1v1 BA tourney
1v1 BA tourney
Maps:
Round 1: Coast to Coast Remake
Round 2: Sands of War
Finals: Splintered Tropics
Players:
PROt_BeLeaGueR
------------------------------PROt_BeLeaGueR
PRO_]ShoX[
------------------------------------------------------PRO_flopflop
Folly
------------------------------PRO_flopflop
PRO_flopflop
------------------------------------------------------------------------PRO_flopflop
PRO_rANDY
------------------------------s0lv3
s0lv3
------------------------------------------------------s0lv3
[tN]Exit_Wound
------------------------------[tN]Exit_Wound
URL_00
Round 1: Coast to Coast Remake
Round 2: Sands of War
Finals: Splintered Tropics
Players:
PROt_BeLeaGueR
------------------------------PROt_BeLeaGueR
PRO_]ShoX[
------------------------------------------------------PRO_flopflop
Folly
------------------------------PRO_flopflop
PRO_flopflop
------------------------------------------------------------------------PRO_flopflop
PRO_rANDY
------------------------------s0lv3
s0lv3
------------------------------------------------------s0lv3
[tN]Exit_Wound
------------------------------[tN]Exit_Wound
URL_00
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
Imo 1v1, while intense and undoubtedly involving skill, removes quite a few elements that are present in team play.
You are always being 100% offensive, in a completely linear way: enemy is *here* block his expansion from *this* point.
You know very early on which lab they have built, and the advantages/weaknesses of said lab, whereas in teamplay it is much easier to get a sneaky air attack off.
Flanking/feigning have less impact upon the outcome of a battle in 1v1 imho.
All that said, I love 1v1.
You are always being 100% offensive, in a completely linear way: enemy is *here* block his expansion from *this* point.
You know very early on which lab they have built, and the advantages/weaknesses of said lab, whereas in teamplay it is much easier to get a sneaky air attack off.
Flanking/feigning have less impact upon the outcome of a battle in 1v1 imho.
All that said, I love 1v1.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
I suggested in a pm to flop earlier on that we have 2 tournaments side by side. One for Experienced players, and one for players newer to the game.
We could split it up as stars/non stars but some may wish to submit their own judge of their skill level rather than use rank as the qualifier. This should make it easier to find better matched opponents all round, and encourage the newer players to try 1v1 more.
We could split it up as stars/non stars but some may wish to submit their own judge of their skill level rather than use rank as the qualifier. This should make it easier to find better matched opponents all round, and encourage the newer players to try 1v1 more.
Are you trying to imply that i am a very low level player? I was basically inferring that clan matches require a degree of organisation, communication, and timing which are inherently lacking in 1v1.PRO_rANDY wrote:maybe on a very low level 1v1 pintle, but high end theres lots of sneaky things/flanking/fainting to be done
The larger scale allows more strategic freedom (and more room for recovery) and allows for more diverse gameplay, whilst still requiring all the skills necessary for a 1v1.
i use communication in 1v1. i use timing in 1v1. you dont?
there is no larger scale, only more time required to attain it.
there is LESS strategic freedom (amount of nat.expos)
And less skill is involved since you have more room for recovery if you screw up, as another player can back you up.
it doesnt allow more diverse gameplay, it is still the same ba you play be it 1v1 or 5v5.
there is no larger scale, only more time required to attain it.
there is LESS strategic freedom (amount of nat.expos)
And less skill is involved since you have more room for recovery if you screw up, as another player can back you up.
it doesnt allow more diverse gameplay, it is still the same ba you play be it 1v1 or 5v5.
Who do you communicate with?
Timing is more important when trying to mount a combined strike vs multiple opponents.
Nat.expos=?
More recovery= harder kill
The diversity issue... try com-dropping to *that* hill part way across the map in a 1v1, watch you base get rushed. See many LRPC/nuc/t3 (lol t2?) in 1v1s? Refused flank= impossible/irrelevant in 1v1. etc etc etc
Timing is more important when trying to mount a combined strike vs multiple opponents.
Nat.expos=?
More recovery= harder kill
The diversity issue... try com-dropping to *that* hill part way across the map in a 1v1, watch you base get rushed. See many LRPC/nuc/t3 (lol t2?) in 1v1s? Refused flank= impossible/irrelevant in 1v1. etc etc etc