Showing posts with label calling the shots. Show all posts
Showing posts with label calling the shots. Show all posts

Saturday, September 12, 2015

Calling the Shots Part 4 – Taking Rounds

We've talked victory conditions and knowing your limits, and even a bit on when it's okay to just go crazy. Today, I'm going to talk about how to allocate resources.

In some team environments, one player determines who gets what resource over the course of a game. In others, it's simply first come, first serve. Maybe it depends on the situation. Maybe it depends on the victory conditions. But regardless, knowing what qualifies as a resource and how to determine who gets it is an important aspect of shot-calling.

Since the majority of my audience are Halo players, I'll address the context of resources in Halo first.

What are the resources in Halo?



If you're playing along at home, your first reaction was probably “POWER WEAPONS!” And congratulations, you got the #1 answer on the board. But power weapons aren't the only resource in Halo.

Map objectives are another obvious resource. Whether it's Oddball, Hill time, the Flag, the Bomb. Someone says “Hey, take hill.” He's allocating a resource.

But from there, what qualifies as a resource becomes a lot more subtle. I'll make a bulleted list.
  • Power Weapons
  • Objectives
  • Power Positions
    • What? How can a position be a resource!? Power positions are important areas of the map which offer escape routes, sightlines, and combat advantages. But you don't want everyone to be in the power positions. Some players have to keep moving, pushing for objective, cutting off pushes, flushing out players, et cetera. Determining who gets to stay in the power position is allocating a resource.
  • Help
    • Other players responding to your call-outs, pushing behind you, or watching your sightlines are a resource. Your teammates are a resource. Who they decide to work with on a moment-to-moment basis determines who receives that resource.
    • As an example of a team that uses this, listen to Towey coach Evil Geniuses. Often, he will tell a player who has just spawned to “Go help x” – he's allocating the resource for the team and ensuring a player isn't left stranded on the enemy side.
  • Communication
    • Even call-outs are a resource. Because it's hard to hear when players talk over one another, it's important to make sure communication is streamlined. A player on the opposite side of the map from teammates should not be trying to talk over those who need to communicate their plans to work together (unless it is pertinent information to those three.) An isolated player making callouts of players his teammates have no possible way to see is flooding a resource, giving information that isn't valuable or useful.
  • Ammo
    • Apart from literally being a resource for your guns, ammo is a resource that sometimes has to be discussed among the team. In stalemate situations (especially H2A's Lockdown TS), a player with a Sniper may not need their Battle Rifle ammo, while his teammates need it for trading or creating shield advantages to set up a push. Allocating weapon ammo among teammates to ensure everyone is combat capable can be the difference between winning or losing a stalemate situation's resolution.

As you can see, there are actually several resources in Halo that need to be split up among the team. Knowing who needs to receive what resource at what time, or who should forego a resource to do something else (such as pushing up and letting the next player to spawn grab a power weapon on your side), are key to shot-calling toward victory.

What are the resources in LoL?

In League of Legends, there are even more resources to track. Many are less nuanced than in Halo, so I'll keep my bulleted list a bit more concise:
  • Gold (minion waves, tower gold, assists)
  • Experience (minion waves)
  • Farm (jungle)
  • Ganks (or pressure from a teammate's presence in general)
  • Vision (where your wards are)
  • Vision denial (where you clear enemy wards, who gets the ward kill)
  • Summoner spells (how many do you expend for a kill)
  • Abilities (especially ults, how many do you expend for a kill / to save someone / who do you use them on in a team fight)
  • Buffs (red/blue/abilities)
  • Globals (TP pressure, global range ultimate pressure)
  • Wave control (what waves you set up to slow push, what waves you just flash farm)

Much of LoL strategy revolves around power spikes and funneling farm into specific players. Whether it's to get them to their power spike sooner, or to get them into a state to counter an enemy power spike, you want to make sure farm goes where it's needed. Experience comes with farm. Who do you try to make sure stays ahead in levels? Do you sacrifice EXP on your support/jungler and rely on team fights / skirmishes to catapult them back with the catch-up mechanics of the game?



Ganks and jungle pressure can determine the outcome of a lane. Determining who gets said ganks may depend on champion match-up, skill match-up, or the opponent's priorities. As a shotcaller, you have to know who needs pressure when.

Expending too many summoner spells (or long cooldown ultimates) for a gank can leave you vulnerable for a long period of time. If you're planning a gank 90 seconds before Dragon, do you all flash to finish the kill and the moderate gold spike? Or, do you let him live, knowing you'll need those flashes for the potential team fight at Dragon? Those flashes could mean a tower kill. Or, if you're out of sync with the team, one flash could mean the play gets turned around. Before the play is made, the shotcaller should make it clear if you're burning summoners and ultimates or not.

Vision needs to be rotated depending on your current focus on the map. Pink wards are not meant to stay in the same place all game. They need to be moved to ensure zones of denial or longer lasting vision. Deep wards need to be placed to know what's coming in a situation. Sometimes, placing deep wards can be risky and requires the escort of your jungler as a support to get the wards down. (Note KT Rolster, or last season's Samsung White often having Score+Piccaboo or Dandy+Mata respectively synchronizing their backs and duo-invading early on to ensure they can get wards down together.)

In both games, it's important to be able to identify your resources and determine where they need to go. A good shotcaller must gauge who needs what when.

If you're struggling to determine how to allocate resources, ask yourself some questions when faced with a decision:
  • What are the victory conditions right now?
  • Who is important to fuel our path to victory?
  • Who is closest to the resource?
    • Do they need it?
  • Will we lose anything if x goes for this resource?
    • Is it worth it?
    • Who else could take it instead?
  • Are we transparent in our resource allocation?
    • Can/Will our opponents try to counter it?
  • Can we deny our opponents' resources?
  • X doesn't have the resources they should, do we sacrifice them and put resources elsewhere?
    • Or do we sacrifice elsewhere to put resources on them?
    • Which path is safer?

Obviously you can't ask yourself these questions each and every time a decision arrives. These are just an exercise to improve. As you improve, you'll find yourself giving better valuation and distribution naturally. As you begin to efficiently distribute resources in a game, you will find yourself with more advantages and leads to press in a game.


That's all for this relatively short bit. Part 5 will be a bit delayed, but I'll discuss how to identify less apparent advantages in order to determine when you have a lead or the ability to create a lead out of a mismatch.

Wednesday, September 9, 2015

Calling the Shots Part 3 - The Efficacy of a Loose Cannon

If you're a League of Legends fan, chances are you've heard the memetic repetition of "Chaos-style" as an explanation describing Unicorns of Love's gameplay in the European LCS. You've probably also heard certain analysts refer to said chaos as "just mistakes."

I'm here to offer a neutral perspective.

I mentioned in Part 2 that it's important to know your limits in the context of a game. You should also be able to objectively admit when an opposing team is superior to you, whether in regards of execution or strategy. It's okay to say “I'm not as good as they are.”

When your opposition have a superior strategical understanding compared to you, how do you win?

You fuck over their plans.



Okay, joke aside: you execute better. You rely on your manual dexterity and ability to pull off risky, low percentage plays in order to bridge the gap. In short, you gamble on your own skill.

In most cases of competitive gaming, players rely on high percentage plays in order to safely position themselves on the road to a victory. After all, safe play avoids mistakes. No mistakes means no room for being punished. But when that route doesn't work, fuck Order. Embrace Chaos. The primeval strategic void.

Keep everything fast paced. Keep everything hectic. Don't leave room for your opponents to breathe or set-up. Don't let battles resolve.

While Unicorns of Love are generally given as the example of a team that lives and dies on their “chaos-style” shotcalling – full of sub-optimal calls and plays that don't necessary make the most strategical sense, there's one team that are notorious for taking the opposite approach.

Elements/Alliance have always been a team afraid to pull the trigger when they're behind. Rather than risk a mistaken call, they avoid taking any shots at all and simply allow themselves to slowly bleed to death.

Froggen, the mid laner of Elements, is often regarded by many as quite possibly the best European mid laner of all time (and rightly so, he almost managed to win a season of OGN Champions). So in terms of execution, it's hard to believe Elements have much to fear from one of their highest impact roles potentially making a mistake.

Quit being a chicken, Froggen. You're the best. Act like it.

I mentioned in Part 2 to always assume your opponents will play the game properly – here I am going to contradict myself. When you've assessed you are mechanically better at the game than your opponent, assume you can force a mistake. Look for the opportunity to force a mistake. It doesn't matter how sub-optimal the call you make is. Make a call. Any call you can feasibly execute. Just go do it.



Before the Halo portion of my readership run away thinking this only applies to LoL, wait. Because I've even used specific examples in the past of the same notions. When I made a bracket preview for the HCSSeason 1 Finals, I mentioned in the Denial vs Str8 Rippin match-up that I thought Str8 Rippin could be favored on Shrine Team Slayer. My exact quote: “Str8's key to victory will be to keep the game fast and chaotic – don't let stalemates evolve. The less structured the game is, the more it's in Str8's favor.”

In this case, Str8 had a ton of explosive talent on their team with Str8 Sick, Prototype, and Naded's dominant Free for All gameplay. They were all players likely to win individual battles or be able to naturally react to battles going on elsewhere to clean them up – faster reactions, so to speak.



Chaos increases the degree of reactive gameplay required. Because it's harder to decide or predict what will happen next. You have less opportunity for proactive planning due to the increased pressure across the map, and thus must simply play your opponents rather than your own game.

If your opponents out-skill you, or execute better on an individual level, they will come out ahead in a chaotic situation.

And if you're thinking I'm talking out of my ass, and there's no precedent for using sub-optimal tactics to upset someone with superior strategic or tactical understanding:

Try reading about Anti-computer Tactics from chess. 



In the “Brains in Bahrain” event mentioned, the player knew he was superior in late game decision-making over the computer, so rather than try to play generally optimal openings, he chose to take the generally “riskier” route of playing hyperconservative (the best defense is a good offense!). Once he survived the computer's pre-planned strategical opening, the computer was in unfamiliar territory with less decision trees to allow it to properly analyze the situation. Because of this, the player managed to win two consecutive games. (In retrospect, this may be what Froggen is attempting to do when he plays so passively from behind.)

So, now that we've established that intentional sub-optimal gameplay is a real strategy with at least some merit... how do you go about shotcalling this manner?

The most important thing to note is that every voice is important when playing chaotic. You need a much higher information flow than slow-playing or taking a methodical, measured approach.

First, you need to identify a weakness in the enemy line-up. Whether this is a strategic weakness they have, or a player who you simply expect not to react properly to a surprise engagement from your team.

Attack the weak link. Regardless of whether contextually attacking that point makes sense at the given time, do it anyway. Even if it means giving something else up elsewhere. Don't hesitate.

Do they have a top laner who relies on being on an island? Send four people up there, dive the tower. Push the tower. Start to push another tower. Someone's coming? Abandon the push, go engage that player rotating up through the jungle.

Is this Lockout TS stalemate being held together by a player sitting BR1 who's known for losing BR fights? Hard push down low. Get people underneath library to ensure the spawns get split when you inevitably secure a kill or two. Now raise the pace. No huddle offense time.

(Mild tangent: Another League of Legends example of putting power into individual execution rather than team strategy can be seen in Season 3 Lemondogs. Lemondogs were a team that lived and died by 1-3-1 split pushing. They all had confidence they would outplay their opponents, so why wouldn't they just pressure every lane, right?)

This brings up point two: put your best players in position to make big plays on their own.

Pressure somewhere. Let them pressure somewhere else. You don't need to be in the same location to be impacting the game in the highest manner. (DO YOU FUCKING HEAR ME COAST? YOUR OLAF DOES NOT HAVE TO STAND NEXT TO SIVIR WHEN HE'S FOUR KILLS AND 200 CS UP OVER HIS OPPONENT AND PUSHING AN INHIB UNCONTESTED!)

If your best player needs to be on his own in order to be effective, PLAY AROUND THAT PLAYER, rather than around the enemy team. Make the enemy team react to that player.

Peacock somewhere, feigning strength. Make it look like you're going to do something you have no intention of doing to see if there's a reaction.

Point 3: Once shit has hit the fan, keep throwing more shit into it.



Again, the point of Chaos-as-a-Gameplan is to introduce situations your opponent has not experienced (but you possibly have) in order to come out ahead.

The more pressure you keep applying, regardless of how wise it is, the more likely the opponent is not to know how to react to it, and to make a mistake.

And finally, call off the dogs when you've obtained a clear advantage.

Unless you have no game sense at all and don't know how to play properly with a lead, then once you've gotten a lead, you should play like you have it. If you think your lesser-executing opponents can wrest control of the match back from you while you return to optimal play, then chances are you were going to lose regardless of what strategy you employed.

Anyway, again, “chaos style” shot-calling is not “just mistakes” but rather intentional sub-optimal shotcalling in order to try to shift the game out of your opponent's comfort zone and into a manner where you can reign supreme.

It is not a be-all, end-all approach to playing a game, nor should it ever really be your first choice. It requires a high level of execution (much like S4 Fnatic's obsession with kite comps). If you are confident you are better at executing on a micro level than your opponents, by all means, try to play a chaotic style of play. It's admittedly a bit disrespectful, and by definition not the best way to play. But it can work and has valid reasons for doing so.

Again, it is by definition an unsafe way to play. Much like trying to aim a loose cannon.


This concludes part 3 of Calling the Shots – although this one was more aimed toward responding to a perspective than how to actually improve as a shotcaller, I felt it belonged in the series. I'll be working on Part 4 soon as well and trying to get that out soon.

Saturday, September 5, 2015

Calling the Shots: Part 2 – Limited Range


Some time last year, I started a multi-part series about shotcalling in competitive gaming, starting with discussing victory conditions. I said I wasn't sure when the next part would come, but I didn't mean to leave you in suspense for 16 months (oops!).

Anyway, it's time to revive the series with the next important part of shotcalling. Apart from knowing what it will take to win a game, there is one more important piece of information: KNOW YOUR LIMITS.

Sorry, Cady, that's just not true.


When you're ahead, you almost always want to get further ahead. You want to put the game out of reach of your opponents. But in order to do that, you need to make sure you don't end up overreaching and making mistakes.

Too many League of Legends games get thrown by a team believing they can stay for the inhibitor and ending up getting aced, losing Baron, losing an ensuing team fight, and consequently the game. Halo games can be thrown over a forced flag run leading to the team all dead and enabling the team to set up a counter cap (RIP every Sanc Flag game ever.) You were too confident in your abilities to make a play that wasn't going to happen, and gave away the game.

But Audley, how do I learn my limits?

Step 1: Play more. Be willing to experiment whenever the stakes are low. You learn limits through practice. Whether that practice is directed practice like scrims or micro drills (practicing CSing in LoL or jumps in Halo), practice helps you learn what you can and can't do. Even if you're playing solo queue, don't be afraid to try new things. You can never know if something has the potential to work unless you try it.

Competitive play revolves around high percentage plays and consistency. Practice does not. Practice is where you not only improve your play, but learn exactly what you can and cannot do.

Part of this is why players with thousands of games on a single champion in LoL tend to be really good at that champion – they know what risks aren't really risks. They've been in the situation before. Their mental iceberg tells them “Hey, we've been here. Do this.” – they know their limits and come away with an individual play that works.

But Audley, I know my personal limits. How do I learn the limits of the 3-4 other guys on my team?”

I'm glad you asked, Reader. And for that, I point to one of the world's best shot callers ever to grace Summoner's Rift in LoL. Mata, formerly of Samsung White, now on Vici Gaming. Although he's not at Worlds this year, it's pretty hard to say Mata is to fault for Vici's failures. The team played a fantastic cerebral style of play and won games off incredibly smart plays. With MVP / Samsung White, Mata won two seasons of OGN Champions and a World Championship. It was fairly common knowledge Mata was the shotcaller of the team. When he was on point, the team executed as a well-oiled machine. When he was thrown off his game, the team looked like a mess. When White were on point, it was hard to find a player more aware of how to win than Mata.



But there's one fact about Mata most people are unaware of: he had multiple Korean solo queue accounts in Challenger tier. And on each one, he mained a different role. He wasn't a support only player in Solo Queue. He also played Jungle and (I believe?) mid lane extensively. This enables him to know the limits of other lanes on his team. It helps him learn match-ups and the needs of his teammates.

You don't necessarily have to attempt to play other roles to improve as a shotcaller (though, it definitely helps) – at the very least, however, you should try to observe your teammates in practice and discuss their mindset during their games (or while watching replays together).

Ask a few questions such as
  • Why did you do that?
  • What would happen if you did this...?
  • (In the case that he's losing) – What do you need to come back from this?
  • (In the case that he's winning) – How do you keep your opponent from coming back?
  • How do you deal with pressure in this situation?
  • How could pressure be relieved in this situation? ( ͡° ͜ʖ ͡°)

Learn how your teammates think. Learn their limits, or at least the limits of their style of play. Knowing these helps you know what you can get away with.

Other than practice and post-game discussion, there is one other important way to assess your limits, and is key during a game.

Step 2: Get more information. Most competitive games are Imperfect Information games, where you do not know everything that is going on for the other team. Whether hidden in fog of war or simply not visible to your personal camera, knowing what's going on elsewhere is important to knowing what your limits can be.

It's probably not a coincidence Mata is one of the best shotcallers in the world and also one of the supports with the most wards placed. In League of Legends, vision is information. Madlife rose to power known for being one of the first players to time even the most minute of cooldowns of his opponents.



Beyond mini-maps and vision control in LoL, communication is your key to information influx. This applies to any game – especially First Person Shooters. A mistake many make is simply communicating what's going on among enemies. Calling out targets, calling out weapons, et cetera.



If you want to know your limits, you also need to know your teammates' status. In shooters, communication focused on telling your teammates where you are helps them know how soon they could have help or come help, or where their team's gaps in vision or sight line coverage may be. In League of Legends, it may help them know when your important engage abilities will be ready to go.

Whether you're the shotcaller or not, focus on proactive communication. Speak about what you CAN do, or SHOULD do in a situation. It helps the team create a much more clear picture of how to move forward, rather than focusing on what an enemy is capable of. Think in terms of enemy perfect execution, and plan the best way to play against it. Always give your opponents the respect of assuming they will play the game properly.

Silent moments are moments where information isn't being generated. Information should be generated constantly throughout a game. If no one is talking, get the wheels turning by asking questions as the shotcaller. “Can you do this?” “Can we do this?” “Where can we push?” “What [cooldowns/weapons] do you have?” “How close are you to [item/weapon/location]?”

TALK.  TALK MORE.  NEVER STOP TALKING.

You'll never have a complete picture of the game. You must make decisions based off an incompleted jigsaw, or a painting where the colors haven't been blended all the way just yet. Every bit of information your teammates feed to you fill the picture just a little bit more to help you know what call to make, or what calls to avoid as you learn the situation a little bit better.

But regardless, getting into the minds of your teammates in and out of game and objectively assessing yours and their abilities will help you KNOW YOUR LIMITS as a team, and as a result, help you call the shots in a way that reduces mistakes and leads your team to more victories.

I'm not sure when part 3 will come (hopefully it won't be another 16 months ;D) but this series isn't done just yet.

Also, I've added a Paypal Donate link to the main page of my blog. If you enjoy my blogs and would like to see more of them, I encourage you to Donate in order to help me get closer to quitting my day job in fast food to focus on writing and game design. If you can't afford/don't want to donate but still enjoy the blog, PLEASE, comment / tweet / message me and let me know what you enjoy / what you'd like to see more of! I've got a few plans for upcoming entries, and I intend to write more in the upcoming days, but any support you can give me (verbal or monetary) is greatly appreciated!

Audley out.