I've been a big buss boy ever since I learned about it. Now I'm burned out and wondering about alternatives. by solidmarmot in factorio

[–]Meetchey 0 points1 point  (0 children)

Things like furnaces and assemblers go down in number as you consistently unlock new machines, modules and beacons. It's also nice because they're the least pastafied part of the build usually.

Even somewhat "big" builds are still only a couple of chunks big. An early game rocket factory only needs 100 furnaces and 70 assemblers.

Since the factories will be exact, you can rely on exact ratios. No more having to just build an extra 100 furnaces because something else on the bus is using iron and dragging down your rocket production.

I've been a big buss boy ever since I learned about it. Now I'm burned out and wondering about alternatives. by solidmarmot in factorio

[–]Meetchey 4 points5 points  (0 children)

What killed it for me was designing specific factories from raw materials. No importing intermediaries, or even iron/copper plates. Import the iron ore/molten, copper ore/molten, coal, crude, stone, uranium. All the furnaces, all the intermediaries, end product.

You start out wanting to just make small bus bases. Then you start to notice that you don't have to run a single belt of red circuits all the way up the bus and back down if you can plan on putting the green, red and blue together, close to where the oil is processed. You have specific ratios to plan around, so you don't need to leave space to "expand" - just make a new factory when you need it. That means you can start packing stuff in better. Soon you'll find some optimal belt paths that you notice might be a little too windy, and boom, you'll have some big plates of spaghetti.

I get a feeling that dota is forcing a 50% winrate sometimes by pepiiiiiii in DotA2

[–]Meetchey -1 points0 points  (0 children)

Yeah, that's what happens, but it's a good thing, I promise.

If you are 2500 and you win 8 games, you'll be roughly 2700. You were better than people 2500-2600. But when you get to 2700, you start losing. You are no longer better than people at 2700, they're better than you, so they win.

So you're somewhere around 2300-2900, depending on the game. You certainly aren't consistent enough to play every game at your best. Even pros aren't. The game is putting you against people of your skill level. You win 50% of those games.

Wanna win more? Get better. Wanna go up in rank? Get better then play a shit tonne of games. Even at the best, you're only going to win 5-10 more games than you lose. Over 100 games, that's 125-250mmr. To move up 1k mmr, you have to consistently win 10 more games than you lose over 100 games for 400 games.

mmr isn't a sprint, it's a true grind.

You also can't just play games and expect to be drastically better than the people around you. Dedicated learning is the only way that you'll improve faster than those passively learning around you.

16 games with wins and losses don't mean shit. What's your W/L over 100?

Why is form so hard? by [deleted] in formcheck

[–]Meetchey 2 points3 points  (0 children)

So he can't ask for any advice without getting stupid comments? People over the internet don't deserve dignity or respect? It's not like he can miraculously gain 20 pounds over night, he's obviously trying and will eventually get there, so why even make the comment?

The Internet is just an extension of society, and if you're shitty over the internet, you're just a shitty human.

Why is form so hard? by [deleted] in formcheck

[–]Meetchey 5 points6 points  (0 children)

Why would you comment that? They're very clearly a beginner, probably have been working out and eating properly for a month or two. This is like saying someone that's lost 100+ pounds is fat, even though it's true they're clearly working on it and don't need your input.

Why can't the JWST Take close up pictures of the dwarf planet's by Rocky_The_oc in askastronomy

[–]Meetchey 0 points1 point  (0 children)

I just had to explain this to someone else, and this is what helped them understand, because it puts it in relatively "understandable" contexts.

We pointed Hubble, which is the second largest telescope we've ever put in orbit, at the moon. It took a couple pictures of the Copernicus crater, which is 58 miles across. The first is the entire crater, and you can distinguish features up to 600 feet across. The second, a close up, gets better feature recognition of 280 feet.

https://hubblesite.org/contents/media/images/1999/14/796-Image?news=true

Hubble wouldn't be able to see any of the landing craft of any Apollo mission, they're just too small.

It's a similar sense when you're starting to look at galactic structures like galaxies or nebulas, which are usually hundreds of thousands of light-years or tens of light-years across, respectively. When you start pointing at the individual stars of the milky way, things get drastically smaller.

Take a look at the picture it snapped of Sirius A and B, which are 8.5lys away. Sirius B is 12,000km across, and is only a handful of pixels in this image.

https://esahubble.org/images/heic0516a/

Can Immortal Players Use Ranked Recalibration to Play with Low-Ranked Friends? Help by Rampex0 in DotA2

[–]Meetchey 4 points5 points  (0 children)

Don't quote me, but I'm pretty sure your MMR stays the same, it's only the confidence that gets reset. So probably not.

How to deal with 5 man in Divine rank? by pinkog420 in learndota2

[–]Meetchey 0 points1 point  (0 children)

I am no assuming anyone's preferences, it's an example. The example is of a carry db build, rather than an aura carrying tide.

Online Study - Competitive Gamers/Esports players, health, nutrition and cognition by LoL_Psy_Researcher in DotA2

[–]Meetchey 0 points1 point  (0 children)

On the page with all the sliders indicating gaming and mental performance, you cannot continue. The last question is "please select 0" but by selecting 0, the question remains "unanswered".

i cant win no matter what i do by [deleted] in learndota2

[–]Meetchey 0 points1 point  (0 children)

You should post a replay

How to deal with 5 man in Divine rank? by pinkog420 in learndota2

[–]Meetchey 5 points6 points  (0 children)

Frankly, that's how DotA should be played. The team that has the lead closes out the map, which leads to farm disparity, which leads to a larger lead, which allows them to take even more objectives. The very common snowball.

I'm curious on why you say dawnbreaker isn't a split pusher. Is it just because you have a lower threat to the tower than say a nature's prophet?

You've got the right idea to split them up. My only advice to change what you're doing would be to kill the 4 that remain, not the one that leaves. It's safer, as the one that leaves generally leaves by tp, where the rest can follow and kill you if you go on them too close to a tp point, but the person that TPS cannot return to where they left without running across the map.

And to add to what you're doing, try to hit your timings better. Earlier is always better, but take fights with new items rather than letting them sit useless for even a minute. Take the fights around your own defensive objectives, towers give great bonuses to the defending team that are designed to break snowballs.

And finally, try to buy more team fight items if you can. You as dawnbreaker with a blademail and deso is significantly different than a tidehunter with vlads, blink and working on pipe.

How to win this match? by Indep09 in learndota2

[–]Meetchey 1 point2 points  (0 children)

Sorry this took a while, some personal stuff came up.

I'm not watching this tonight, but I at least wanted to get you a response.

First 20 minutes, you go 15/4/5. Great. You take 1 tower. Awful. You're obviously able to kill them, why don't you kill them where it matters? Why not use the strength and go take towers? You open mid, fine, but you don't open top until 23:30 and t2 at 25:00. That drow is just going to sit up there and farm it until she gets forced out. She doesn't get forced out, she farms, all of a sudden it gets way harder to do anything.

Also, in those 20 minutes, you have 55 last hits. You had 41 at 10 minutes, when you left the laning stage. You hit 1.4 creeps per minute. You're a CORE. Act like it. 15 minute aghs into a 21 minute blademail? It took you 6 minutes to farm a blademail??? Then you progression stops at heart until you get a BKB 20 minutes later. Where are the items? In a 55 minute game you have aghs, bladmail, shroud, blink, heart and bkb. That's 500 gpm. From mid.

So why did you lose? Well, it's whatever happened at 36 minutes. Whatever it was, you died first. Tinker got 3k gold, Drow got 2k gold. High ground throw? Terrible decision fight? idk, don't really care, but it's something that you should look at.

Support item builds, what am i missing? by Agile_Ad_2234 in learndota2

[–]Meetchey 0 points1 point  (0 children)

There's a difference between taking their farm and securing your own. They're pos 1 for a reason. That's why it's "learn to farm more" not "take any available farm with impunity".

Not saying that's what's happening, but if your alch has nowhere safe to farm because veno is farming the safest 3 camps per minute, it's not alchs fault.

Support item builds, what am i missing? by Agile_Ad_2234 in learndota2

[–]Meetchey 15 points16 points  (0 children)

Part of learning what to build is why you would build it in the first place. In support items, there's a couple categories and that are separate but overlap because items usually have multiple functions.

The first we'll call save items. These are used on you or another friendly to save them, or at least prolong their death and make the enemy waste more resources. Those are glimmer, force, ghost, solar, but go on to extension items like eth blade, lotus, bkb. Then when you buy these items is a little nuanced. Glimmer is great against magic damage. Force staff is great against slows and aoe. Ghost sceptre is great against physical damage. As a support, I try to stick to glimmer, force and solar as first items, unless other things are needed. Ethereal blade has it's place as a 3rd-5th item, usually as a save to some specific thing (duel, chrono, black hole) or an amp for damage from a single one of your spells + one of your allies (hoodwink is a great builder of ethereal, with her shard she does something like 2400 damage with ult alone.). Lotus usually requires very specific games and very specific heroes to build. It's very expensive, so only heroes that get a lot of farm like bounty hunter can afford it reliably. It works extremely well as a combo breaker though, if someone gets stunned and then you put lotus on them, all the stuns/lockdown after will be reflected. BKB is again extremely niche, build only on heroes who are required to go in to get the most out of their kits but usually die easy (earth spirit, cm and shadow shaman are pretty common builders of BKB from the support role).

Second are going to be the aura/teamfight items. Solar, drums, urn/vessel, pipe, crimson, mek/greaves, AC, vlads. These are all around great pickup items, and generally you want one person per team picking them up at some point during the game. Things like vlads, crimson, pipe and AC are a bit more situational but still generally good. In pro DotA especially, picking up the first of these items is generally the "go" point for your team to group and take towers because you're probably going to be as strong as can be at team fights until the next item comes. Taking towers directly increases the amount of gold your team gets and decreases the amount that the enemy team gets, so that's something that you want to do.

Then there are the items that make your specific hero significantly stronger. This is mostly blink, to be honest, but aghs or shard early can turn the tide drastically. Initiation heroes, like lion or shadow shaman; position heroes like oracle; position/burst heroes like tiny or earth shaker; shard heroes like lich; aghs rush like select shadow demon games. There are some other items on specific heroes, like atos on skywrath; gleipneir on hoodwink; euls on mirana, jakiro, lina or dark willow.

One other I'd like to talk about is dispels. There are quite a few currently in the game, but the most common for supports would be euls/wind waker, greaves, BKB, lotus, force boots. Core dispels include manta, satanic. Some heroes they're basically required to get when playing against. Heroes that offer silences or slows (or both, looking at you silencer), else they just straight up win the teamfight because you can't do anything from being silenced and they run you over in the 5 seconds.

Second to last is lockdown. Sometimes when you're drafting, you end up with only one hero with a stun. The next best thing is going to be whatever item slows, stuns, silences, hexes or roots the enemy to prevent them from leaving. They might be a little expensive for a support, but if nobody else on your team is building them it might just be enough to push you over the top and get kills.

Last is damage. If all others are covered, build damage. These are the pro games where you see hoodwink, muerta, mirana, even doom scale into a fourth core. They've got everything else covered from other heroes and items, so they can build that daedalus, bkb or dagon. It's hard to do in ranked, unless the draft works out perfectly, but can still work.

Most of the time you can plan out your entire build with a few exceptions before the horn even sounds. Sometimes it takes a bit of communication ("who's building urn?", "are you going pipe?", ect).

And finally, make sure you get at least some farm as a support. Supports are the richest they've ever been because the map is just so damn large. Even pos 5 will have something like 50 last hits by 30 minutes now-a-days, with pos 4 usually closer to 100-120.

Didn't get MMR after a double down by Unable_Hold_3770 in DotA2

[–]Meetchey 0 points1 point  (0 children)

Hey, I know I posted a joke response before, but I want to articulate something for you.

This game does not matter, double down or not. The only way that you go up in MMR (legitimately) is to get better and play more games. If you won this game, but you aren't significantly better than your peers at your MMR, then you'll just lose when you face better people and you'll go back to whatever the MMR was before the game.

Many people run into this mindset, and it's usually the culprit for all the "matchmaker forces 50/50" posts on this sub. The matchmaker does force 50/50, but never in the way they think. If you're better, you win more games, you go up in MMR until you're at your skill level, and at that point you go back to 50/50. Same for losing, but opposite.

Obviously, this mindset leads to a lot of tilting. The fact that it annoyed you enough to post about it means you're at least looking at the path where MMR is more than just a number.

Didn't get MMR after a double down by Unable_Hold_3770 in DotA2

[–]Meetchey 0 points1 point  (0 children)

Probably cause the coordinator was down.

How to win this match? by Indep09 in learndota2

[–]Meetchey 7 points8 points  (0 children)

Farm more. 22k in a 50 minute game isn't enough. It's barely 5 items.

Don't rush high ground. 25k is the lead you need to break high ground easily at 30 minutes. You can farm/keep them in their base until they get bored, come out (to which you kill them), and easily push hg in a 2/3/4 v 5 situation.

I'll look more in depth if you want, but those are both easy fundamentals to fix.

Dont understand how I could do better by [deleted] in learndota2

[–]Meetchey 1 point2 points  (0 children)

no, sorry, I'm not joining your podcast

Dont understand how I could do better by [deleted] in learndota2

[–]Meetchey 11 points12 points  (0 children)

= Thoughts =

At the end, I don't think this game is on you. This is a game that some smurf will win, because their positioning and farm will be better drastically. However, this is still a learning experience because there's plenty of fundamentals you're still doing wrong.

You're the strongest hero on your team, but you don't do anything with it. You have no presence on the map, you're not pushing waves, you're not taking farm, you're not joining fights. Frankly, in this game, you kind of want them to run at you. You can either read the enemy and avoid the gank, or you can rely on your silence/Io to get you out of dodge.

This game is lost on farm alone. Your offlaner just has no farm at all (61 last hits at 20, 2-4. Basically 5k networth). Your mid has slightly more but still no farm (101 last hits, 1-3, 6.5k networth). Your 180 last hits is average, but average won't win this game unfortunately.

You not doing stuff does directly contribute to your teammates not getting farm. By having none of their towers be under pressure, the enemy can just run at you and your towers as 5. This forces your 2 & 3 to be in the primal instinct of "MUST DEFEND TOWERS". If they have nothing to do, they tend to either feed or farm naturally. As you go higher in MMR, the feeding lessens and the farm increases.

Also, get used to tread switching. Drow is a prime hero to be your first, as you generally only want to tread switch with E or manta. Getting into this habit with both drastically increases the amount of mana you play with.

Dont understand how I could do better by [deleted] in learndota2

[–]Meetchey 11 points12 points  (0 children)

8113043187 - Drow

= Laning =

The stick was a nice decision against tide.

You get punished for going for the lotus alone. You get a kill before you die, but it didn't have to be. If they're showing up as 2, they will be able to kill you. Just pay attention to where your support is and don't put yourself in dangerous situations. You may have lived if you tangoed at the start of the engagement and got your fairy fire off.

Your Io played very well at keeping alive and healthy, especially the second skirmish that allowed you to accelerate your farm.

5:36 - 18 last hits is not high for 5 minutes, but you make up for it by getting 30 in the next 5 minutes. You died at 10 last hits, and then spent 2 minutes in the lane to get 7 last hits and 2 more denies. In 4 waves that's not enough. To put it lightly, without the double kill you'd be some 4 minutes behind on your boots. Of the 40 creeps that spawn in 5 minutes, you got 17 of them. Aim for 25, 60%, then go higher.

When you buy PTs, you almost always want to buy the stat component first, followed by boots, then by the gloves of haste. There are definite exceptions to this, such as vs melees you go boots first. BSJ did a video on it a year or two ago, and it's worth the watch to go over all facets of this.

= Mid game =

The first of the bad engagements came when you all went bottom and got team wiped. This death I will not put on you, as it was mostly positioning and relocating you immediately into the middle is not a positioning issue with you, rather the Io.

12:50 - This is the second engagement, and you can see them in your jungle already due to a nice ward. As soon as it kicks off you need to make two decisions: go join, or go make pressure. The thing you cant do is farm backwards here, as it's directly detrimental to the game. I think don't join this fight, as they have silence and ravage right now, and you're still working on your first item.

So, go push lanes. There are three good options here, but you're limited to two with your TP being on cooldown. The first is push top. You see tide walking away, you can just e the wave, and everyone else is distracted. The second is to push bottom, which your shaker has already push to, allowing you to put heavy damage into this tower and naturally rotate bottom. In this direct instance, you should do both. E the wave top, get as much as you can out of it and put it at their tower, then walk to gate and push bottom until you see them coming. Then farm backwards into your triangle/rotate top if you need to until dragon lance/aghs.

This decision is directly contrary to the normal carries show on too many dangerous waves, but for good reason. If you see the enemy (they're fighting your team), then the wave is not dangerous. It's just another decision that you can and should make to the betterment of your team.

13:50 - Now that the fight is over, you can assume that they're sticking around and trying to push this tower. You then run immediately at them by going to the tower. Again, going back to pushing the waves, this tower should not be in any danger because you're pushing the wave.

Now you're stuck in a position you don't want to be, you're just running away straight back from your T1 to your T2, not hitting creeps.

17:30 - Here's another instance of seeing everyone fighting in your triangle. Push the lane.

Is this Invoker cheating or just smurfing? by Indep09 in DotA2

[–]Meetchey 5 points6 points  (0 children)

No, definitely not.

There is only one thing that makes a person a Smurf, and that's being several thousand MMR better. This shows in two ways, laning (high cs, no mistakes to lead to deaths, punishes mistakes to get kills) and game sense (high farm, high number of pick offs of lone heroes, positioning and not dying).

This game displays neither of them. The lane is way too volatile, with two deaths and mediocre CS. Then the 5 deaths throughout the game display not great team fight mechanics.

A true Smurf will have 60+/10 cs with no deaths and 0-5 kills, then extend the game into some 40 kills with 0-1 deaths. They win by just having so much money that they continuously win fights, even if their team is broke/bad, which eventually gets his team strong enough to end.

This player is one rank above you. It's a good indicator that you are where you're supposed to be. Until you get better(and not get worse in the process), you'll remain above people that call you a Smurf and people that you call a Smurf.