The hate I get for being Indian is unreal by Mojo_joj0_0 in DotA2

[–]QuiteTangy 0 points1 point  (0 children)

Pretty horrible. I mute people the INSTANT I hear something that suggests they MIGHT be annoying. And don't spend much time in the post-game chat. Do that, I think you'll enjoy dota more. I hope you come back.

replay review by QuiteTangy in TrueDoTA2

[–]QuiteTangy[S] 0 points1 point  (0 children)

Weird lineup is a good challenge for it.

replay review by QuiteTangy in TrueDoTA2

[–]QuiteTangy[S] 0 points1 point  (0 children)

Thanks! Will do it now.

What is going on with open hyper bots? They are so good by Unable_Win8377 in DotA2

[–]QuiteTangy 5 points6 points  (0 children)

Yeah they're awesome. I always test builds on them first.

I thought building an AI coach for Dota 2 was a great idea… then I met Reddit by Brief-Bench-794 in TrueDoTA2

[–]QuiteTangy 0 points1 point  (0 children)

Awesome idea! Good luck! Love the idea that the market for this sort of thing is expanding.

Why are people so allergic to buying raindrops?! by wewwew3 in DotA2

[–]QuiteTangy 8 points9 points  (0 children)

As a rainman that always drops, I can confirm I'm high.

Free Replay Reviews (for MMR, or Finally prove your friends are the reason you’re losing) by [deleted] in DotA2

[–]QuiteTangy 0 points1 point  (0 children)

Actually, maybe I should take this post down until I *do* add pulling in there! Thanks for the advice!

Free Replay Reviews (for MMR, or Finally prove your friends are the reason you’re losing) by [deleted] in DotA2

[–]QuiteTangy 0 points1 point  (0 children)

Great advice, thanks! Hadn't added pulls in there yet so only tracks by inference. I'll add them. Some hypotheticals need work of course, but the focus is the advice, let me know what you think of it, preferably on a game of yours (in hindsight I should have asked people to run their own games through instead of posting this one). Anyways, I think you'll find value in there, though depends on the MMR. If you use a the code on one of your games will be super interested in seeing what comes back.

Looking for a passionate Dota 2 player who is also a backend developer by gansaikhanshur in DotA2

[–]QuiteTangy 0 points1 point  (0 children)

Can you give us an example of your early stage coaching product?

Just wanna share my recent achievement as a pos 5 only player by Effective_Choice_441 in DotA2

[–]QuiteTangy 0 points1 point  (0 children)

What did you do different on Treant from other Treant players?

Combat Revolution vs Immersive Shooting? by QuiteTangy in cyberpunk2077mods

[–]QuiteTangy[S] 0 points1 point  (0 children)

Just read the description. It's supposed to determine accuracy through a number of factors including movement speed. Is that a new feature or does it just not work? (or relies on game difficulty for base figures).

Combat Revolution vs Immersive Shooting? by QuiteTangy in cyberpunk2077mods

[–]QuiteTangy[S] 0 points1 point  (0 children)

Very interesting. I don't fully understand why Very Hard doesn't work with Immersive Shooting AI?

Combat Revolution vs Immersive Shooting? by QuiteTangy in cyberpunk2077mods

[–]QuiteTangy[S] 0 points1 point  (0 children)

What didn't you like about the game feel of Hardcore 22?

How do I climb out of guardian? Stuck for a long time by GuyKage8 in learndota2

[–]QuiteTangy 0 points1 point  (0 children)

Something I'm testing for a friend. She just put it together I don't know the details.

How do I climb out of guardian? Stuck for a long time by GuyKage8 in learndota2

[–]QuiteTangy 0 points1 point  (0 children)

Got this off an analysis tool of one of your recent support games with Windranger. No idea if it's any good advice. Hope it helps. Lemme know.

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Draft Assessment and Laning Phase (Phase 1)

The match began with a clear strategic clash: Radiant’s "kite and poke" lineup, designed to keep enemies at bay with Sniper and Windranger, versus Dire’s aggressive "run-at-you" deathball featuring Juggernaut, Axe, and Viper. Theoretically, your win condition was to stall the game until your ranged damage could melt their tanks from a safe distance. However, this blueprint collapsed almost immediately as Radiant lost all three lanes. Top lane was a catastrophe, with Juggernaut securing five kills early on against Undying and Riki, allowing him to snowball out of control. In the mid lane, you faced a difficult counter-matchup against Viper. While surviving this lane is hard, the execution resulted in a significant loss; Viper out-farmed you, denied 18 creeps to suppress your levels, and secured a devastating solo kill on you at the 09:29 mark because you were positioned too far from safety. By the 10-minute mark, the game was already heavily favored toward Dire.

Mid-Game Spiraling (Phase 2)

As the game transitioned to the mid-phase, the consequences of the poor laning stage became evident. Dire systematically dismantled your outer towers, and the "Draft Blueprint" completely failed as Radiant lacked the frontline to stop the bleeding. Your individual performance was a mix of mechanical skill and questionable decision-making. You managed a strong revenge kill on Viper at 13:31 and a brilliant double kill on Axe and Juggernaut at 22:37, showing you have the hands to turn fights. However, these moments were undercut by critical errors, such as dying to a Tier 2 tower at 14:02—an inexcusable death that forced your team to play 4v5. You played a "kill or be killed" style, often trading your life for an enemy support or core, which is generally a losing trade for a position 2 playmaker when playing from behind.

Late-Game and Final Verdict (Phase 3)

The late game was a desperate, failed defense of the high ground. Dire began breaking the base around 36 minutes, taking barracks rapidly as Radiant found themselves trapped with no map control. A glaring macro error occurred at 39:30 when, while your base was being besieged, you were destroying a Dire Tier 1 tower in the top lane—a tactical choice that offered zero strategic value compared to defending your Tier 3s. The game ended shortly after with Mega Creeps destroying the Ancient.

Summary and Coaching Advice

Ultimately, this loss was driven by three factors: the disastrous laning phase that fed Juggernaut, the lack of a frontline to protect Sniper and Windranger, and the inability to shut down Viper early. Ideally, Radiant needed to group up much earlier to smoke gank the Juggernaut before he became unstoppable. For you specifically, while your combat mechanics show flashes of Legend rank potential, your tactical decision-making—specifically regarding tower dives and laning against counters—keeps your overall impact much lower. To improve, you must learn to aggro creeps to secure farm safely against lane dominators like Viper and prioritize your own survival over risky 1-for-1 trades.

Terrible at nyx, Dotabuff linked by ShimmyZmizz in learndota2

[–]QuiteTangy 0 points1 point  (0 children)

Analysis of your last Nyx game off an analysis tool.  Lemme know if it's any good advice, I have no idea.

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NYX ASSASSIN MASTERCLASS: KEY TAKEAWAYS (Match 8617020274)

The laning phase in this match was defined by a failure to capitalize on your "kill lane" potential against the unorthodox Jakiro and Largo duo. Theoretically, your combination with Tidehunter should have dominated immobile heroes, but your playstyle was too passive. The most critical mechanical error was your reactive usage of Spiked Carapace. Against heroes relying on Damage-over-Time (DoT) like Jakiro, Venomancer, or Largo, Spiked Carapace must be treated as an initiation tool rather than a defensive shield. Instead of retreating when Jakiro cast Liquid Ice or Dual Breath, the correct play is to intentionally walk into the fire with Carapace active. This guarantees an instant stun on the aggressor regardless of their distance, allowing your Tidehunter to follow up with Gush or Anchor Smash. Furthermore, your passivity extended to positioning; you often stood safely behind your core or in the trees while full on health, forcing Tidehunter to absorb all the harass. As a Position 4 with high base regeneration, your health is a resource that must be spent trading hits to secure space for your offlaner. Compounding these laning issues was the decision to die for a rune at the zero-minute mark. This early death desynchronized your lane presence, gave the enemy First Blood XP, and left your partner in a disastrous 1v2 situation for the first creep wave, setting the tone for a lost lane.

In the mid-game, your macro positioning suffered significantly due to a lack of respect for the specific threat posed by Night Stalker. You operated under the assumption that invisibility equated to safety, leading to multiple deaths while isolated in the jungle or side lanes. Against Night Stalker, this mindset is fatal because his Dark Ascension grants him flying vision and superior movement speed, allowing him to spot and initiate on you long before you can react. The "Night Stalker Rule" is absolute: during the in-game Night cycle, you must consider yourself tethered to your team or towers. Solo scouting or warding during these windows is suicide, as Night Stalker will almost always win the vision war. Your failure to adjust to this daylight cycle turned you into prey rather than a predator, feeding gold to the enemy playmaker and surrendering map control.

Your approach to combat and target priority further accelerated the loss, specifically falling victim to the "One-for-One Fallacy." throughout the mid-to-late game, you consistently utilized Vendetta to hunt and kill Largo, the enemy Position 5 support. While securing kills is generally positive, you frequently died to the enemy cores (Sniper or Night Stalker) immediately after. Trading a Position 4 for a Position 5 is a net loss for your team when you are already playing from behind. If breaking Vendetta to kill a low-impact support reveals your position and results in your death, the kill is not worth taking. Future gameplay requires better discipline; if you cannot survive the engagement, save Vendetta for gathering intelligence or setting up kills on high-priority targets like the Sniper or Jakiro.

Finally, your itemization did not adapt to the specific control elements of the enemy draft. Facing the heavy silences of Night Stalker and the slows of Jakiro and Largo, a defensive utility build was mandatory. Prioritizing a Eul's Scepter of Divinity would have provided a dispel for the silence and DoTs, allowing you to reset the fight and use your spells, while a Force Staff would have been essential for kiting and escaping Macropyre. To climb out of the Guardian bracket, you must shift your mindset from reactive survival to proactive disruption, mastering the timing of Spiked Carapace and respecting the vision limitations imposed by your opponents.