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Server.War2.ru / Random wc2 tips
« on: June 23, 2025, 12:24:36 PM »
Here are a few ideas for the average player to implement and practice.

I think that what sets apart most players in skill is the mastery of the basics.

So the first thing to consider is chop patterns. Of course, you want to place your mill 1 square away from the woods. I often like to place it in a way that there's 1 tree blocking the path around the mill, and that will be the first spot I'd chop in. More importantly it is important to micro every chopper one by one basically all game long. You want to avoid double chops at all cost for three reasons: One is that a secondary peon might start chopping a tree that will disappear before he's done. The 2nd reason is that you might open up your base to attacks to soon. The third reason is that you get rid of wood faster which means the peons will have to travel higher distances sooner than necessary. This last one does not make a huge difference, but I always find that I have more res than my opponents for trying to optimize things like this. If you find your peons double chopping together, then stop them even if they've already started. You have to trust yourself that you're on top of it all the time and you won't waste much time even if they already started. If you place your mill in a way that it's adjacent to multiple trees, then make sure you chop the trees right next to the mill first. Otherwise you'll find your peons running around and wasting time.

A tip about farms is specifically for going 1 rax early. I like to stay slightly ahead of farms more than necessary right from the early game. One thing you can do is to make a farm with the smith peon, and have 2 farms building simultainously. Then the peon making the first farm can go to mine, make a mill or 2nd rax, depending on how hard you want to rush. This is especially good if you rep rush, cause you will get farm blocked for a few seconds without repairing a farm. Even the best players get farm blocked from time to time, so that's something to pay a lot of attention to. Make sure to repair farms with 1 to 3 peons if you get farm blocked. Late game you want to build 2 farms at once when pumping off of 2-3 halls and 3-5 raxes + temples. This is important when both players play defensively and there are not a lot of trades.

In my opinion you should always prioritize making peons over grunts or ogres unless you have a neighbor.
The only time you may want to pause making peons is when you go lvl4 while powering to lust.
It is vital that you get the 2nd attack upgrade finishing right as you are lusting your ogres. To do this you have to start lvl4 when ogremage is upgrade is 40% done at the very latest. However I recommend going lvl4 while going hold for safety, or perhaps even while hall in some situations. Having lvl4 is more important than having 2 or even 3 raxes. The number of raxes you make while powering should depend on how long the early game was. If the enemy walls himself in you can tech with 4 grunts, and then you'll want one rax while powering. If you went up to 9 grunts, you can make 2 raxes while powering, and so on.

When the rush phase of the game is over and you're getting lust, I don't recommend throwing away your grunts into the enemy base. Sure it frees up farm space, but there are better uses for grunts. If you're 12/2/6 you can keep them in your choke where they do good against lusted ogres, especially with towers behind them. Alternatively, which I think is the better option and works for any spot, is you can place single grunts at key positions. You want to cover the main attack paths which will enable you to move out with your ogres, and expand. This is cheaper and safer than making scout farms. You can also use grunts to scout for proxy temples in 1s or 2s. Some people like to do sneak attacks from weird angles either leaving themselves open or turtling with a small choke and a ct/cat, so it's important to place scout grunts to side paths as well. After the grunts are cleared, you will need scout farms or low hp ogres for scouting. Make sure you place ogres far away enough from the scouts that you're able to lust in time even if the enemy just runs past.

If you click on a critter 50 times it dies.

The latest point when you want to expand is when your mine has 5k gold left in it. The earliest point is when it has 20k left. I don't recommed expanding earlier than that, because it rarely makes sense and it's hard to execute. With spots like 4, 11 and 8 you will want to pre-chop around the mine for future gold flow. 4 needs the most chops if you plan to mine it hard and not take s5/3. Even if you don't need to chop it's still good to bring over more than 1 peon while expanding. You can repair the hall and pump peons from it faster. More importantly, you want to keep transfering peons even before your main mine blows. If you were on top of peon production then your gold flow in your main will start being sub-optimal for example at 12. Likewise, if you take 12 from 2, it's good to place hall in the middle 4 squares away instead of the top if you mine it hard and not take 3/5/11.

In neighbor wars, try to stay 2-3 peons above your opponent. You can get a read about peon stops by scouting their enterance and around their base. Defend until the extra peons pay off and hit back harder later.

The defender always has an advantage in unit count. While the enemy units are coming to your base, you will have more extra units popping out of your barracks. If there's 7 lusted ogres coming at your 9, you will have about 4 left over. If another attack comes you will be far ahead and you're free to kill your opponent. Instead, aggression should be about eliminating scouts and forcing your opponent to sit defensively and not attack, while you're free to expand, and he has to gain control around his base.

A sapper tactic is to surprise your opponent sapping through trees instead of his buildings. You can do it at the back of 5 when it's chopped into already, or if 9 is taken you can sapp under the hall to the left and run ogres in. If it's sealed with a ct and dks, your opponent won't be able to get into his own base. You can also have a hasted dk ready with a sapp opening a path for example at s12 and dk 11.

When you're rushing, try to go for the 2nd attack upgade over the armor one. Although you can get armor faster, your farms/3rd rax and mill come easier with the attack upgarde. Just save up for it.

Try to time your attacks with upgrades finishing.

If you get 1 temple, I recommend making 2 dks first to save up mana, then haste and only then dnd. You can haste your dk(s) while dnd is researching and hit with them as dnd is done.

When your choke is getting broken into, pull back the grunt that is focused on.

If you break a choke, run through and try to force a building block that keeps their choppers safe, and try to take out their miners. Focus on the peons that have gold bags on their backs. Try to stand in the middle of the area between the mine and the hall to force peons to run around your grunts.

Almost every time you're outnumbered, you should run away and regroup. One potential exception is when you are farm blocked with resources stocked up.

You want to chop several trees, when chopping out of a walled-in base. This allows for smoother ogre movement out of your base, and more importantly you can transfer peons much easier. The only time you should only chop 1 square is when you plan to go very aggressive and have minimal defensive units at home.

Don't dual in 4s.

If you use flyers, the most important flyer is the one that keeps track of their main army. Depending on how many ogres you see, you can anticipate random attacks and intercept them, potentially catching them unlusted mid-motion. The 2nd flyer should be at middle. Flyers also notify you of dk timings so you can prepare for them.

Defending against incoming hasted dks, you need 3-4 lusted ogres in narrow paths waiting for it with building blocks at other places.

In passive games, hasted dks should focus on groups of ogres, not peons or towers.

If you attack a base with a dk and meele units, you should dnd the choke, not towers or cats as some people do...

In team games, one ct is not enough to defend vs lusted ogres. You need to pair it up with another, or a cat, or with dks.

If you're 2/12, towering up your main expansion is useless. You should have units close enough instead. You can get static defenses in future expansions tho.

Copying good players' builds is not enough. You should come up with your own variations and understand the thought process behind them. You can experiment in map editor if you want to get better.

Learning to hotkey units and buildings with ctrl+1 ctrl+2 etc is vital. It takes about 20 games to get used to it so start if you hadn't yet.

Unique hotkeys, and the HD patch give a huge advantage, so use them.

With duals you have to place your 2nd rax and farms in a way where you'll be able to block after getting sapped into. Also try to have a chopper or two at potential sapp locations for a quick block.

Another thing with 9/11 duals is you want to have at least 1 gt to fall back into with your grunts and potential cat(s). Your main tower will get broken.

Don't dual 4/5. It only works vs another dual or a scoutless power, but dies to everything else.

If you have an exploding economy, don't be afraid of mixing in a couple of dragons. They do great with lust+haste. For example they can instantly one-shot a hasted dk or distrupt enemy ogres.

Attacking an open enemy base with grunts and cats you want to focus on hitting grunts instead of hitting towers or the enemy cat. On the other side, you want to pull your grunts before they get hit so that the enemy grunts run into their own cats' fire.

You can apply a lot of pressure to 4/6 with a ct or two, with 2-3 peons repairing it. One cat is not enough to defend that.

If you over produced grunts, try to cat, double cat, tower or sapp your opponent. Otherwise they just kill you with lust and maybe a dk.

When attacking with grunts, you want to cover 3 paths. Otherwise you risk getting hit while unprepared.

I recommend going for a 4th rax, right after the 3rd with the same peon. If you made peons you will still easily keep your resources low.

You should often pre-scout the base you're planning to hit, so you're prepared to go for the main weakness or know if they have enough defenses.

If you're 2/12 and you get hit with an axer and a seemingly stronger grunt army, don't leave your choke right away. Set up 2 gts and repair them instead and start making a grunt. Maybe cancel your hold.

In team games, pay attention to who spawns where. You can invest less into taking out weaker players, and be careful about suiciding into stronger players.

If you want to learn, play 1v1s vs better players.

If you have a choke that will break, but you also have a tower or something, pull your peons into the choke.

You can hold position dks or peons, if you select them together with another unit.

While scouting with a grunt, you may run into 2-3 grunts. You want to pull it before it takes a hit.

If an enemy cat is 7-8 squares away under the hall at 9, you can shoot it for free. It either keeps running away and takes splash damage or turns around and takes a full hit.
Try to identify if players tend to move their cats in a straight line and use ground attack ahead of them if they do. I once hit a hasted dk like that.

You want to repair your mound with 1 peon, and then add a second peon as it pops out of your hold. You can make 2 peons this way without downtime. Alternatively if you have more resources, have 4 peons lined up and repair the mound, this way you can get 1 peon out of your hold before going fort. Altar should be repaired with 4-7 peons depending on your resources and tech timing, just have to peons lined up right next to where the altar will be. Don't pull choppers if they are already chopping unless you're in a crisis.

Run a circle around ships to make them misfire.

If you haste or invis, you have to be a bit close to the target area, otherwise it won't last long enough. You can't go from base to base.

Clear out paths for your dks.

Trust in your abilities and stay relaxed.

Tower bugs works if there are 3 squares between 2 gts. The gt on the right or bottom will hit the peons repairing the gt on the top or left. Your tower has to be upgraded for it to work. If you have a tower upgraded several squares away from another peon you want to repair, your peons will still get focused, although this is a rare case.

The fastest you can lust without macros looks like 2 ogres lusting simultainously and a 3rd one right after. When you start seeing that happen you got it down. Avoid lusting twice with same ogre because unless you trade them into enemy ogres it will mess up subsequent lusting. I find the easiest way to lust fast is if you have ogres lined up vertically so you only move your hand in one direction.

Do you have any random tips?


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https://www.twitch.tv/videos/2423682263
The problem shows well at the end

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Server.War2.ru / Cisegron ss
« on: May 02, 2021, 11:49:58 AM »
He has no anti hack
"whats ss?!"
ban and aka reveal plz

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Server.War2.ru / ss grimmor
« on: June 24, 2020, 04:04:47 PM »
SS site still not working for me so posting here.
Also what happened to opp's ss?

People with mental defects please don't spam here.

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Server.War2.ru / ss opps
« on: June 12, 2020, 10:58:52 AM »
I can't pass the Captcha on ss.war2.ru so I'll post it here.
This trash talking hacking smurf named opp unpaused the game twice and didn't take ss. Ban asap. Raped anyway

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Server.War2.ru / Minor balance fix ideas
« on: September 07, 2019, 07:58:58 PM »
Ballista
-One idea is to make ballistas fire the same way as cats. I can't imagine counter-arguments to this change, but we'll see.
-An alternative, and ugly (but potentially easier) idea is to remove them all-together and give humans cats as well. Cats are race neutral and I'm pretty sure even the icons of commands would not be an issue by default. However I can see people disliking this which is understandable.

Paladin, holy vision
-When you cast holy vision, the game camera automatically centers itself around the casting square. Due to the latency, and cast-time this makes holy vision unnecessarily difficult to use. (pre-target dks, combine with exorcism, combine with polymorph on sea maps). The idea is to just remove the part where the camera shifts to the casting location and let the player retain control of the camera.

Paladin, heal
-Heal is technically useless. An idea to make it easier to utilize is to make it function like exorcism. Make it so, that you do not need to target the unit you wish to heal, but the game automatically tries to heal every unit in a certain (let's say 4x4) region after it is cast. To make it even remotely useful, players would usually need to use multi-cast, but at least it could be potentially utilized now and then.
-I doubt making heal only function on allied units could be a problem. Exorcism already only works on enemy units, so it should not be too difficult to code this. However, assuming heal does get changed, to AoE, then it could still heal enemy units, requiring the human to have better timing, or mouse accuracy, tho I'd vote against this. Lastly, mana cost could be decreased to 4 or left untouched.
-Alternatively, it could just be changed to cost 50 mana, and heal 50 hp, and leave it's mechanics as it is, but it's still gonna be useless. (Maybe combine this with a cheaper upgrade, ah whatever)

I assume we have access to the base code, as latency and lumber bug were fixed.

Imo, none of these changes would break the game, the change in power would be extremely small, and humies could add a tiny bit of diversity. Personally, I would not touch anything else as I have no other safe ideas. Playing vs humans gives a very different feeling. Playing Hu vs Hu is again very different (worse imo), hence I would not want to try to really balance the races. Also, I think perfect, or even 'good' balance is impossible. I see no harm in these ideas tho. Regarding nostalgia, I love the spell sounds of paladins. Lastly, I like seeing (or being) a good human player fighting an almost as good orc player.

Thoughts? Positive, negative, neutral all welcome, just please communicate properly!

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Server.War2.ru / Metagame
« on: August 05, 2017, 04:59:57 AM »
I have experimented a lot with flyers, sappers and had a lot of success with them when I was active.

Having flyers combined with some game sense, means that you are basically using map hack.

I like to get 1-3 flyers, where I micro one of them and put it on a hotkey, and the others would watch key areas. With flyers you can basically always perfectly determine what fights you need to take and you will never ever be caught unlusted. Furthermore they protect against dks, and occasionally you can even use them to find exps. I use flyers vs. aggresive players.

As for sappers, they are amazing vs defensive players. If someone likes to turtle on 2-3 bases until he gets big, you can decimate him by being faster and finding key wall-ins, unit positons with 1 flyer. Sapps are best for breaking s9, 3, the back of 5 (1 sapp is enough for a sneak from the back attack when 5 is walled-in) and sapps are also great against distant exps, like 9/11 when enemy exps there from 2/12 or 6.

Fast flyers also allow you to hunt early dks, and scout enemy strategy.

Now, building an alchemist and getting a flyer early is costly, however with a cat and sometimes a tower you can live at 4/5/2/12/9/11 no matter how good someone is at aggression, given that you went at least close to even during early game. I have not yet found the perfect time to trainsition to alchemist units. I believe it is good to get them on 1 base vs 1 base players and on 2 base vs expansive players and play defensively until flyers allow you to have an unbreakable defense. When you are against aggressive players going 3/4 rax on 1 base, sapps can help you live, win engagements as they can take out 1-4 ogres. They are very hard to micro tho!

Another tactic I like to use is to have a sapp and 2 dks with haste dnd between 11 and 12 where usually people wall with a farm or temple. You can pre-haste the dks, sapp the wall and take out every peon at 11. It is just impossible to pull peons or to bring ogres in time. This works when enemy starts 9 or s9. It can be difficult to execute, as you have to be certain that the area under 12 is clear and late game this is a major hassle, but doable.

Against slower players, sapps and ogres can also overrun the enemy on 2-3 bases. I tried having double alchemists and pumping 2 sapps silmultainously to take out usually 2 enemy raxs at the same time. Rebuilding raxs takes time and losing them will throw the enemy off especially when you follow-up with more ogre pumping. You might lose the first couple of fights, but with your rax advantage and pressure you can still push hard enough.

Sapps can also work with ogre rushes. With absolutely perfect res managment this is a dangerous combo to occasionally use I believe.

I went through much more scenarios than this and had many more ideas that I could not try as I've had not enough time to practice.

Any thoughts on how good this is, or how to make it better, when to trainsition or how it felt to play against it?
I know that Braviet mimic'd this and also saw Viruz using flyers after our games.

Games vs Braviet would become boring tho as essentially there were 2 hackers sitting on their bases with 30 ogres neither attacking into defensive positions. Although hasted dks > Braviet runes. ;p

I won so many games with alchemist units vs so many players. Everyone essentially, so it should be an option to consider exploring! Really wish I had the time to perfectly implement my ideas but life is too good now!

Good luck haver fun guys~

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Mine is Sg. I believed he has exploitable weaknesses, but after a few mega series, he started to do his stuff so well, that he could kill anyone off of 1-2 bases with constant, clean aggression and just superiour micro. Knowing how to play against him (I'd get small advantages by taking calculated risks) and me peaking during our last series was still extremely challenging and barely went even. Would love to see him derust and stomp everyone for a couple of weeks! Aside from his style being slightly exploitable and an average late game (with respect to high level players), he is perfect and amazing to watch/play against.

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Server.War2.ru / Good old retirement thread
« on: February 05, 2017, 11:40:41 AM »
I have noticed that in my life I keep quitting all my activities that I seriously get into before I complete a journey. The reason for that is, I lose interest after I believe to realize how meaningless my potential results may be.

I've returned to this game after having a real bad crash in my life. My initial plan was to make getting great at this game my first and easiest completed journey and to give myself a break.

I've put a lot of time and effort into the games I've played, often waiting for hours at dawn just to get an appropriate series for my little goal. I've had a lot of fun improving until the current top players stopped playing me. Then, the majority of the times I was only able to get a series when I had stated that I've skipped a night of sleep or when I was obviously and severely tilting with an awful attitude. The best examples to these games were with Swift and Startale. Both of these players said that they had a good record over me and that I was easy/uninteresting to play or whatnot.

I am certain of a few games where watchers tipped against me. I'm highly suspicious of several other games. Just a mention, but I don't want to cause anymore unneeded drama with writing down the names.

I think I've been around long enough trying to challenge people or finding practice partners with little to no success. Simply put, I do not want to keep trying to get games with "good" players when it is a futile effort.

The only relatively skilled 1s players I can currently mention are Medivh and Braviet. However they are not sufficient for me to learn enough in order to stand up to the real legends of the game, which was my mission. I've gotten to a point where I had won (or could have won if I was not dodged) against any master players.

Shotgun is another honorable mention. He is very skilled even when he is rusty. Sadly he cannot get on too often. He was someone I had hoped to share many more valuable games with.

I've found a practice partner with whom I have also shared conversations which I regard as highly beneficial for my future growth as a person. I'm very thankful for those chats and the games we've played, cause I loved it all. However he is gone from today, and with that, I've lost my motivation to carry on with my mission alone. I need many more series to become the dominant player I had aspired to be. These series are impossible to get at the moment, due to my opponents attitudes. I suggest them to grow a spine instead of taking undeserved credit from people who cannot stand up to them in-game. Exploiting one's fatigue and engaging into dramatic mental warfare without honor is not the way to go here or in any scenario that life has to offer.

I've also realized that most of the top players that we've seen throughout the last months actually care a lot for their reputation. I've learned this thinking I was playing friendly games when in the next second I've found people claiming that I'm getting tipped, I'm hacking or if they won an unlucky series - that I'm too easy. Competitive mindset is one thing. Trash talking without backing words up is another.

You may think I'm just giving up, but honestly in the circumstances that the current players create, it takes unnecessarily long to improve one's skill.

Regarding people saying that I care so much and that I only play 1s.... Well I highly prefer and enjoy the dynamics of 1s games over 2s games. Also I never liked teamwork in other aspects of life. I do admit that ego/prestige has some role in it, but honestly I just like 1s more! Also everybody prefers winning over losing. I like to force games into straight up matches because they are the most fun for me. I did not play to win because of ego, I played to win because I like to win and enjoy manly matches. Also, you may call this a dead game, but it is a great game with an overall great community aside from a couple of crazy people. ;p
I see nothing wrong with playing to win on occasion. I also have seen many getting emotional or trying really hard to win since I've been back. Great players unrust fast and even though the competition is smaller, it can be more or less as real as it is in other games/sports. I also believe that many people like to see a good game.

Perhaps I'll return if skilled and honorable players appear before the 1s tourney in July or if there will be another big festival. It's anyway doubtful after my recent, mixed experience here. I suspect I'll be tempted to check-in once in a while, however I won't take this seriously anymore.

I decided to re-focus all my energy on life for now.

Thanks for the good games some of you gave me. I really enjoyed them!
Have fun~

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Server.War2.ru / Wc2 utilities
« on: February 05, 2017, 05:54:38 AM »
Does anyone know what do the two check boxes do in warvideo ("+" and "stats")? If I enable them, warvideo just crashes. Does anyone notice a change in quality when they set fps to a higher value? Is there any way to stop warvideo from blinking and dropping frames?

I tried to use cpu savior that IL created but if I run it before starting the game, or while in-game it just crashes wc2 for me. Solutions? (I'm running win 8 )

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Server.War2.ru / Warvid proof for "TizZzy"
« on: January 25, 2017, 11:56:20 AM »
Not sure who you are, but seems like you have great skill beneath the rust!
http://www.filedropper.com/lone6vstizzy9
I like your arrogance! ;p

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