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Thread: A couple of reasons why you're 1600 and bad

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    A couple of reasons why you're 1600 and bad

    Overview:
    -Introduction
    -Basic Laning and not being a twat
    -Positioning and chasing
    -MAP-FREAKING-AWARENESS
    -Pushing
    -Item Choices
    -The 'Tank' Issue
    -Tunnel Vision
    -Conceding early and team composition
    -You have a brain, use it


    Introduction:
    If you're wondering why you're stuck in 1600 bracket and cannot seem to improve this is the 'guide' for you. Although it's actually more of a selection of tips and tricks i used to reach 1800 once, but nevertheless it should give you a general idea of what you're doing wrong.

    Laning:
    A lot of 1600's have no laning sense, by this i mean taking their time to look at the opposing teams lineup, their own lineup and which lane is strongest. If you're going against a lane you know is stronger than your own then you goddamn play more passive than if you have one of equal or stronger value. One thing to note is that if one of the opposing heroes leave the lane you JUMP the other ****er, you don't sit by twidling your thumbs and playing like a 1400. You have to take advantage of the other teams screwups, if you dont do this then having a positive impact on the game becomes much harder. If the issue is that you're either, A:Solo or B: losing your lane LEAVE the lane. Don't just sit there feeding them, if you have a stun or slow and roam mid you're near garuanteed a kill in the 16-1700's, use their lack of map awareness to YOUR advantage.

    Positioning and Chasing:
    This is probably the biggest issue that 1600s have, I remember when i was 1730 and suddenly it happened; the realization of positioning as a supporting Witch Slayer. It came to me like a lightbulb, after I stunned I...GASP WALKED BACK!! I know!! It seems crazy, but this enabled to outmaneuver the opposing team in a way called positioning. Positioning, is at least to me, the knowledge of constantly baiting the opponent psycologically to screw up, to cause them to overextend in such a way that you can land ur abilities/auto attack and kill them. If you're a support forget the concept of "I'm useless I just use my spells and die" you're super important especially if you have a carry on your team, you NEED to be alive and continually use your spells for your carry to autoattack them, this is achieved by using your spells and then walking backwards towards safer territory. It is also achieved by for example intiating later on, when I was 1600 and played Bubs I used to just intiate and then die, thinking I've done my part, but instead of doing this think of their damage as a static bursty amount and consider that you need to spread it out over your team so that everyone can survive. This is also done by standing properly in teamfights, only let SOME spells hit you by standing properly and let the rest of the team absorb the rest.

    Positioning is also important for melee characters, as I said previously don't just stand there autoattacking, if they have teammates incoming there's a good chance they could kill you. This is where positioning for melee characters especially comes into play when chasing! 1600s tend to stand in a group, and then the enemys Behe jumps in and boom genocide. DO NOT do this mistake, why would you need to stand so close together? If you're chasing it's near garuanteed that one of you have a stun or even a slow, in this case you don't all need to autoattack! Go to the left and wait for the stun, and if there's a chance for turn around for the other team only autto attack a couple of times before checking and resetting your positioning.

    Positioning also comes into effect when ganking, ever tried a game where your team and you just flowed together? You could constantly gank the other team because you always had backup? That was because your team new how to position themselves and play aggresively. Do Not Play Passivily! Not to brag or anything but I'm pretty sure I had a lot higher win % than testi in 1600, purely by playing aggresively and I'm no pro.

    Map Awareness:
    1600's tend to believe that map awareness is only really needed in lane, and then when they die cuz of their lack of own they blame the lack of wards. Even if they have wards. When I was good I looked at the map multiple times every few seconds! When you're chasing you need to look at the map near 100% of the time, and this is also really important in teamfights, as you can then judge their damage, the incoming damage from their incoming teammates and consider if you should retreat or fight back. Having proper map awareness could give you +100 mmr freely, so consider this.

    Pushing:
    See this is really important, this is probably why the majority of bad players lose they----yeah, you guessed it! Push at the wrong time! If you're ahead and got a big lead one bad push and a genocide at their tower resets the game to being stale once again. It cannot really be explained when you should push and what not, and it does take experience to learn and comprehend but try and consider these factors; 'How much damage do the other team do', 'How tanky are we', 'How tanky are they', 'What team setup do they have', 'Do they have alot of anti pushing' 'Do we have a lot of pushing' 'Did we win the laning phase to such a degree that they cannot defend their towers, and if they can we genocide them' 'Do we have the regeneration to keep pushing against an anti-push team' 'Do we have someone to tank the tower if needed'.

    Item Choices:
    This one should actually be obvious, although harder to do in actuality than theory - if the other team has someone like Leg.. you might wanna consider getting some armor. Item choices of course goes much deeper and beyond this, a proper item can easily turn the game around for you and your team but this isn't set in stone and thus I cannot explain it.


    The Tanky Issue:
    See, the problem with 1600's is that they don't know who to focus in a teamfight and thus you can easily get them to focus Armadon by just staying in front. If you're reading this 'guide' do not fall for this, go for the squishy dps machine Tort in the bagground who does 999999 damage don't go for the tanky hero in front. This is also a good method to win in 1600, just build tanky and stand in front and let them blow all their cooldowns on you, afterwards your team will clean them up easily.

    Tunnel Vision:
    By this I mean becoming so absorbed in the game and its pwetty colours! That you forget about thinking rationally, map awareness and positioning. This is deadly. Continually think 'Should I be doing this now?' 'Isn't this kinda risky?' Ask yourself questions like these to break out of the zoning.

    Conceding Early and Team Composition:
    This always make me cringe, so many 1600's concede won games b/c they have no idea of team composition, if you have a mid game team and the other team has an early/late game and you're behind the first 20 min, there's a high % that you can easily make a comeback in around 10 min just from having the right heroes! It's true! Don't concede early, you're just handing the opposing smurf his win instead of forcing him to work for it.

    You Have a Brain Use It:
    By this I mean thinking rationally and not doing something completely retarded, like defending a tier 2 tower 4v5, doing konger without counterwarding and laning pushing first, or farming in their forrest without having an escape or without vision. Consider the different situations and act accordingly, what's the % that they're all hiding uphill in the shadow? Always assume the worst possible sitaution to embrace you for the coming encounter.

    P.S Sry for my engrish.
    Last edited by denerlille2; 04-17-2012 at 06:23 AM.

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