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Lane Organization
#1
It seems to be a common conception that "1-top 3-middle 1-bottom" is the basic style of seperation of players during the beginning phase of a btanks game. Yet I am wondering the validity of a "1-top 2-middle 2-bottom" organization of teamates. I'm sure many players have noticed the distinct advantage that "top and bot soloers" have during the mid-game phase, they have level 10 much sooner than everyone else and much more gold to purchase better items. However this is only true because each soloer has an entire spawn to themself, while the other 3 mid players have to split 2 spawns among 3 people giving them each (if split evenly) only 66.6% of the exp/gold. Lets look at a 1-2-2 organization of players now, we find now that 3 players are given 100% exp/gold (1 soloer/2 in middle) while 2 other players are given only 50% exp/gold; however, this is only 16.6% less than the other team's 3 mid players and since all of these players are either going to have to farm agressively or take support roles it is hardly a noticeable disadvantage. But consider how influential the laners are in the latter phases of a game, having 1 more laner would basically assume an easy win assuming the skill levels of the teams are relatively equal. A 1-2-2 organization would also force the other team to either support the side lane thats being doubled (no one player can solo a competant double at the VERY beginning of the game) or face a constant threat of "Troop CP capture." However a 2v3 deficit in middle for the 1-2-2 is hardly a problem since the towers can rarely be pushed due to the vast amount of creeps and proximity of the towers to the cp itself. I haven't seen this strategy implemented but i'd like to discuss the practicallity and merit of it.
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#2
UnifiedDoom Wrote:I'm sure many players have noticed the distinct advantage that "top and bot soloers" have during the mid-game phase, they have level 10 much sooner than everyone else and much more gold to purchase better items.
Well this will change a little with the new assist system. Mid players will geht more assists because of the 3v3 situation.
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#3
Just because theres an assist system doesn't mean mid will be better off, they're still spliting 200% exp/gold among 3 players while the sides are simply getting 100% each. It's folly that the amount of "kills" made in mid will balance it out, this relies on the incompetance of the opposing team and side laners can easily rack up kills against incompetant players in the side lanes too.
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#4
I didn't say it will "fix" all the problems. I just wanted to say that the current situation will change a bit and we have to see how big the effect really is.
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#5
If I understood the topic correctly it is not about any problem. It's about experiences with a different player-lane-grouping and how it could fit the creep per lane ratio better.

I'm not sure how a 1-2-2 split would affect the game, although if you want to try it I would recommend playing until the 5th minute in standard 1-3-1 and then switching to a 1-2-2 with all "2-players" having a hull (or demolisher). That makes mid way safer against coordinated attacks (especially by demolisher combos) and the 2 side lane players can pressure the tower way more efficient. (~1k hp against stun+tower is not enough to be offensive, with 2k+ it's no problem.)

Most probably the opponents will react with a 1-2-2 split themselves (otherwise they might lose their tower).
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#6
Actually i'd argue that coordinated attacks are harder in the middle lane during the first 5 minutes since most people get tank cannon as their opening ability giving up gank potential for more farm so if the 2 people in middle lean towards the 5 min hull build they probalbly won't be killed. As for the tower push on the side lane, I understand your point. However the single player would rarely be able to move from the cp and farm without getting stunned/killed which is very important in making sure that the player has no income/farm. Now i've considered that the 2 mid players will have a hard time fighting a 2v3 and thus lose farm because of that; however, the 3 players in the middle will have to play extremely conservative, constantly looking over their shoulder to defend the 2v1 lane from losing tower/being captured. Every time they have to leave for either of these reasons they give the 2 players in mid free-farm. Conversely mid is very unlikely to lose tower/be captured simply due to the proximity of 3 towers over just 1 tower and the vast amount of creeps that prevent the 3 players from advancing.
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#7
Even if the single player on the side lane can not leave his cp he loses less creeps in those 5 minutes than the team in the 1-2-2 split I assume, but that is something what can only be decided by empirical data - like playing it a couple of times and check all stats after 5 minutes to see the average creepcount of a 1-3-1 vs 1-2-2 in the first 5 minutes.
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#8
Yes thats why i'm discussing the hypothetical situation of this organization. I'd love to test it but, I probalbly couldn't without eating a whole lot of "get out of MY lane" :x and "I CALLED bottom solo at the beginning of the game, get out" :evil: stuff. I myself couldn't test it since I don't know 9 other players offhand who would be willing to. I do think in theory this strategy seems better, thats what i'm trying to discuss.
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#9
I find that I level much faster in the mid lane than on the sides, because I take advantage of the 1500 range exp sharing effect. Always position your tank between the 2 waves near the island, and not off to the side. It is much easier with an air tank because of the ledge. Since starting this strategy a few months ago, I usually reach level 10 before teammates and at the same time as sides, unless I feed or someone one side feeds badly.

When you're in mid lane, try to stay *exactly* middle. You will level better.
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#10
The 2v1 on lane is effective if both players have light hull and better if one of them is heli to initiate stun from good angle.
Why light hull? It is hard to have good teamplay and not being separated; the opponent would just have to wait and creep then stun/skills the first one to push to him and get a free kill.
I am so good that I don't even need to type -rc because I never die !
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