he is blue he advance so fast, my goodness he could be one day the next snoke or better ;D. who is he a protege from germany. univerisity student, psychologist, or a teacher. can any one give advice ;d to make him better . he's not like brian freeman.
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I was light blue in my first week and was near dark blue after 2-3. This game isn't that hard. Also his rank is from casual which is easy to farm if you win lobpots often
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Lobpots are really hard to win. They are basically 50/50 random. Smaller games are easier.
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LOL molecule! Im not some exceptional ZK-genius, altho I did expect to stay at light blue at least a bit longer lol. I do occasionally play MM, tho im not great at 1v1 so ya, my rank is mostly from large to medium sized teamgames aka casual. I've clocked a few hours in BA8v8DSD and lobsterpot in ZK is somewhat similar so that helps. ;) As for what I do - actually I'm a medical professional, yes thats right I'm a doctor. Since I'm already introducing myself, heres a 'lil snapshot of me getting ready for another round in [A] Teams All Welcome! [Spoiler]
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quote: Lobpots are really hard to win. They are basically 50/50 random. Smaller games are easier. |
Lobpots are easy to win, but too soul-crushingly stressful and unrewardingly slow to grind for fake elo. So if you play too many, you stop tryharding and your WR drops to 50%.
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What kind of a doctor are you?
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Anarchid, any chance you could share your ez win strat for lobpots? I agree with Jasper tbh -- lobpot "elo" ~1800 (most of which I got from beating custom game 1v1s and then lost it again in lobpots); MM elo (despite playing it much less and not playing for a year) ~2200. The closest thing I can think of to what you claim is Blankmind's strategy of spam minotaurs and not lose them but I could not do a 1 unit spam strat unless I actually like the unit and I hate virtually all tank units.
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Lmfao. There is no way 1v1/2v2 is harder to win then lob pots.
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quote: Anarchid, any chance you could share your ez win strat for lobpots? |
Sure here you go. quote: Lmfao. There is no way 1v1/2v2 is harder to win then lob pots. |
Obvious counterpoint: In a lobpot, your enemy cannot consist entirely of Godde (though i'm open to seeing a battle where one side consists of 6-8 Goddes). In 1v1, your enemy can easily consist entirely of Godde.
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wise words my friend wise words
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Lobpots are harder to win because they are random. For example, if you were trying to get a high elo in the extremely skillful game of flipping coins you would find it very difficult (because that game is by definition random). CatLady is suggesting that the custom game stars are essentially fake ones used to boost people's ego. I agree with that somewhat, it's clearly much harder to gain stars in competitive matchmaking for the equivalent skill you have in a custom game. There are plenty of examples of players who are under-starred in regular matchmaking (e.g. DrDoom, Wesley, noobula, raaar). This is because the elo level required to get a star in custom games is significantly lower than the elo required to get a star in matchmaking -- if they even normalized that to be the same more people would play matchmaking I think.
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Everyones asking who JXG is, but no one is asking how JXG is.
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quote: Lobpots are harder to win because they are random. For example, if you were trying to get a high elo in the extremely skillful game of flipping coins you would find it very difficult (because that game is by definition random). | Flipping coins is easy to win. But yes, randomness of the slow grind is what makes it soul-crushing. You may have your teams WR at 70%, which will keep pumping your rating slowly - but each time you lose by no fault of your own will do quad damage to your morale. quote: So if you play too many, you stop tryharding and your WR drops to 50%. |
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Complete rubbish -- in a game genuinely decided by a 50/50 coinflip your winrate is by definition 50%. However if you played such a game and did not know that you would observe some empirical winrate and some people would, by luck, win more than others so you would even have a distribution of elos in such a hypothetical game.
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quote: Complete rubbish -- in a game genuinely decided by a 50/50 coinflip your winrate is by definition 50%.
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Click the link, mang. Coins are deterministic macroscale objects, they can be made to land in any ways you want. Of course you could insist that it's not a coinflip but a pseudorandom generator that is impossible to tamper, or some quantum magical crap, or a mathematical abstraction of some sort, but w/e. If absolute impossibility of influencing the outcome of ZK teamgames is your hill, you may have it (and the fun you find in those games, too!)
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It is obvious that I meant the common parlance of the term "coinflip". Your reply is rather silly. Anyway, point I was trying to make is that suppose Godde creates a new account GoddeSmurf and joins 1v1, he will win the vast majority of games reclaiming his old elo rather quickly. In custom games he would have to play a lot more of them to get 3.2k elo (his main acc is actually 500 elo below this in custom games, even now).
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i dont find lobpots random at all,the team who has the most trolls usually looses. If you know the players the outcome aint hard to predict but its true that they are random because you just dont know how many trolls you get on your team. Sometimes you get 5 troll coms sometimes you get 3 air who each start with constructor.Other times you have full backline of players doing stupid troll strats while you have 2 ppl holding entire enemy team. Lobsterpots are fun because its never a fair game. 1v1's are easy because you dont need to worry about your team working agaisnt you.
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quote: In custom games he would have to play a lot more of them to get 3.2k elo (his main acc is actually 500 elo below this in custom games, even now). |
I think we agree about this. Godde-smurf's rating will inevitably grow to the level of a non-smurf godde, but it will take a longer time in teams than in 1v1 because of the random factor and lower rewards (predicated on lower statistical value of larger games). Except for the connotations: you say that teamgames being random and giving low rewards makes them "difficult" with the connotation of a more worthy challenge; while i say that the same makes them tedious, stressful, and unrewarding with the connotation of being a less worthy challenge.
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Except for the connotations: you say that teamgames being random and giving low rewards makes them "difficult" with the connotation of a more worthy challenge; while i say that the same makes them tedious, stressful, and unrewarding with the connotation of being a less worthy challenge. I have literally the entire time been saying the opposite of this. I have been trying to post examples to make exactly that point that lobpots are NOT a worthy challenge. The problem is that stars in matchmaking are MUCH harder to get than in lobpots, so people play lobpots. Perhaps change that so that stars are based on elo level? [Technical point: both casual and MM have the same K-factor afaik so it IS reasonable to compare a MM elo with a casual elo.]
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