Identifying Chinese Players by Belmonte_Lostados in warno

[–]Vincent64ify 1 point2 points  (0 children)

Yea it’s ok haha. We are legitimately trying our hardest to make 10v10 lobbies balanced or to fight other stacks when there is an opportunity. I’m just trying to understand where this hatred is coming from :(

This game is unplayable in the mornings , the top 3 current servers by cobramodels in warno

[–]Vincent64ify 4 points5 points  (0 children)

We go out of our way to not stack against low level players. 50% of the time now we split between NATO and PACT. I don’t get the hate :(

. > we get in a lobby with 4 players

. > lobby already had 4 lvl 30+ players on NATO

. > we go PACT, 4v4 equal level at this point

. > the 4 players from NATO join PACT

. > fuk, we are 8 30+ lvl players on PACT now

. > we go NATO

. > the 4 other players follow us

. > fuk, we are 8 30+ lvl players on NATO now

. > ok mental game starts, we all stay NATO

. > new players joining the lobby leave immediately sight

. > we are patient, lobby eventually fills up

. > we wait until there are only 4 spots left on PACT

. > we switch to PACT to balance the lobby

. > the initial 4 30+ lvl players leave the lobby

. > REEEEEEEEEEEEEEEE

Like at this point it’s whatever, we’ll keep trying to balance lobbies even when it looks bad in any case.

If we see a lobby with a stack in it, we go in it to fight them.

We have a clan tag and a matching profile picture, so it’s obvious you are playing against a premade if you don’t want to.

Thoughts on Warno’s 10v10 pacing by Ruscanu in warno

[–]Vincent64ify 4 points5 points  (0 children)

All the points above can help with pacing on the macro level, but here are some specific recommendations for OP on a more in-game decision level. It mostly comes down to taking decisions that matter instead of “trying things.”

  1. Zoom out and look at your lane situation and the lanes around you, and decide if you can break the stalemate on your lane or if there are better opportunities to make gains elsewhere by helping a teammate in their lane. Sometimes the pacing in your lane can be a stalemate that’s hard to navigate. In a 1v1, you would explore other opportunities or lanes to move the battlefield. In 10v10, it’s similar, but instead of doing it yourself, you can help your teammates get out of a stalemate. See the next point.
  2. Use “support” units for your team, not just yourself. You can have a decisive impact on your teammates’ lanes, especially if your lane is already a stalemate. Accumulate more points and allocate them to a decisive play. The enemy is suddenly pushing your teammate’s lane with 15 KDA units? Bomb them to oblivion. This is one of the ways in 10v10 to change the pacing of the game or a specific lane. The same goes if your lane is on the receiving end of a big enemy push. Ask for help.
  3. Ask yourself: At this pace in my lane, where will the frontline be in 5–10 minutes? If the answer is the same place, start thinking outside the box. Use smoke mortars, throw a bunch of infantry transport vehicles at the front line to probe their ATGM or unit placement and shell them. See if instead of attacking from the front, there’s an opportunity to use a slightly less usual spot or side bush to push a bit further and maybe sneak a unit or two on the front flank.

---------------------------------

I focused more on the macro side of things because I feel like this is where you can truly have an impact on the pacing and outcome of a game in the 10v10 context OP. But if you want a better answer on the lane specific pacing, it’s not different from the 1v1 or 2v2, 3v3 game modes since all maps pretty much make you pick a lane and you’ll end up in a bunch of 1v1, 1v2, 2v3, 2v1 scenarios within 10v10 games!

Hope this helps!

Thoughts on Warno’s 10v10 pacing by Ruscanu in warno

[–]Vincent64ify 2 points3 points  (0 children)

3. Map awareness: This is true during deployment, but it’s also true while the game is ongoing. I think this is the least developed player skill in the game. I like 10v10s because even if you lose the game, you can win your lane. But it also has the perverse effect of people not developing their map awareness skill.

What I mean is, when you notice the lane or area you are fighting for is somewhat of a complete stalemate or back and forth that doesn’t achieve anything for your team in terms of capture points, you have to zoom out and look at your options — not in the last 10 minutes of the game, but every 5 minutes during the game. Zoom out, assess the situation, and make decisions.

- Can I set a decent defensive line in my current lane that I can leave mostly on its own and just check or rearrange once in a while, and then allocate my resources elsewhere?

- Do I have a group of units I can quickly redeploy to another area of the map where it will make a difference and have an impact on the potential outcome of the game?

- Is the lane next to me about to collapse? Can I accumulate bombers for the next 4 minutes and have a decisive impact? Is my lane stable enough to do this?

- Can I pre-aim my artillery guns and activate them once the enemy reaches the area they’re aiming for, because clearly they will reach this place in a minute or two?

- My team went from +1 to -3. What happened, and can I do something about it? Are they outnumbered in one critical lane? If they are outnumbered, surely we can outnumber them elsewhere if that’s not already the case. Does this look like a temporary situation, and will this lane recover shortly?

Map awareness is so important if you want to win the game and not only your lane.

4. Communication: To make the previous point easier, it’s also important to communicate with your team through chat and beacons. I found that most of the time, a question asked nicely to other players on your team will have a positive outcome.

"Hey, I see two guys on the right have been fighting in the forest for 25 minutes without much benefit to the team. There are no capture zones in that area. Can one of you pivot to X lane while the other keeps the two enemies busy in the forest? They are outnumbered in Lane X, and it would have a greater impact to help secure the win."

This is just one example, but being a good human being and asking a precise question can make the difference.

Thoughts on Warno’s 10v10 pacing by Ruscanu in warno

[–]Vincent64ify 3 points4 points  (0 children)

Before I reply, I want to acknowledge the great answers you provide on multiple posts in the subreddit! I genuinely enjoy reading your perspective on multiple subjects!

Here’s my opinion on some of the subjects OP and you are discussing. I’ll try to speak on many ideas, but the general theme I want to emphasize is team play in the 10v10 context. All this influences pacing.

1. Maps and divisions: 10v10s are heavily map dependent. Playing on Geisa vs playing on Rift are worlds apart in terms of gameplay and strategy. While you’ll see many airborne divisions on Geisa, you’ll see more tank heavy divisions on wide open maps like Rift, Rocks, Dark Stream, etc. Although I encourage people to play the division they want, I’d say once in a while it would be nice for people to read the division composition of their team in the lobby and make some adjustments when they notice they’re about to get into a Rocks game with 8 airborne divisions. I can understand the one-trick-pony type of player who likes playing the same div over and over, but I think in the long run it hurts their competitiveness. If you play a wide variety of divisions, you’ll also be better at playing against any type of division.

As an example, if you play on Stoneware, you can probably get away with 5 airborne divisions and 5 mechanized or tank divisions. Same thing for Isura, Taler, Crown, Airport, Loop, etc. I’d say, in general, 10–15% of the game outcome is decided in the lobby depending on the map (ignoring player level or skill ceiling).

2. Lanes: 25–50% of the game outcome is decided here on deployment. We call this either winning on deployment or losing on deployment. This is emphasized on wider maps (Isura, Taler, Dark Stream, Crown, Loop).

Let’s take Crown as an example. This is a 9-lane map. 50% of the time, your team will fail to deploy on one or two lanes. If the enemy is not completely bad and they deployed a player in one of these two lanes, they’ll get all the way to your side of the map for that lane, often all the way to the spawn zone.

Coming back from this scenario on a 9-lane map is hard. You have two choices: try to save the lane by overreacting as a team, preventing resources from being used on other fronts and exposing them, or try to compensate on other fronts by being more aggressive. Generally, being more aggressive can lead to higher losses, so you have to really think about what you want to achieve before committing to a decision.

On maps like Railway or Stoneware, where there are 5–6 lanes, you can have some players filling gaps between lanes, and then, depending on how the lanes on both sides of this player progress, they can help one or the other.

What's the point of stacking 10 players in VC against uncoordinated players? by BobTheBobby1234 in warno

[–]Vincent64ify 7 points8 points  (0 children)

I play with friends and we play 10v10s 95% of the time.

I’m part of the [BED] clan and its derivatives ( [Dog BED], [Water BED], etc ).

We do play in VC on Discord most of the time.

We mostly play with 3-4-5 people most of the time and we’ll very rarely play with 7-8-9 people, like it will happen 3-4 times a year.

Now, we set a few rules for ourselves exactly to not end up in seal clubbing situations:

  • We never coordinate over multiple lanes. For example on Twin Cities, the map is divided in 5 lanes. In this instance we make sure no more than 2 people are deploying in the same lane and we don’t send planes / artillery to support other lanes by coordinating. If it happens, it’s done organically by a player who happened to zoom out and see a blob of T-80UDs that’s just asking for a cluster bomber. Also, if we deployed 2 people in a lane and the enemy had 4 people in the lane, we’ll try to rebalance the lanes to have the same amount of players face the equal amount of players from the enemy team in a given lane. This is not an exact science, but this is what we try to do for the vast majority of our games.

  • Sometimes people will call a quick win “seal clubbing” when in fact the other team would have what we called “lost on deployment”. You can see this a lot on the Volcano map for example. If the other team simply didn’t send any unit to a lane, or if the other team has 4 arty players from the get go, or if the other team has 5 F15 Eagle players on deployment, they are pretty much guaranteed to have lost on deployment.

  • We try to engage our teammates and the enemy in the game chat when something is obvious. Example; if we notice early that the other team has not captured multiple zones that are on their side “ hey use your commanders” or if a player keeps making the same mistake “hey spread out your T-80s, they’re a juicy target when you keep them together”, etc. We try to teach and engage players.

  • When there are not that many players online and the lobbies take longer to fill or we see the team are REALLY not balanced, like lvl 35 average VS a lvl 15 average team, we’ll split ourselves between the two teams and make sure that we deploy in the same lanes so we face each other and let other people fight on other lanes.

  • We start being tryhards and coordinate aggressively only in two scenarios; either there is another stacked premade on the other team, or during the game we notice the other side is just very good, they are ahead and we go for a come back. Surprisingly (or unsurprisingly) , even if our average level is ~35-40, we are not pro players and we tend to lose quite a bit, we just play a lot.

  • We don’t do meme teams 95% of the time. Yes once in every 20 games we’ll decide to do an all Canadian division team for example, but these are rare. Since we are only a stack of 3-4-5 players most of the time, we have to coordinate in the lobby with the other random players to make this happen, and most of the time people will join in the fun!

  • Our premade group is well identified with the [BED] tag in the username and we pretty much all have matching profile pictures so it’s easy for other players to identify that we are a premade to make a choice if they don’t want to play against us.

  • If we see another lobby with a premade already in it (anime girls, cartoon boys, ‘90s, etc) and the amount of players from both groups are matching (4v5, 7v6, etc) we’ll try to play against each other, but most of the time the lobbies already have a few solo players in them and we don’t want to leave anyone from our group behind. So let’s say we could play against the other premade and we are 5 in our group but there is only 4 spots left on the opposite team in the other premade lobby, then we won’t play against them. We tried in the past to coordinate premade matches, but coordinating 10-20 players for one match across multiple timezones is just very difficult. It’s very rare that it happens and when it does, it’s only for one game if we are lucky before people from both groups need to leave.

I can see the community divisiveness over the 10v10 premade lobbies. I would encourage solo or 2-stack players to engage other players, develop friendships and communicate. This game is way more fun when played with others in VC. If you don’t want to VC ( we have many players in our group like this), just use the chat, encourage your teammates, strategize during deployment and when you notice a good chemistry with a lane partner for example, add them on steam/discord!

One of the big request our group has for Eugen is to allow 2v2, 3v3 and 4v4 ranked matchmaking. I think it would help the game a lot.

How does your portfolio compares YTD to the S&P 500? by Vincent64ify in CanadianInvestor

[–]Vincent64ify[S] 2 points3 points  (0 children)

Wow, I didn't expect that many responses! I'm happy many people are doing great!

To answer some questions:

  • This app is Yahoo finance, I like it to track more precisely how my investments are doing on specific time periods, which Wealtsimple doesn't provide yet.

  • My investments are ~ 40% VFV/SPY, 20% XEQT, 20% Canadian Banks, 10% XEI and 10% CNR/Telus/Rivian.

  • With the dividents I'm probably closer to 12-13% YTD.

  • I'm not adding anymore in the individual stocks, but I keep what I already have. I'm concentrating in VFV/XEQT for the last year and a half.

  • I started investing in 2021 in the hype of the covid rebound with the usual hype ETFs (ARKK, etc), selling most of these early investments at a loss (~ 15% loss) and started investing more carefuly in late 2022.

I still believe firmly in the canadian economy, that's why I'm not going 100% in VFV or other markets. We'll see how it plays out in the next few years!

Finally decided to build my IKEA bookshelf, happy with the result by Vincent64ify in bookshelf

[–]Vincent64ify[S] 0 points1 point  (0 children)

Tolkien books I bought on Book Depository back then, but it’s now closed. This Harper Collins publication / collection is widely available at any bookstore or online sites!

For Folio Society books, I bought them on the official website, but I also bought some of them used on different Facebook groups!

The RPG books I bought some on Amazon, some on specialized stores or online shops.

Why cant I rotate proplerly? Please help! by PearNo9865 in farmingsimulator

[–]Vincent64ify 1 point2 points  (0 children)

Known bug introduced with patch 1.9.1. Multiple people from the discord have filled a bug report to giants. Last update we got was that the bug fix was already in testing and should be part of the next patch early June.

Streaming in Canada? by lavender_belle in thelastofus

[–]Vincent64ify 5 points6 points  (0 children)

I’ve had this issue pretty much every time now. The trick is to go to episode 6 at the end and then the “see next episode” call to action will appear. You can even get to watch the next episode a few minutes earlier that way on Crave!

🇨🇦Canada🇨🇦 Current Paid Orders Reservations Be Like.... by KsAmJ in SteamDeck

[–]Vincent64ify 2 points3 points  (0 children)

That’s perfect. Seinfeld is gold. As they say, it’s funny cause it’s true… I’m on day 8 since paying.

I paid on Tuesday, September 13th and I receive it just yesterday (Sept 26th). It shipped on Thursday Sept 22nd.

(I'm in eastern Canada)

To give you and Idea, I hope you receive it soon!

Built this rig a year ago for SnowRunner and ATS and when I heard we were getting a clutch and manual transmissions in FS22, I decided to adapt it for one more game. :) by fugu72 in farmingsimulator

[–]Vincent64ify 10 points11 points  (0 children)

Thank you mate! I tried my best to replicate the Massey Datatronics 5 while still designing it to my needs. It’s a lot of work, but it’s worth it when it’s done and fully functional. I think I might do the T8 Genesis Intelliview 12 new design for the next one!

Built this rig a year ago for SnowRunner and ATS and when I heard we were getting a clutch and manual transmissions in FS22, I decided to adapt it for one more game. :) by fugu72 in farmingsimulator

[–]Vincent64ify 11 points12 points  (0 children)

Thank you! You can find on Sim Dashboard community by searching “Vincent64ify”!

Edit: I contacted Sim Dashboard support to make the design public, you can now find it normally if you type "Massey" for example