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13:20, 17 October 2017 | GrubbmGait (talk | contribs) | New reply created | (Reply to Incredible APS gain!) |
12:05, 17 October 2017 | Xor (talk | contribs) | Comment text edited | (fix) |
11:21, 17 October 2017 | Cb (talk | contribs) | New reply created | (Reply to Incredible APS gain!) |
11:18, 17 October 2017 | Xor (talk | contribs) | New reply created | (Reply to Incredible APS gain!) |
11:07, 17 October 2017 | GrubbmGait (talk | contribs) | Comment text edited | |
11:07, 17 October 2017 | GrubbmGait (talk | contribs) | Comment text edited | |
10:27, 17 October 2017 | GrubbmGait (talk | contribs) | New reply created | (Reply to Incredible APS gain!) |
03:19, 17 October 2017 | Xor (talk | contribs) | Comment text edited | |
03:10, 17 October 2017 | Rsalesc (talk | contribs) | New reply created | (Reply to Incredible APS gain!) |
03:09, 17 October 2017 | Xor (talk | contribs) | New thread created |
Congratulations! Never imagined that wall stick length can affect score that much!
How you escalated the scoreboard aways surprised me, and I’m pretty sure there will be a tough fight at the top of 1v1. Congratulations man!
Really a quick rise in the Duel field, where the improvements are hard and failures are easy. Looks like the domination of Skilgannon really is challenged on all fronts. Having a stick that is too long reduces your battlefield, and when you accidentally get cornered, big trouble getting out. Having a stick too short lets you run into the wall if you don't brake => predictable.
also, a stick too short may make you stuck in corner ;) This happens especially to FancyWallStick like wall smoothing method, which is the type ScalarBot uses.
Thanks guys!
Exactly, I had thought that the former wall stick length of 200 would keep me from getting cornered but it also kept me too close to the opponent.
It seems to me like the optimal wall stick is somewhere about 120 and 150, as the wiki article about Wall Smoothing says.
Getting stuck in corners (especially against rammers) is also dependent on your dive-in protection. Sometimes the only way to get out is to go towards the opponent, and your dive-in protection lets you change direction into the corner again.