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  • 2020 1:10 pm on June 6, 2009 Permalink | Reply
    Tags: centre, launch, speed   

    I think there’s a hidden way to accelerate a player in the launch. First there was grind centre, then there was position 2/3 double-grinding. I’ve always thought that it might be possible to catapult the central player to an even faster speed. I think it has to do with timing.

     
    • Concord 1:11 pm on June 6, 2009 Permalink | Reply

      Perhaps, if position 2&3 single grind, hard. and position 1 slams the brakes right at the start?

      • 2020 2:16 pm on June 6, 2009 Permalink | Reply

        this definitely works though i am not sure if the speed is higher… needs to be checked… i also think the other players might be involved if grinding algorithm includes walls beyond the one ground to…

        • Concord 2:48 pm on June 6, 2009 Permalink

          I’m pretty sure it doesn’t

        • Concord 2:57 pm on June 6, 2009 Permalink

          but… if the other players improve 2&3’s speed it will take longer for 1 to get ahead of them and 1 will therefore have more tunnel to increase speed

  • 2020 3:04 pm on May 27, 2009 Permalink | Reply  

    pair-play is the edge… most attention seems to be on countering centre-defence, and once that’s covered, i think the evolution of midgrid play will begin in earnest :)

     
    • Concord 3:21 pm on May 27, 2009 Permalink | Reply

      Agreed
      so covering center defence: the different tactical options we have and their strategic consequences

    • Concord 10:53 am on May 28, 2009 Permalink | Reply

      so before we as a whole move onto the pairplay, the blocking center methods are the topic. Which are the most effective, which are the easiest, what are their strategic consequences?

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