MadCast: Pushover

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About MadCast: Pushover

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    Software Engineer
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  1. Year In Review

    So, League has their annual Year In Review up again, what are some interesting stats from your YIR? Naturally I like my Aatrox stats. Apparently I win games against Rammus (85% winrate) and tend to dunk Darius while dying to Lee Sin ganks.
  2. League of Learning (1-10-19)

    Pretty sure Olaf can. Does this mean there is no League of Learning this week, and the next one is on the 10th?
  3. Let's Play!

    I'd be down to play Don't Starve Together again, the last time I played it, it was in early alpha still, and didn't have a lot of the biomes implemented compared to the base game. I also would recommend Helldivers (see my other thread)
  4. Helldivers

    Have you ever had the urge to spread Freedom, Democracy, and Prosperity throughout the galaxy via copious amounts of bullets, lasers, and explosions? Sign up and defend Super Earth today! Helldivers is a top down shooter where you and up to 3 others complete missions against various aliens. Friendly fire is certainly on, everything can and will kill you. Fortunately, throwing bodies at a problem is a perfectly reasonable solution. This game is absolutely hilarious and everything will ALWAYS go according to plan. If you want a game like the Starship Troopers movie, then this is it. Last time it was on sale, I convinced @MadCast: Epic and @MadCast: Icarus to pick it up, but I'd love to get a full crew of 4 to go through some disasters missions together.
  5. League Events: 2018-2019 Holiday Season

    No more League events for 90 YEARS????
  6. MadCast League Season IV Feedback

    The big difficulty is getting 8 teams for Riot to offer prize support. That said, I think MadCast has run at least one of these in the past (I don't recall if the MadCast event where I first met @MadCast: Epic also had prize support... But the following year did.)
  7. MadCast League Season IV Feedback

    To put it bluntly, I don't think I would participate in next season's League under the current setup. Part of it is the time, 6 PM PST is tough on a weekend if I want to do anything with friends (or a lot of things in general, I was late to the finals today because the L5R tournament I was in ran longer than expected by more than half an hour -- because people didn't show up to that on time). Mostly it was the inconsistency of the schedule. Most of the time we were not sure whether we had a game on the day until roughly the Friday before, because all teams rescheduled games very often. This means I couldn't really plan things in advance with other friends for Saturday, since I had to keep my Saturday nights open for MCL. I'd also be happier if the games happened much earlier in the day (say 12 PM EST?) (or later than 9 PM EST, but I highly doubt people would be up for that...). Going over the rules in the registration thread, just some comments: Sundays as the backup day rarely work, since anything i schedule with RL friends will be for Sunday instead of Saturday. In practice, the match generally was pushed back to the following Saturday, which was good because the game actually got played, but bad because it meant the MCL season dragged on for a very long time. I really doubt that the 'reschedule by Thursday' thing was religiously followed, I think there should have been a lot more forfeits from various teams needing to reschedule and finding out on Friday/Saturday that they did not have a full 5 players. I would really make the 'be out of a game and available 15 minutes before' as a rule, and actually enforce forfeits if a team is not fully online say... 5 minutes after the start time. It could also be that you just give each team like 5 minutes of pause time for issues (that should be enough to cover a computer reboot/router reset), and time spent waiting for that player comes out of the pause time. Opening up dynamic scheduling for rescheduling a match should work if both captains can agree to a time. This naturally takes good communication with all participants of both teams, which seemed to be lacking. Perhaps forum support could help with this, where all players from each team must post to confirm (or work out with an admin if they are completely unavailable) that they will be available/unavailable at the specified time by midnight Thursday. Failing to post could count as 'not attending' the event per the MC terms. Rescheduling should not happen every week like it felt like this season. Failing to have 5 posts from 1 team means that team will FF. It should be up to the captains to agree to work out a time. I think everyone in MadCast is reasonable enough to try and work out alternate times, provided enough notice. Many of the MCL participants are online for League of Learning on Thursdays anyways. In this season, it seemed like the draft was subverted because there were a good number of fairly influential players that were added to teams in the middle of the season. I believe every single player who was plat+ who joined after the draft was placed on Luna's team. It needed the help, but you can argue that it got 'too much' help, since it ended up that 60% of the team was not drafted and that team took first place. Not saying there was a better solution, but I would say that it is unfortunate that the draft, in my opinion, did not end up fulfilling its stated purpose. I think that the better alternative is to have some admins work over the teams to balance them. It feels sort of bad that a decent number of players joined midway through the season (or later), and generally got assigned to whichever team looked worst. I think going off of the initial draft, I would still have put the teams in order of rank of captains, with Kyro having the strongest team (if by a very small margin), followed by Maesen, then Icarus, then Luna. From a strategy perspective, first pick doesn't matter too much if all roles have the same range of skills. One team can pick the best mid laner, the next can pick the best jungler, then the next picks best top, etc. Naturally, the downside of building the teams is it requires the players to trust in the ability of the organizers to build balanced teams. One thing I would like to point out is that bigger rosters will not make for balanced teams. If one team has 2 people who can play mid, one Diamond player and one Bronze player, the 'power' of the team will vary wildly with who is playing in that role. Sure, the games will occur more often, but the quality of the games will be generally worse under the stated goal to get parity between teams. Overall, I think I would be much happier with just a single day tournament (just have a full day of League, for example, run a groupstage-like double round robin BO1 into top 2 play in a BO3 finals if there are 4 teams). Attendance becomes very easy to track, you either were there for the start of the event or you weren't. Someone who has been playing League with MadCast for a very long time like Epic probably can recall how the old MadCast tournaments used to work back in like S1-3, where you signed up and showed up at the start time, then there was a draft of the players from the various captains (or the admins could generate the teams). an hour later everyone was off playing game 1 of the tournament, and games would start on the hour going forward. This avoids the cat herding problem that captaining a weekly league has (this was also an issue with the League club when I was in college).
  8. League of Learning Feedback

    Personally I get home typically within 5 minutes of 6 PM PST. I have missed games due to traffic on the commute back, because I get pulled into a late meeting, or a meeting goes long. I could not reliably sign up for LoL if you expect everyone to be on 15 minutes before. As I've said before, starting 30 minutes later is much more doable for me, but people want to end before 11 PM EST.
  9. Intro - 3footmonkey

    I don't know of any other L5R players in MadCast. I'm mostly a Scorpion player, but I'm currently experimenting with the new roles. KoW Crab is fun. I'll be back in like a week, we can play some games then.
  10. Intro - 3footmonkey

    Glad to see another board/card game player. I don't play Netrunner anymore, I'd be happy to talk about L5R or play some games on when I'm back from vacation. What's wrong with getting stuck against my Aatrox?
  11. League of Learning Feedback

    I think part of the issue is that drills can be done solo for the most part. Stuff like CSing early (I occasionally hop into a custom and see how close I can get to 43 CS at 5 mins, which is perfect CS with no jungle or TP involved when in a side lane). You might be able to simulate some basic mechanics like kiting just by using the practice tool and a practice dummy, same with some of the complex ward drops (ward over the top lane blue side wall near the first turret to land it in the bush, ward over dragon or baron wall to land in the tribush, etc). You could potentially open a thread on what drills people practice, but when it comes down to it, some things are moderately difficult to practice. Otherwise, it's hard to simulate a real game. 1v1s in the top lane are rarely realistic, because the person with better all-in pressure has a big advantage because they know there is no jungle intervention possible. If you do add a jungler, it just turns into 'which jungler is camping top more' since that's the only lane to gank. A lot of the concepts we have talked about in the past are very nebulous. To use objective control as an example, it contains elements of shot calling, vision control, teamfighting, wave management, etc. Drafting is another topic that I don't think we've covered heavily. Do you draft favorable lanes? Do you draft for a teamfight? Do you draft for a split push composition? How do you mix everything together? All of this takes understanding what each champion brings to the table, lane matchups, etc, and is impossible to really do without playing the game out. Fantasy drafts tend to not work out as well, since people will disagree on which picks are stronger very often. In the last few weeks, instead of attack move, I would argue that the upper ELO group has been focusing on communication, since whoever is trying to make a call needs as much information as possible to make the best possible call. It's also not a skill that's really possible to practice if you play solo queue, although you can still communicate to lesser effectiveness with pings. I think that in some cases (like attack move), some topics should be a weekly or biweekly topic. Alternatively, really nailing down a narrow focus within a broad topic for each week might be good. To use shotcalling as an example, week 1 could be related to making and following decisive calls. Week 2 could be devoted to communicating important information so that calls can be made. Week 3 can be about some of the small calls that are made throughout the game (can you help me with Scuttle/can you help me invade for their buff, etc), and week 4 could just be a summary week. A topic as complex as laning could even be used across 2 months, with topics such as vision control/gank paths, trading/harassing, wave manipulation, back timing/making good buys, drafting lane matchups while fitting a team composition, making roams, item/level power spikes and more.
  12. League of Learning Feedback

    I definitely liked skipping lane matchups in the higher elo group today, I think the first game laning was a little weird naturally (swapping Viktor/Darius vs Irelia/Malz to get favorable lanes), obviously neither team should have given up the solo kills in laning phase, and it was obvious what the favored matchups were. Allowed us to talk more about the draft as well as mid/late, which was where the gameplay really happened anyways. 2nd game just turned into one of those 'all 3 lanes and jungle wins' games, so I'm glad we got to skip 'well mid won... then bot won... then top won... then we grouped... and won'. We had good focus on communication in the first game. I think we did ignore the attack move theme (Boo to Epic for playing Malz and ulting me every fight, CLEARLY not allowing me to attack move ), but I don't think it mattered that much, the first game was an excellent game and we got some pretty decent analysis out of it. P.S: Buy your pink wards.
  13. League of Learning Feedback

    I would agree that we spend a lot of time talking about every lane. I feel like unless we are focusing on laning, or unless someone wants to explicitly comment about how someone did something maybe incorrect in the lane, a lot of the time the commentary from everyone is like 'eh we farmed the lane and that's everything' or 'I died to that gank when I should obviously have had that warded or played safer.' or 'I died a lot when I should have played safer'. Maybe this only applies to the higher ELO group, but I can't think of many times where going top to bottom has really had some insightful feedback that couldn't be covered really quickly. I can generally call out the important decisions. I think talking about the macro play and decision making is much more important and helpful than talking about laning mechanics. It can be good to quickly talk about who won lane and why (was it matchup, jungle ganks, mechanical mis/outplays etc?), but a single sentence from each player can generally cover most laning phases such as 'I won lane because Zac ganked my lane 6 times.' 'Yeah, I didn't ward deep enough.' I would agree that a text channel to talk about things while people are talking, allowing the discussion to go on tangents would maybe help speed up analysis, instead of waiting to go on tangents. I do think that a mic should be required to participate in League of Learning, it's a pretty huge disadvantage to not have the instant communication you would want. I do know that @MadCast: Support Welfare was talking about maybe trying to do something involving replay analysis for a much more indepth look at the game at a separate time, but I did have my reservations about it (replay analysis is not a quick activity, and it's hard to get everyone to commit to another time). I wouldn't mind looking at replays, but my analysis would likely be in the form of a post rather than anything else.) That said, it could allow us to play the games with more minimal postgame discussion if we knew that there would be additional analysis done later.
  14. League of Learning 10-4-2018

    It is Aeryx's work of coming up with a focus that is being attacked. Lokenn's position comes off as 'We need a focus so that we aren't just playing inhouses. Come up with one for us,' followed by 'This focus sucks lol.' It's not constructive, adds nothing to a discussion, and puts down Aeryx's work. Obviously not an admin, but I think the first 2 comments from Lokenn are fine, but the last one is not. If you don't think coming up with a good focus is work, why not suggest several, and/or find some resources on that focus? For what it's worth, I do agree with Lokenn's sentiment that most people in the higher ranked group already incorporate this mechanic into their play, but on the other hand it's a topic that is vital for a newer or less experienced player to learn, in any role. It's possible that this topic can be expanded into mobility and ability to engage/trade as a topic, for example how item differences such as Phage vs Boots 2 affect a top lane matchup, how GLP can affect the enemy mage's ability to engage in a trade, or how things like RFC vs Phantom Dancer/Shiv affect the ADC's survivability or kiting ability.
  15. League of Learning 10-4-2018

    Are you telling me that you do not keep moving between autoattacks, which is the core of kiting/orbwalking? Some obvious melee examples: On Cho'Gath, you will keep walking at someone between E empowered autos to make sure that you land all 3. On Darius you want to walk at someone while autoing them to maximize the bleed stacks and duration. It's absolutely worth developing a habit to use attack move.