Posts from Round table
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I'll think about it; maybe I can figure something out through trial and error.
I've heard all the advice and suggestions, and regarding the corner villages, I'll change the guard to 6k because it sometimes blocks the main road and can cause development problems. I don't really see anything too terrible for the 2nd week with a 9k guard, but it seems that 6k really looks more optimal.
Thanks, I'll try to remove the double path to the villages.
Firstly, the statistics are taken in a spherical vacuum, simply based on roads.
They rarely cause problems with normal use.
Here, it's more like the principle of mice and cacti, or perhaps people are simply afraid to play something unknown and unadvertised. 6lm is the most unbalanced template; Blue has an inherent 25% advantage in winning.
Added 16 minutes later
Yes, it's funny; the balance on the paths is somehow shifted slightly in favor of Blue, with a score of 27:28 out of 20 generations. At first glance, you'd expect a large number of one-sided matches to appear, but no, it only happened once out of 20 (the only path leading to a one-sided victory). I need to remember this combination.
6lm10a - a camper's nightmare, thanks zoog! :D
The balance of paths needs to be calculated slightly differently – how many key zones are available to the player within 2-3 turns from the main base.
Yes, that's exactly how I considered the resulting generations. I mentioned this when describing why the rare appearance of a one-sided monolith wasn't critical: its appearance in all those generations didn't cut off the red/blue player from further expansion to new zones; the main thing is that it didn't lead to a dead end, it just blocked one of several branches of expansion.
However, mines located along the road can significantly ruin everything that was enjoyable in the single-player generations.
This is statistics about roads; what else should it show, the weather inside a house?
icq: 681350680
Just counting the number of roads for red and blue, without considering the specifics of the starting hand and the various opportunities it provides when used skillfully, is a rather poor assessment.
It seems you think that the map layout depends on the roads, but that's not the case; it's random. Yes, it affects the overall probability of winning, but the variability in zone generation is very difficult to track. I haven't even heard of Blue having fewer resources or utopias. Furthermore, I was talking about statistics regarding the roads. If a player is okay with a dead end in 15% of the games and difficult terrain after 4-5 resource nodes, then that's fine; I have nothing to say. Although, with the map overhaul, the second point is not as important.
And yes, the map overhaul is, of course, very important for a reasonable game in 6LM.
icq: 681350680
there are many nuances in evaluating the layout for Blue
Yes, it's very often possible to get out, but that's like talking about Russian roulette—very often you hit an empty slot.
one-way portals, which many people are so afraid of, if they are not on the penalty adjacent zone, then they very rarely cause problems when used normally.
Great quote :D So one-way portals do cause problems:
1. On the penalty adjacent zone.
2. On a non-penalty adjacent zone (rarely).
3. When used abnormally.
Below are pictures of how I got kicked out of an only-HL game. When evaluating the problems, please also consider that from that one-way portal, orange's heroes kept coming through with decent power, cutting off my scouting and chains, and preventing me from finding the entrance to use that one-way portal properly.
For example, I'm not sure that my win percentage with the blue color on 6lm is lower than with the red color. FTS, whom many now recognize as top1, has said several times that his win statistics with blue on 6lm are higher than with red. This is of course all taking into account the rebate for the color in the bidding.
Well, perhaps it's precisely a matter of the rebate. I.e., if we assume that the rebate compensates for bad roads, then those games where blue gets both roads and a rebate, as well as those games where red pays a rebate and gets bad roads, will shift the balance in blue's favor.
In that one-way map, the orange-colored heroes kept coming at me with decent strength, cutting down my scouts and chains, hindering my search for the entrance to properly utilize that one-way map.
At the bottom of the picture, you can see how I got kicked out of the online lobby.
IMHO playing tournaments on 6lm without fixing 1-side spawns is reckless. On all other points +10) Sometimes, 1 time out of 4..5, 1-side spawns cause almost no trouble, 1 time out of 10..15 they can even be more convenient in some ways, but promoting such a thing is unfair.
And I'm tired of arguing about how playable or unplayable 6lm is with a person who provides some specific numbers on the percentage of spawns on it, but at the same time writes something like this...
I'm not saying that on 6lm blue always gets a complete screw-up, but still 40% at minus 1-2 roads is a serious blow to map exploration. And what does it mean to defend/protect archangels? Inaccessibility via DD? And what is a supertreasure - a small empty central zone with mines?
Anyway, peace to all, I shouldn't have let myself get drawn into this topic, but honestly it's hard to read a template analysis based on some percentages if the person doesn't understand it (the template), but still confidently pushes their opinion. And respect to Medium for trying to come up with something more playable and refined; maybe something truly good will come of it. Overall I agree with him that 6lm is the most popular now among HLE not because it's so great itself, but simply because it's the most playable compared to others.
icq: 681350680
Super treasure is zones 17-20.
if a person doesn't understand it (the template), but still confidently pushes their opinion
Added 3 minutes ago
And what template is it not reckless to play in tournaments?



