How do i control my game so i make my team not throw the game?because skipping creeps and going at their fountain to hook them with devourer can turn the way around.
How do i counter "turtling?".
How do i counter a pubtrain?
How do i make my team not pubtrain?(if i push alone a lane i get blamed for not being in a teamfight)
If i avoid teamfights,the teamfights will come to me.
Warding the map is what i do but sometimes my team also tends to pubtrain against pubtrains.Despite that creepwaves attack our bot and mid tower they refuse to forget about top tower.
Well,since people start turtling when they lose the game,they actually pubtrain at the same time.You can't pick a hero while in that certain game when you already have a certain ganker.Let's say i have 20-0 with pebbles,but their scout thinks they can win.So they start pubtraining(so i can't gank them) and turtling(again,so i don't jump on them and die even if i manage to kill 1 of them).The idea is that i clearly have the advantage and since they don't want to concede we must push while having this advantage.
Force a fight. If you have the lead you should try to make a fight happen. Keep nuking waves so your creeps are always with you at the tower and just wait for a misposition, which is bound to happen. Or if you have a mic just call when you're going in and hope they follow.
People in pubs seem to hesitate to commit to a base tower push/dive and instead call a back which then leads to a 10 minute stall period where ganks are few and the other team catches up.
Nuke THEIR creeps so YOUR creeps are always at THEIR tower. Hope that clarifies.
Additionally, if you have a huge advantage and they are turtling beyond reason, then get Poste Haste and TP back and forth between top and bot lanes pushing the creeps into their base towers. Once they come to stop you, TP to the other side and push that lane into the other tower. Easy 1-man base push see-saw. This works best with power-farmers like Pyro and Midas, but any hero with enough farm to destroy a creep wave can do it.
If you still can't get into their base, change up your item build for better push items (Sol's, Puzzlebox, etc). If you have tower nuking abilities, use them on the tower every time they are off cooldown (Pebs' Chuck, Pyro Fervor (throw a stun/wave to get max attack speed for max fervor charges), Tort's Impalement, Flint's Flare))
finally.indeed that gives a bit of vision of who is there and what they are doing.
well post haste seems a bit expensive ,but homecomings are ok for that job.still,i will be the only one pushing that one lane and my team might start a teamfight without me.
Just pubtrain with your team, usually it works in lower brackets. At least after I've pushed T1 towers and ganked both lanes I usually favor pubtraining the enemies because it is simple and effective strategy in the low brackets.
Keep it nice Boys.
Rule number 1 of leading a team: Make sure you are nice, and do things that make them thrust you (Good Ganks, Wards, Courier Upgrade etcetera)
That clarifies point 1 as well: Make sure that your team knows that you should push, or stand with 5 at their fountain.
Turtling is the act of keeping the enemies away from you while your carry farms somewhere else.
If you push, and only 4 guys are against you: Make sure that you know where their carry is to gank him.
If there are 5 that defend: Back off a little, Take Kongor and smash the next teamfight, then Push and finish.
Make them spread a little, so that your ganking hero (Deadwood, MK, Pebbles) can nuke single targets out, then you can push the lane, countering a turtle strategy if they die.
Make sure that you have wards everywhere. If they can't gank and push they won't get any profit.
Decide if you defend a tower or let it go. (You can have your sole MageBane farming in the jungle or lane, getting more experience and gold then the opponents.)
So just spread a bit and decide on what to do with the situation: Defend a tower with 5 or concede the tower and let your carry farm.
Make sure that you have wards so that you know where they are going.
Let your team know what the consequences of pubtraining are: Lower GPM and XPM then the opponent.
If you have an advantage in the game, and you can keep on ganking, Pubtrain to win.
The only way to influence players is working on their good side, Don't Rage, Flame or Grief, play it nice, Help them out and direct them when needed. Do not try to demand actions from them, They won't listen to them.
Another note on nuking creeps against turtlers: It whittles their tower down over time. This usually tempts enemy heroes to do something dumb because of the "WE MUST DO SOMETHING NOW!" mentality they may have.
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WHat hero are you playing anyway? Give us a scenario so we can give more feedback because different heroe/roles require different decision making.
If your team is being pubtrained outside somewhere you are unable to tp to and you're playing as a carry, don't waste your time by going there unless you can make it there fast enough and do something that will win the team fight. Tell your team to ward/counterward so they aren't getting pubtrained? Pubtrains are unsuccessful as long as they don't find anyone. They aren't getting CK, levels, etc so if their pub train fails then you are gaining an advantage over them.