Tuesday, January 20, 2009

Want your fortune for 2009? You need to STROKE MY OX!!
^^ Hehe no joke. This site damn funny.



http://strokemyox.com/

Saturday, January 17, 2009

O look. It's now "Asterisk* and friends". Time to slowly phase away.

Not before finishing what I started!

We were at the part where I got down to trying to define what exactly was 'early' or 'mid' or 'late' game and all the skills required. For today's short completely non-noteworthy section, I shall go about with what exactly defines a different strategy.

A team with a special strategy generally tends to place more emphasis on certain stages of the game. While a 'conventional' strategy as mentioned earlier goes from early to mid to late game with equal emphasis and strength, a push strat, for example, is completely different.

The "conventional push-strat" as I would like to call it almost completely disregards mid-game. What I define as "conventional push-strat" would be something along the lines of getting 5 summoning heroes to take down towers ASAP. From early game, a team using such a strat will generally suddenly gather together, and suddenly the game finds itself in a "late-game" situation. Engagements are plentiful, solo farming and the like is scarce. Teams vie for buildings more than hero kills, a key aspect of the "late game" phase defined earlier.

This definition alone allows us to actually see ways to counter a push strat, in concept at least. Essentially a push-strat is catered such that at the early stages (in terms of time) of the game, heroes are strongest playing like it is late game, i.e. sticking together, engaging, and taking towers. One such general way of stopping a push strat is simply to delay a team from pulling out their "late-game" phase early on in the game.

Get an early game advantage. Basically the later in the game that a push strat reaches the "late-game" phase, the less powerful it is. The stronger your early game advantage, the bigger the advantage you have by forcing the pushing team to stay in early game for as long as possible, and of course you further level the "late-game" playing field.

Another way which is much less variable to individual skill and more a variable of team communication is to simply force a "mid-game" phase. If a team has an advantage in engaging at one point, simply don't engage them. Amidst all the cluttering and gathering, simply ignore the enemy's attempt to force you into "late-game" and continue farming up and if possible, catch stray heroes. Given enough momentum, you can actually foil a push strat by simply repeatedly catching heroes, forcing them to stay in the "mid-game" phase when they are unable to get organised.

Amongst others.

How many other unconventional ways are there of playing?

There's always the idea of skipping the "early-game" phase entirely and move to the "mid-game". In essence, trying to repeatedly catch and kill enemy heroes from level 1.

Then there's what I call the "unconventional push-strat" which sometimes involves skipping BOTH the 'early' and 'mid' game and having all heroes gather at one lane from level 1.

Hmmm...

Short entry today. So much more to write on this topic.

BUT I CAN'T REMEMBER WHAT.

Friday, January 16, 2009

eh... our team got twins leh...
see....








really leh...











dun believe ah... ?