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Land and Castles
iOS
Geolocation di Windows Phone
Geolocation di Windows Phone
Hai all, sesuai judul diatas di postingan kali ini kita akan coba membahas lebih detail mengenai teknologo geolocation di Windows Phone. Mulai dari apa itu geolocation, bagaimana memanfaat geolocation di Windows Phone, dan bagaimana cara kerja geolocation itu sendiri.
Disini kita juga akan membicarakan tentang background tracking di Windows Phone, bagaimana berinteraksi dengan Map Control Windows…
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Map Control
Hey guys. Life is busy, and math is time-consuming, and I have two other deadlines to meet by Wednesday, so I'm pushing off the answers to the Trinity Force, Black Cleaver, and Statikk Shiv questions until Wednesday. Instead of that, I'm going to write about another issue I've been thinking about lately: map control.
It is often true (and easy to accept as absolute truth) that the team that gets ahead on gold in League of Legends wins. There are obviously exceptions to this, but I would argue that they occur more frequently than you'd think. Here are a couple of reasons why:
Simple gold totals don't take team compositions into account. As it happens, a single Fiddlesticks and two tanky frontliners will destroy a team of fed mages if the game makes it into the later minutes.
Map control is also a thing. The other team might be ahead, but if you can take Baron at will, that can lead to a win right there (regardless of the additional gold). Map control often leads to a gold advantage, but the important thing is that it can be established, even when you're very behind.
Tactical advantages are ALWAYS more significant than gold advantages of similar magnitude. It doesn't matter if the enemy team has a 20% gold lead at 20 minutes; if you can arrange it so that you take them on 5v2 and then 5v3, you win the teamfight, and you can go on to win the game.
I'm not going to talk about team compositions. That is another article entirely. But I will talk about map control. Here are some ways that you can step up your macro-game:
Wards
I'm going to keep this section short, if only because it's been written a hundred times before now, but remember: wards win games. If you can see the enemy, you can react to the enemy, take the tactical advantage that the gamestate is offering you, or take away the enemy's tactical advantage by retreating from an area that is unsafe. Beyond the obvious lane wards to protect from jungler ganks, you want to ward areas of the map where enemies are likely to be. If you are on the defensive, you will need to ward your own jungle, but in general it is better to ward the enemy's. Red and blue buff are huge hotspots, in addition to the rest of the jungle entrances. Until they reach 6 items, each team member should have an average of 1-2 wards up at all times.
Turrets
I mentioned this in my articles about World Championships, but as big-ticket objectives in the game, turrets are more important than dragons. Now of course people will point out that dragon gives more gold, AND it's gold taken from the enemy team (if you kill a turret, yours is still there for the taking), but that's missing the point. Dragons give you only a gold advantage. Turrets give you a gold advantage and a map advantage, because destroying them does two things for your team: It erases a safe zone that enemies can retreat to, and it opens up new places that your minions can go. Minions? What? Let me tell you...
Minions
A thing I notice a lot in solo queue is that players have a very inconsistent skillset in terms of their ability to manage minions. For some it doesn't occur to them to clear minion waves until they reach your team's own turret. For others, it seems to be important to personally run and ram a minion wave into the enemy's turret, however deep or overextended that might be. Obviously, neither of these are the correct course of action, but to understand what the correct course of action is, let's talk about what minions do:
Damage: They do a small but nontrivial amount of damage to enemy champions, making it difficult for enemies to outduel you when you're standing in the middle of a wave, which means they need to bring a friend or die. They also do a much more relevant amount of damage to turrets if they can reach them in great enough numbers. This means that if you can push a large wave of your own minions into the enemy's turrets frequently, you can engineer an advantage in a part of the map you might not even be standing in, forcing the enemy team to dedicate one or more champions to the task (and freeing your team to focus on other objectives).
Vision: Did you know that minions provide vision? You did, you say? Duh, perhaps? Then act like they are as important as wards! If you can make sure that large waves of minions are deep in enemy territory a large percentage of the time, then you are expanding your team's vision for practically no cost.
Here's how you manage a minion wave to maximize both of these points: First, equalize the lane. If there is an enemy wave, kill it until the number of minions on your side is greater than or equal to their side. Then wait for the next wave, and kill ONLY THE CASTER MINIONS. It will take a minute or so, but the wave will be pushing in your favor from then on.
Obviously, you need to clear waves when the enemy's minions have reached your turret, but that means that you're playing on their schedule, not yours. Every time that things quiet down and you have time to roam, note state of each lane. If any of your lanes are pushing against you, and it is safe to reach the enemy's minions, do so and begin a push in your favor. If your timing was correct, the enemy team won't be able to begin any objectives while you're separated from your team, and you will have taken away their advantage and replaced it with your own.
Now take this into your games and show your opponents that you can control the game's base systems. It's not flashy the way good mechanics are, but knowing how to control the map is just as sure a way to win.
See you on Wednesday.
-SLHLocrian