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Posts from "only XL-4"

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9 years ago
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"only XL-4"



Past Tournament Winners:
"only XL-3"Gomunguls [/URL]
[/B][/CENTER]

I. Rules and Templates.

1. Game version. The tournament will be held on the SoD 3.2(4.0) + HD mod version 4.1 (or the latest available version) + HW_rulez 1.38 game versions (if a new, relevant patch is released, this rule must be amended).
2. XL templates: 8mm6a,8хм12а, 6LM10a, 8xm8a, Spider. Template selection follows standard practice; the red player starts with the black template set.
3. Castle selection: random pair + trade
The host generates a pair of random castles using a special button. Immediately after generation, each player can request a regeneration once for 500 coins to be deducted from their opponent's account. If at least one castle repeats during regeneration, that same player may (but is not obligated to) request a free regeneration until a new pair of castles appears.
4. After trading castles, players trade colors.
5. Total number of restarts (113), i.e., 111+111+111, 111+112, 113
6. Time limit per turn with chess timer - 21:00+08:00+01:15
7. Roads are medium and fast
8. The option to rebuild the Guild of Mages is enabled.
9. Library in "Tower" is allowed.
10. Deadline for completing a game is 2 weeks (clarification for those who need it: you must adhere to a playing schedule of 1 game every 2 weeks; if you start a game with an opponent, the deadline for this game is 2 weeks; if your opponent ignores or refuses to finish the game within the specified time without valid reasons, you have the right to request an ODD be assigned; in case of non-appearance by the opponent, they will receive a technical defeat).

II. Regulations

Stage 1: Group Stage

The top 2 players from each group advance, having scored the most points.
In case of equal points, places are determined according to additional criteria (in order of priority):
1. Berger coefficient.
2. Head-to-head result.
3. If it is impossible to determine the playoff qualifiers based on previous indicators, the players will be offered a scheme of transitional games. At present, it is impossible to foresee all possible combinations of results. Therefore, the final scheme will be developed based on the situation that develops in the groups at the end of the stage.

Victory - 3 points; defeat - 0; draw - 1 point (counted at the 211+ stage after consideration by the organizers)

Group stage ends on May 30, 2017. (no saves or replays will be accepted; results will be posted based on submitted tournament reports).

Stage 2: Olympic System

Playoff seeding will take place on June 1, 2017.

Two players advance from each group; the 1st and 2nd places are randomly assigned to the bracket.
Olympic system bo1 (2 weeks), starting with 1/4 bo3 (deadline 1 month)

III. Organizational Issues

1. Tournament start March 1, 2017; registration for the tournament is open until February 26 inclusive, up to 24:00 Moscow time (February 27-28 - final determination of the tournament regulations, drawing of groups) 16 groups of 7 people = 112 people
2. The tournament is official.
3. The tournament is held according to Rules for organizing, conducting, and participating in online HOMM3 tournaments
4. Tournament host - Scorpiona (ICQ 469326983); organizational issues - rebellious (ICQ 345870761).
5. Tournament judge – Dirty_Player (ICQ 408722873)
6. Organizers reserve the right to refuse participation in the tournament to a user without publicly explaining the reasons.
7. The winner of the tournament will receive a medal under their avatar and a ticket to the FB tournament:


469326983
In reply to Grando
9 years ago
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Cons - the two 1s and a 2 provided nothing in this situation since there was nowhere to tempo. And they were killed during the ramp-up anyway. But the fight could have gone on for a long time—DD and Flight were expert, and built up in the Tower that I reached via off-road at 137. I am sharing information about the game, and listening to emotions is simply inappropriate.
Summer 2013


In reply to rebellious
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9 years ago
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Al Feyn, in this case, sorry, but you are wrong. Good roads in HXL are often much more important than 3 conflux at respawn, this is not Jebus Cross for you. Based on the screenshots, Rebbe's setup is indeed very difficult. If there is also little money (and Barb usually has little money, and I personally did not notice the gnome flattening), then it is a total disaster.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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9 years ago
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I've been reading reviews of Heroes of Might and Magic VI, and it's always mentioned that the blue faction has only one viable strategy – a one-way, all-in approach. My question is: why even play it if that's the case? If it's just for fun, then at least make the faction more expensive, like 5,000+ resources.
In reply to =Lizard=
9 years ago
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=Lizard=
Al Feyn, in this case, sorry, but you are wrong. Good roads on XL are often much more important than 3 cons at respawn, this is not Jebus Cross for you.
Actually, my main point was in the parentheses. The first line is emotions, "warming up". The logic in parentheses — where am I wrong there?

I understand the idea of 6LM where you can retreat from the starting zone and generally "run away". That's not bad, it's strategic. But with these dead-end roads leading out of a one-way passage, I consider this template (AT THIS SPECIFIC MOMENT, IN THIS SPECIFIC IMPLEMENTATION) to be garbage. It's sad, but I don't like in a strategy game the option from the start — "you lost because random decided so" (ok, let's double-check — are you ATG and playing against Kilgor? no? then yes, you lost).
(This is a reference to one of the most amazing games I've seen (and streamed/commentated ATG's game), when at the beginning of the 2nd week ATG was scraping by on his respawn with the same kind of surrender, while Kilgor had something like 9-10 towns. ATG won.)
I always veto this template. And the main point was that if you play this template, then either you must be morally/mentally/whatever ready for such a road. Or why are you playing it and then showing — darn, unlucky with the roads?
So where am I wrong here?
https://www.twitch.tv/grando__
In reply to Grando
9 years ago
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I have a positive win rate playing as Blue in 6LM, but the option "you lost from the start because the map generator decided so" appears on absolutely all map templates.
discord: LuckyF#3482
icq: 681350680
In reply to LuckyF
9 years ago
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LuckyF
I have a positive win rate for blue in 6LM, and the option "you lost from the start because the generator decided so" occurs on absolutely all templates.
Hmm. Even on a mirrored map?
https://www.twitch.tv/grando__
In reply to Grando
9 years ago
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Al Feyn
Ummm. Even on the mirror one?
Well okay, except for the mirror one, but that one also has its drawbacks
The mirror is not included in the template pool of this tournament anyway)
And specifically regarding the other templates from this tournament
8mm6a - a frequent issue with very fast encounters (117-122) and with one of the players being pushed into a corner; there isn't exactly much variety in that situation if you don't get control or a ton of resources in the corner and you managed to restructure it.
Spider - in principle, quite a high-variance template with very unequal treasures
8xm12a - with one-way exits, it's even tougher than getting stuck on 6lm
8xm8a - well, this is an outright extremely specific template with relics along the paths, a million Dragon Fly Hives, and simply dead blocks, where losing from the very start due to the generator might manifest itself most prominently
discord: LuckyF#3482
icq: 681350680
In reply to LuckyF
9 years ago
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The template itself, its structure, is quite playable. But the implementation is poor. Sometimes you even think about forcing the opponent into a blue color. But in reality, things turn out differently. In the previous game, in a similar situation, I won. And even when playing as red, there was also a path to the monolith for victory. As an option – paradoxically – give up on restarts :cool:
And the trade is objectively based on the actual generation, not a virtual one. I still don't understand it, and probably won't :smile39: The trade is for a hypothetical right, isn't it? But that's just how it is.
Summer 2013


In reply to rebellious
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9 years ago
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bidding for the red dragon determines who gets to approach the table first. In 6LM, it's also an opportunity to push the blue dragon to the same spot you're in. Isn't that worth a certain amount of in-game gold?)
In reply to Grando
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9 years ago
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Al Feyn
Hmm. Even on the mirror map?
Right now, I'd like to talk about balance on the mirror map, when the opponent has Jeremy, Luna, and Logistic.
In reply to Dirty_Player
9 years ago
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Dirty_Player
Now would be a good time to talk about balance in mirror matches, especially when the opponent is using Jeremy, Luna, and Logistician.
Lucky and I have already been discussing the potential nerfs for Jeremy and Logistician in HotA mirror matches on his stream (specifically, preventing players from investing in their core skills). Since it seems the creators of HotA are armed with "healthy conservatism" (**** [profanity censored]).
I think that if we ever play a match against each other, we can easily agree on this. So, Konstantin, you're barking up the wrong tree here. This isn't a problem with the template, but with the game as a whole.
P.S. Also, there are a few other nuances. 1) Lucky convinced me not to touch the Offensers or Armorer. 2) But this excludes Tazar – I still consider him overpowered (due to the chances of upgrading key skills – logistics, earth). 3) Luna has temporarily fallen out of our focus, yes.
P.P.S. We're delving into off-topic territory (specifically, the unexpected transition from discussing XL to SoD through my specific question about Jeremy in Dirty's execution), so please don't escalate the situation further.
https://www.twitch.tv/grando__
In reply to Grando
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9 years ago
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and Konstantin picks up a guitar... and sings in a loud voice: "Learn to play, sweethearts!")
In reply to Albert@s
9 years ago
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Albert@s
The bidding for the red determines the right to approach the table first. In 6LM, it's also an opportunity to push the blue player to where you ended up. Isn't that worth a certain amount of in-game gold?)
And can you even see what's on the table? Before generation. A Monolith can be on the swamp, even for the red player. In my opinion, this kind of bidding is some kind of total mind game, which has been going on since the Warlords of the North (only there the intention is different). And, by the way, it's not related to monoliths, i.e., to the color problem. And the color doesn't decide anything. Statistics don't correlate with any specific game. It will be good or bad. And the gold didn't give me anything in this game, but the ore was more useful, but it was far away. The passage behind the golems with shackles is endless and leads back to the monolith again. So, in any case, the distance was the deciding factor – it overshadowed all the economic advantages :smile01:
Summer 2013


In reply to LuckyF
9 years ago
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LuckyF
I have a positive win rate for blue on 6LM, but the option "you lost from the start because the generator decided so" occurs on absolutely all templates.
By the way. Is your win rate for blue on 6LM higher than for red?
Of course, you need to look at some reasonable sample size. Based on relatively recent experience and by observing opponents.
Because what I saw on your stream - you are a top player, and the fact that you have a positive win rate is not explained by the template or the color, but simply by the fact that you are much stronger than your opponents. 5:1 against Bishop on a mirror match (or already 6:1?), this cannot be explained by just "Jeremy and Logisticians."
You need to compare not you with others (win rate), but you with yourself in other conditions (your win rate for blue and your win rate for red - this is in the most primitive version).

in reality, I don't know what principle 6LM uses to generate such bad results; I've seen enough bad stuff already for both red and blue; I just thought that since the argument about win rate was brought up, it should be presented correctly; but in general, it's clear that this is the best XL+U template we have :D
https://www.twitch.tv/grando__
In reply to Grando
9 years ago
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6lm10a is the most balanced of all templates currently available, if we don't consider anarchy. The color mostly decides the outcome due to the lack of red rush, and that's it. One-sided matches are an integral part of this template, and both red and blue players face them with equal chances.
Skill determines the outcome in 70% of cases, as demonstrated by players like Lucky, Gomunguls, FTS, and those with similar skill levels. :smile49:

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