10 battles is not bot-like. The g   
    The mechanic makes and breaks the tank, it is all you play around 100% of the time and it takes some getting used to, practice makes the tank a lot better as the mechanic is the only thing the P44 has to leverage over other tanks really and knowing when to reload and when to fire takes a while
    (a trick is knowing that you will always win a 1v1 on full hp, even against tier 9s as you just reload shells until you can burst them down and dump the full clip, meaning after some early free damage you can farm very heavily in bursts and reload during relocations just like autoloaders but with the option to keep dealing damage until the damage runs out without having to trade very much HP back in return)
  20. Upvote
    kolni got a reaction from Snoregasm2 in did it again after the buffs, expected more resistance but this went smooth af lol no   
    https://www.dropbox.com/sh/89jvueqo9f2fph3/AABu86HUtRlrfRt3jYD3oUMMa?dl=0
    @Snoregasm2 first games i've played since marking m60 so about a months break, so gameplay is a bit shaky, couple games with rly bad decisionmaking that set me back a lot
    %start was 78
  21. Like
    kolni got a reaction from sohojacques in damn no one told me the E6 gets 4k+ dpm when it’s maxed... geez   
    i changed my mind after taking a break
    then i got meme'd cuz this tank can't hit for shit and then i changed it back
  22. Triggered
    kolni got a reaction from Private_Miros in Anyone good on Youtube that I can watch to L2P some maps and tanks?   
    @Snoregasm2 all of the situations you mentioned suck and don't really have any good answers..  
  23. Upvote
    kolni got a reaction from mati_14 in Anyone who still plays can please explain me how to play Erlenberg with paper tanks?   
    It really, really depends on tank comps 
    north spawn i like to play 1-2-3 and farm the enemy heavies as they push but you also stand no chance to push into K line so I tend to rotate into middle once the farm stops. Biggest downside is that you have to commit and cant really run if you get swarmed, even when you see it coming it’s hard to get safe on time (you need to either get out of spotting range from the castle or hard cover).. despite that it does work well damage wise, win wise i havent figured the map out better than push mid and cross your fingers.. if you do see you’re gonna lose then A0 is a great damage farm unless your team wins 0line at least.. you can stall for really long regardless of where you’re losing
    south spawn i just wing the middle with sub par results due to lack of a better idea, sorta okay but never felt reliable
    if it wasnt for assault maps not taken into consideration id have this map permabanned over any other map, if i play something that can play minsk well then i ban erlen anyway
  24. Upvote
    kolni got a reaction from sohojacques in Anyone who still plays can please explain me how to play Erlenberg with paper tanks?   
    It really, really depends on tank comps 
    north spawn i like to play 1-2-3 and farm the enemy heavies as they push but you also stand no chance to push into K line so I tend to rotate into middle once the farm stops. Biggest downside is that you have to commit and cant really run if you get swarmed, even when you see it coming it’s hard to get safe on time (you need to either get out of spotting range from the castle or hard cover).. despite that it does work well damage wise, win wise i havent figured the map out better than push mid and cross your fingers.. if you do see you’re gonna lose then A0 is a great damage farm unless your team wins 0line at least.. you can stall for really long regardless of where you’re losing
    south spawn i just wing the middle with sub par results due to lack of a better idea, sorta okay but never felt reliable
    if it wasnt for assault maps not taken into consideration id have this map permabanned over any other map, if i play something that can play minsk well then i ban erlen anyway
  25. Upvote
    kolni got a reaction from Enroh in Hello gamers   
    It's been a while. E50M>E5
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