LotharVLR
Flag: Poland
Registered: May 23, 2024
Last post: February 9, 2025 at 5:47 PM
Posts: 23

Projecting your own insecurities in the internet is hot nowfrom what i heard. You seem to be doing it perfectly. Keep writing.

posted 1 week ago

too bad, you could learn a thing or two

posted 1 week ago

DRX vs T1 — 1-0

Map 1: Abyss (DRX’s Pick)

Final Score: 13-3
Match Rating: ★★★★☆☆☆☆☆☆ (4/10)

Match Summary

This was a giga stomp by DRX. They showcased their usual tight fundamental gameplay and strong retakes, while T1 got exposed by their shallow attack playbook.

T1 never attempted to control mid; instead, they put all their eggs in one basket—relying on Yoru teleporting onto the site with a Breach stun to open it up. This strategy worked three times, yet they still lost rounds after DRX’s retakes.

A major factor in DRX’s retake success? T1 Carpe’s smokes. Legit, Carpe was helping DRX with his clumsy smokes, which DRX abused multiple times to secure kills and gain space. Similarly, Mako had a few questionable smokes on A Heaven, but T1 never capitalized on them.

Another missed opportunity by T1 was their hesitation to exploit DRX’s composition. DRX opted for Tejo instead of KAY/O, meaning they had no flashes—essentially choosing brute force over finesse. Despite this, T1 played as if they were still worried about flashes, hesitating to hold angles when they didn’t need to.

T1 managed to win only two attacking rounds, both of which were carried by multiple ultimates. While this is expected, it’s still a gloomy sign for their attack efficiency.

A pivotal moment was Tejo’s ult in Round 3, which forced T1 into a brutal crossfire. This was a backbreaker, allowing DRX to snowball even harder by securing the bonus round.
--

DRX vs T1 — 1-1

Map 2: Lotus (T1’s Pick)

Final Score: 6-13
Match Rating: ★★★★☆☆☆☆☆☆ (4/10)

Match Summary

Now we get a stomp in the other direction. Once again, DRX struggled to find answers against T1’s unorthodox composition.

Rubble Control Issues

On attack, DRX repeatedly tried contesting Rubble but were read like a book due to T1’s solid anti-stratting. T1 heavily targeted the shelf next to the attackers' A exit with an abundance of utility, a spot both Hyunmin and Mako attempted to abuse. The result? Significant chip damage or outright player losses before the round even began.

DRX’s Iso Problem

A major struggle for DRX was figuring out how to counter Iso. His double-damage Uppercut enabled a ton of T1’s initiations, often being comboed with Shock Darts or Paint Shells. This happened multiple times throughout the game.

Even worse, DRX kept giving Iso isolated fights, allowing him to snowball his shield regeneration. Not shooting the bubble to deny his sustain let Meteor play with complete confidence—a costly mistake.

T1’s Smart Adjustments

After halftime, T1 quickly adapted, realizing they couldn’t contest DRX’s first-tempo Rubble control. The Fade/Raze/Tejo combo from DRX completely shut down early engagements. Instead of forcing fights, T1 wisely played around their own timing, dictating the pace of the game on their terms.

What’s Next for DRX?

If this map is any indication, DRX needs to figure out a solution for Iso—especially if he shows up on any other map.

--

DRX vs T1 — 2-1

Map 3: Fracture (DRX’s Pick)

Final Score: 13-9
Match Rating: ★★★★★★★☆☆☆ (7/10)

Match Summary

We saw this exact map and compositions just two days ago—and my previous analysis turned out to be spot on. Many of the same points still apply (Previous Analysis).

DRX’s Defensive Adjustments

DRX learned from their last Fracture match against T1 and completely switched up their defense. They came out aggressive, taking early space and executing it effectively. This caught T1 off guard, and they struggled to adapt to the new pace of the game.

On the other hand, T1 didn’t capitalize on their own previous success. In their last matchup, aggressive defense worked well for them, but this time they played more passively, relying heavily on dry peeking—which backfired.

Meteor’s First Deaths – Again

A recurring issue for T1 was Meteor’s positioning on Cypher. He fell into his old habit of dying first—this time five times on attack, which is especially problematic against a flanking-heavy DRX. With no information and no control, T1 kept walking into unexpected fights, which cost them heavily.

DRX’s Ultimate Woes

But let’s not glaze over DRX—they had some serious issues with ultimate usage, leading to crucial round losses.

  • Round 18: DRX started off strong, getting first blood and setting up a post-plant with Tejo and Breach ults. However, both ults were completely mistimed, causing panic and a round loss.
  • First half, final round: DRX had a 5v4 retake opportunity with Raze, Brim, and Tejo ults, but they misused them horribly—Brim and Raze ult covered the same area, dealing no impact damage, and the retake crumbled.

DRX’s Playbook Still Shines

Despite the ultimate blunders, DRX’s gameplan was deep and effective.

  • Round 17 (Timeout Round): DRX converted a Raze ult with no gun into a round win purely through smart game planning.
  • Round 21 (Frustrating for Stax): DRX obliterated Stax with an overpowered combo of Breach stun, Aftershock, and Tejo missileshe never even saw it coming. Stax was visibly frustrated, but hey… this is Project A, these things happen.

Final Thoughts

It was a shaky but exciting map, filled with high-level decisions that players can learn from for their own ranked games.

Next Map: BIND

--

DRX vs T1 — 2-2

Map 4: Bind (T1’s Pick)

Final Score: 12-14
Match Rating: ★★★★★★★☆☆☆ (7/10)

Match Summary

This review is going to be a bit shallow since I was emotionally invested during the Watchparty. DRX had a 12-9 lead and was just one round away from closing it out and claiming the title, but a 1v1 between Mako (150hp) and Meteor (11hp) swung in T1’s favor. Then, at 12-11, a 1v1 between Free1ng and Carpe also went T1’s way, leading to a 12-14 overtime loss. A heartbreaker for any DRX fan.

Cliff Notes on Bind

  • Both teams neglected Shower control, which resulted in loss of map control.
  • Another bad habit: both teams tried to bruteforce their attack entry through Hookah, which usually resulted in a bloodbath and an easy round for the defenders.
  • T1 struggled with putting pressure on A without the Viper wall on Short, while DRX switched up their Viper gameplan. They still used the FnaticTM wall on Short, but also incorporated the Orb on B site to create space and pressure during executes.
  • Both teams had issues with their ultimates, most of which didn’t really provide much value. This could perhaps be attributed to exhaustion and mental strain.

Looking Ahead to Map 5

Map 5, Split, will likely be determined by mental fortitude. Which team can bounce back mentally will probably be the one to take the trophy.

Next Map: Split

-

DRX vs T1 — 3-2

Map 5: SPLIT (DECIDER)

Final Score: 13-11
Match Rating: ★★★★★★★★★★ (10/10)

I dont know what was happening, had a heart attack few times.
CONGRATS DRX, LOVE YOU! AND PROUD OF YOU!

if you like my educational content, check out my yt channel
https://www.youtube.com/@LotharHS-VALORANT-Laboratory

posted 1 week ago

Ngl, good reply. Made me smirk

posted 2 weeks ago

It comes with zero surprises that I would use chatgpt to fix the grammar of my english and automatically make formatting for forum threads. Its a massive time saver and if you are not using AI for that, i would argue you stubborn for no reason.

posted 2 weeks ago

TLN vs GenG (0-1)

Map 1: Bind (TLN’s Choice)
Score: 7-13
Match Rating: ★★★☆☆☆☆☆☆☆ (3/10)

---

Match Summary:

Coming from the high-adrenaline DRX vs T1 match, this game felt like a snoozefest in comparison.

GenG never really hit full speed—it felt like they were cruising in third gear, unbothered by anything TLN threw at them.

TLN’s Composition Issues

One of the biggest problems with TLN’s setup was Primmie’s obsession with Deadlock.

  • Deadlock lacks utility on attack, which severely limits flexibility and playmaking.
  • This isn’t a new issue—TLN has been building around a star player on an agent that shouldn’t be a focal point.
  • In this meta, Tejo, Vyse, or Fade would all provide similar supportive value while being much more effective on both attack and defense.
  • This Deadlock pick is holding TLN back more than anything else.

TLN’s Struggles on Attack

  • TLN overcommitted to executing through choke points instead of taking map control and conditioning the defense.
  • GenG had an easy time shutting them down, punishing predictable and inefficient entries.

Memorable Moments:

  • Foxy9’s jaw-dropping 4K
  • A clean Gekko ultimate + Brimstone molly combo for a 3K

Beyond that, not much excitement in this map—onto Lotus next.

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

---

TLN vs GenG (0-2)

Map 2: Lotus (GenG’s Choice)
Score: 2-13
Match Rating: ★☆☆☆☆☆☆☆☆☆ (1/10)

---

Match Summary:

If Bind was dull, this map was even less interesting.

It felt less like GenG winning and more like TLN losing the match on their own. As the underdog, TLN needed to step up and challenge their opponent, but that fight never even started.

TLN’s Defense & Deadlock Misuse

  • Zero utility combos with Deadlock—TLN treated Deadlock like Killjoy, just anchoring C and B without any synergy.
  • Even worse, the setups weren’t placed correctly, making them easy to avoid or counter without GenG even trying.
  • I know I sound like a Primmie hater, but this is more about me being a Deadlock/Reyna hater in general—matches like this just fuel that fire.

Why TLN Got Run Over

  • TLN never set up teammates for success, relying on aim duels instead of proper setups.
  • You can’t out-aim GenG in straight 1v1 fights—and TLN paid the price.
  • 11 first bloods in 15 rounds—GenG dominated the early fights and had a man advantage almost every round. They easily controlled every lane and that was enabling into choosing the next fights on their own terms.

What’s Next?

GenG now plays T1 for a Masters slot tomorrow. The winner of that match faces DRX for the Pacific Title.

If you enjoy educational content like this, check out my YouTube and Twitch!
https://www.youtube.com/@LotharHS-VALORANT-Laboratory
twitch.tv/LotharHS

posted 2 weeks ago

DRX vs T1 (0-1)

Map 1: Lotus (DRX’s Choice)
Score: 11-13
Match Rating: ★★★★★★★☆☆☆ (7/10)

---

Match Summary:

The map started with pure DRX dominance, as they stormed to a 6-0 lead, fully utilizing their Tejo/Fade/Raze comp to control Rubble early. Meanwhile, T1 repeatedly tried to brute-force through this area—with little success.

At that point, it seemed like DRX was about to run away with the game, but then, issues started to emerge.

---

How DRX Lost Their Momentum

In several crucial defensive rounds, DRX gained huge man advantages, but instead of closing out cleanly, they overheated—taking unnecessary risks or positioning themselves poorly, allowing T1 to:
Isolate duels
Equalize the numbers
Pull through in fair fights

On a macro level, DRX’s utility usage looked far more structured, but on the other hand, T1’s iZu and Meteor completely disrupted their plans.

---

T1’s MVPs – iZu & Meteor

The individual performances of iZu and Meteor cannot be understated.

  • iZu’s flexible Cypher setups were incredibly efficient, despite playing against an annoying Raze/Tejo comp that easily destroys Cypher’s traps.
  • He combined sharp flicks and smart angle isolations, making life difficult for DRX.
  • Meteor was equally impactful, punishing DRX’s mistakes at every opportunity.

Ultimately, these two players were the main reasons why T1 was able to capitalize on DRX’s errors and secure the win.

---

Final Thoughts

A super competitive match where DRX’s strong start was countered by T1’s resilience, mechanical brilliance, and superior mid-round adaptations. Looking forward to the next map! 🚀

Here’s your cleaned-up and well-formatted version:

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

DRX vs T1 (1-1)

Map 1: Lotus (DRX’s Choice)
Score: 15-13
Match Rating: ★★★★★★★★☆☆ (8/10)

---

Match Summary:

I won’t lie—I was too emotionally invested to analyze this map objectively. XD

But here are some key takeaways:

  • Buzz was a thorn in DRX’s side. His teleports created crossfires that attackers should never have been able to set up.
  • Is he the best Yoru on the planet? Nope. He’s not even the best Yoru on T1.
  • Because iZu exists. This guy singlehandedly wins rounds if he isn’t stopped.
  • Meteor is cracked too, but he gets a lot of advantages from abusing Iso’s shield. iZu, on the other hand, does it all on Cypher—without any utility.
  • DRX struggled to deal with both of them.

How DRX Stayed Alive

  • DRX somehow pulled off two back-to-back 1v2 clutches to stay in the game.
  • Mako was insane— clutching game-winning rounds and securing multikills.
  • Flashback was all or nothing— either completely caught off guard or singlehandedly winning rounds. No in-between.

Looking Ahead

Next up: Fracture.
Whoever wins punches their ticket to Bangkok. Let’s see how this one unfolds. 👀

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

DRX vs T1 (2-1)

Map 3: Fracture (Decider)
Score: 13-11
Match Rating: ★★★★★★★★☆☆ (8/10)

---

Match Summary:

What an incredible map. Both teams showcased a solid understanding of how to play Fracture fundamentally, especially with Tejo in the lineup.

Both teams ran the core composition of:

  • Tejo
  • Breach
  • Raze
  • Brimstone

Every single one of these agents has zoning and damaging utility, and when combined with double stuns from Breach and Tejo, it makes holding sites nearly impossible, forcing defenders into constant retakes.

T1’s Defense Adjustments

  • T1 started off pushing the north side aggressively, which was a good decision—even though it wasn’t very effective.
  • For some reason, they stopped being aggressive, and their defense suffered.
  • After struggling, they returned to proactive space-taking, which helped them scrape together a few more rounds.

DRX’s Attack Game Plan

  • They completely dismantled T1’s B-site defense.
  • T1 never held Tower successfully, as the Salvo + Paint Shells combo cleared space every time.
  • For both teams, proper initiation was the key to success—Breach and Tejo were the unsung heroes, enabling teammates to secure kills.

Meteor’s Costly Overpeeks

  • Meteor overpeaked and died first in six rounds, which was a massive problem for T1.
  • He couldn’t shake off the raw power he had when playing Iso in the first two maps.
  • That false confidence led to key mistakes, weakening T1’s ability to close out the match.
  • Not only that, Meteor absolutely fumbled the final round of Fracture by not playing contact and instant crossfire with Stax which ultimately lost them the entire match and this round was unlosable 99.9% if he just swings.

The X-Factor: Meteor & iZu’s Performance Drop

If you’ve followed my previous match summaries, you know that Meteor and iZu were crucial to T1’s success.
On Map 3, they didn’t have the same impact, and that may have been the missing piece for T1 to win the series.

DRX’s Coaching Staff Proves Themselves Again

  • Every time DRX makes a roster change, the internet blows up with criticism.
  • But once again, DRX proves they can build a competitive team through strong scouting and coaching.
  • This Kickoff run is a testament to the coaching staff’s efficiency.

What’s Next?

DRX heads to Bangkok and still fights for the Kickoff Pacific title this Sunday against T1/GenG/Talon.

📺 Watchparty here:
🔗 twitch.tv/LotharHS

posted 2 weeks ago

what the hell is m4?

posted 3 weeks ago

DRX vs GenG (1-0)

Map 1: Abyss (DRX's Choice)
Score: 13-9
Match Rating: ★★★★★★★★★☆ (9/10)

---

Match Summary:

In my opinion, this map was a great example of what happens when both teams have a solid understanding of their game plan and composition, strong fundamentals, and good utility usage.

When two teams are this disciplined, the game boils down to the smallest mistakes—tiny errors that snowball into disadvantages and ultimately decide rounds.

Both teams were fighting for proper map control:

  • Anchors held their ground and did their job well.
  • Jetts created space but were countered by Cyphers.
  • Decision-making errors became round-defining moments—for example, Texture’s unnecessary updraft, which cost them an advantage and the round, or Flashback’s misplay, choosing to flank instead of holding, which affected the round's outcome.

This was truly a game of small margins, making it incredibly enjoyable to watch and learn from.

---

DRX’s Composition – The Tejo Factor

One major discussion point has to be DRX’s composition, particularly the impact of Tejo.

Even without heavy agent synergy, Tejo alone provided immense value.

  • The two drones in DRX’s comp delivered insane map control and recon throughout the match.
  • The final round was a masterclass in meticulous retakes, with perfect trades and Tejo utility singlehandedly deciding the round’s outcome.

Now, just imagine Tejo paired with Breach—the potential synergy could be game-breaking.

---

Next Map: Bind

Looking forward to seeing how both teams adapt!

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

DRX vs GenG (2-0)

Map 2: Bind (GenG's Choice)
Score: 15-13
Match Rating: ★★★★★★★★★☆ (9/10)

---

Match Summary:

What a match.

It wasn’t supposed to be close, yet DRX failed to close out their dominant 12-6 lead, allowing GenG to push it to overtime. Let’s break it down.

---

DRX's Composition – The Power of Damaging Utility

First, let’s talk about DRX’s comp. Every single agent in their lineup had a damaging utility piece—a fact that many people wrongly tunnel vision into post-plant strength.

The truth? This comp shines the most during executes.

  • The sheer zoning power leaves no space for defenders to hold their ground.
  • If Tejo stays alive, you can get that utility back for post-plant as well.

Speaking of Tejo—he's absolutely overpowered. Teams that aren’t using him are trolling at this point. However, there are still areas for improvement. For example, DRX misused their Armageddon ultimate, choosing the wrong direction—from Left to Right instead of Right to Left during an A execute.

---

The "Spookah" Problem – A Death Wish in Pro Play

Now, let's address the elephant in the room—not just for GenG and DRX but for every team in the VCT circuit.

If you read my T1 vs TLN analysis from today, this will sound very familiar:
Attacking through Hookah is a death wish.

Yet, teams keep forcing it, only to get punished over and over. If you want to understand why, watch my video explaining "Spookah":
🎥 Spookah Explained

This is a fundamental strat flaw that most teams need to fix.

---

Why DRX Struggled to Close Out the Match

DRX fell into this exact trap, leading to their failed B attacks and giving GenG the chance to stabilize. This ultimately forced DRX into A-site hits, where they ran into GenG's well-executed Viper’s Pit + One-Way setup in Showers. That defensive hold completely shut them down.

---

Notable Performances & Moments

  • Free1ng was absolutely disgusting in multi-kill scenarios.
  • Foxy9 had some incredible anchor moments.
  • MaKo clutched up multiple times when DRX needed him the most.
  • And of course… T3xture got shot down mid-air three times while using his ult. (Ouch.)

---

Final Thoughts

An incredibly well-played and exciting match—though I’ll admit, I’m biased because I’m part of DRX 😆. Because of that, this breakdown is a bit shallower than usual, but I hope it’s still interesting to read!

If you would like to support me, here are my socials:
https://www.youtube.com/@LotharHS-VALORANT-Laboratory
twitch.tv/LotharHS
twitter.com/LotharHS (i post the map analysis after each map here)

posted 3 weeks ago

The haters always act like im wrong in my analysis but never can prove what am i wrong about.
They just dont like my “narcissistic” personality.

posted 3 weeks ago

T1 vs Talon (1-0)
Map 1: Fracture (Talon's Map Choice)
Score: 5-13
Match Rating: ★★★★★★★★☆☆ (8/10)
Match Summary:

T1 completely de-clawed Talon on the first map.
There was a stark contrast in efficiency and planning between the two teams, which is even more evident given that they ran nearly identical compositions—except for Deadlock on Talon and Cypher on T1.
In theory, Talon's comp should have had more synergy, with GravNet working alongside Raze, Tejo, and Breach to enable kill setups. However, in practice, Talon made no real attempt to combo their utility. There were no Breach stuns followed up by damage utilities, and Deadlock's utility was practically non-existent. On defense, Ban was dying before any of his traps could even be activated.
On the other hand, T1 demonstrated exactly how powerful a Raze/Tejo/Breach trio can be. Almost every round, you could see their Breach stun being paired with either missiles or Paint Shells—either for zoning or securing kills. The difference in planning was night and day.
Early-game control was another major disparity. Talon's Tejo drone provided almost no value compared to Izu’s aggressive, long-range droning. Side note: When you shift while using Tejo's drone, it still makes noise, so there's little reason to shift in it.
Another side note: I'm a Deadlock hater. I have no idea who is gaslighting teams into using her over Vyse, but this needs to be studied. The agent sucks—she provides almost zero value on attack. In this match, Ban used his ultimate three times, and none of them had any impact.
Final Thoughts:
T1 looks scary. Their protocols are solid, and they play proactively, which not only makes them intimidating but also entertaining to watch.
Looking ahead, if they perform similarly on the next map, this series is likely ending in a quick 2-0.
----------------------------------------------

T1 vs Talon (1-1)
Map 2: Bind (T1’s Map Choice)
Score: 4-13
Match Rating: ★★★★★☆☆☆☆☆ (5/10)
Match Summary:
A sudden reversal from Talon as T1 gets kicked in the gut.
But to be honest, T1 kind of threw themselves into a meat grinder. On attack, they repeatedly tried to brute-force their way through B with a 1-4 push, sending most of their players through Hookah. Not only did they condition both themselves and their opponents into expecting this, but they also failed to capitalize on their Garden Take protocols. We saw utility being wasted on Garden without actually taking space, leaving the rest of the team stuck in the Hookah choke point. As they tried to push through the window, they were dismantled piece by piece.
Talon read T1 like a book, countering these predictable Hookah pushes with well-timed counterplays. At one point, T1 even got boxed in early at Market.
T1 realized too late that their strat wasn’t working. In Round 12, they finally switched to a 4-1 formation for a B push, which allowed them to get a free site plant. Their protocols for taking Garden worked, and ironically, Talon—who then tried to retake through Hookah—ran into the same problems they had previously caused for T1. A poetic moment.
Lesson for Ranked Players:
Always go for a 4-1 split instead of a 1-4 when pushing B. Never bring the spike through Hookah—it’s always the wrong call.
Some positives for Talon:
Governor was fearless in taking space—a commendable Raze performance.
His site entries were impactful, and he made great use of Gekko’s utility, stunning and blinding opponents before following up aggressively.
Even though Talon looked much stronger fundamentally on this map compared to Map 1, I still believe this was more of a T1 loss than a Talon win.
Side note: I’m still a Deadlock hater. Her value was minimal, but I have to acknowledge that Primmie used his ultimate three times, and all three actually had impact.
Next Map: Haven
---------------------------------------------------------------

T1 vs Talon (2-1)
Map 3: Haven (Decider)
Score: 13-9
Match Rating: ★★★★★★☆☆☆☆ (6/10)
Match Summary:

Let’s start with T1—their attack side showed a solid understanding of what they could achieve with their composition. They had strong opening protocols, like the Arrow/Flash combo on A Long to deny early angles. However, after the initial plan, chaos often ensued—and honestly, I don’t blame them.
Controlling this composition with set protocols is incredibly difficult, especially against a proactive team like Talon, where quick reactions are necessary. Despite the chaos, T1’s attack was well-structured and applied immense pressure, forcing Talon into uncomfortable situations.
Shoutout to iZu, who had round-winning lurks, but it's important to note that lurks only work when a team applies enough pressure to cause over-rotations from the opponent—and T1 did exactly that.
There were some moments of overheating, most notably from Buzz, but overall, T1 maintained decent discipline throughout the game. One major issue was their lack of awareness regarding Talon’s potential force buy in Round 13, which caused them significant problems.
Talon’s Performance:
On defense, Talon struggled but put up a fair fight. Their defense wasn't riddled with glaring mistakes—it was just a series of chaotic, all-out brawls where T1 often came out on top.
On attack, Talon made a great call to force buy after losing the pistol round. Since they secured the plant, they were able to buy Stingers and rush Double Doors toward C.
However, there were some key mistakes:
Governor telegraphed the force buy by using his drone too early on C, but T1 failed to read into this tell.
Despite that, Governor landed an insane shot on Sylvan, completely opening the C site for his teammates pushing from Double Doors.
Then came the turning point—the round that stopped Talon’s comeback.
Talon lost to an eco buy from T1, making multiple game-deciding mistakes:
Ban pushed headfirst into B like a newborn baby—without checking corners—ahead of Jett, ahead of recon arrow, and died to Buzz, who simply TP’d out.
Even if Ban had waited, Primmie smoked off their own Recon Arrow, giving Buzz a free kill.
This cascading series of errors handed T1 a round they should have never won—securing them their 11th round and sealing the game.
At that point, Talon couldn’t afford any more mistakes.

Final Thoughts:
Overall, this was an entertaining match, won by small margins on Map 3. Despite the mistakes, it was one of the more enjoyable matches in the Pacific region.
GGWP. 🎭

If you like my analytical content, check out my youtube and twitch watchparties:
https://www.youtube.com/@LotharHS-VALORANT-Laboratory
twitch.tv/LotharHS live with DRX vs GenG now

posted 3 weeks ago

Its just the “youtube” game. You put a scandalous title who is still “technically” correct to make people click on it. When you watch the video you can hear why the title is like that and how i commend riot for their transparency.

posted 3 weeks ago

Yeah ok, i couldnt find this. I removed the link, dont want to make any troubles.

posted 3 weeks ago

is that a thing here? I cant find any rules on this forum apart from ''no politics/religion""

posted 3 weeks ago

Removed the link myself

posted 3 weeks ago

Show me even one of my takes which is wrong.
You wont even find one.

If you would watch my stream you would see how i everyday call out my mistakes and APOLOGISE to my ranked teammates if i end being the reason why we lost a round.

I “trashed” kankan for his absolutely awful habit of using a graffiti spray after getting kills which actually gets him killed from time to time. This is a horrible habit that many players have and it stems from players copying oldschool cs1.6 players. If you have this habit you should try unlearning it. Doesnt matter if kankan is world champ or not.

posted 3 weeks ago

GE vs DFM (0-1)
Map 1: Abyss (DFM’s Map Choice)
Score: 8-13 (DFM Wins)
Match Rating: ★★★☆☆☆☆☆☆☆ (3/10)

Match Summary
Let’s start with the positives. DFM demonstrated a strong understanding of their composition, particularly with their double-controller setup on attack. This approach allowed them to:

Deny information to GE consistently.

Force rotations and pressure GE players out of key positions.

The addition of KAY/O was also a great choice, offering potential as a hard counter to GE’s Chamber.

Now, let’s talk about Deryeon on Chamber—a player who became a critical focus of the match. Not only was Deryeon countered by agent selection, but he was also outplayed on a micro level throughout the game. DFM read him like an open Donald Duck comic, consistently:

Forcing him into predictable peeks using smokes.

Outsmarting him with clever repositions and utility usage.

As a result, GE struggled to get any value out of their sniper-sentinel setup, which hindered their ability to establish map control.

Defense Struggles for DFM
While DFM excelled on attack, their defense on A site left a lot to be desired:

The double-controller setup on A felt poorly executed, giving GE far too much space to work with.

GE skillfully abused this space, making A site a consistent weak point for DFM.

Additionally, unfortunate smoke placements negated much of the value from Sova’s utility, making it nearly impossible to hold A effectively.

This defensive mismanagement is something that DFM will need to address through a VOD review and coaching. It’s a clear area for improvement that could make them far more competitive in future matches.

Final Thoughts
Overall, I’m semi-impressed by DFM’s performance. Their attack showcased great compositional understanding and utility synergy, but their defensive setups—particularly on A site—were problematic and need fixing. That said, I’m looking forward to seeing how they perform in the next map.

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

GE vs DFM (0-2)
Map 2: Split (GE’s Map Choice)
Score: 12-14 (DFM Wins)
Match Rating: ★☆☆☆☆☆☆☆☆☆ (1/10)

Match Summary
By the end of this match, I found myself clapping—not because it was entertaining, but because I was relieved we wouldn’t have to endure a third map.

Both teams struggled to apply sufficient pressure on attack to create consistent value, largely due to their double-sentinel compositions. While it’s understandable that their win conditions leaned heavily toward defense, the lack of proactive play on attack made the rounds feel lackluster. Most rounds were decided not by brilliant plays but by punished mistakes from the opponents.

Key Takeaways
Agent Selection: This match once again highlighted how much more effective Viper is at the pro level compared to Deadlock. It’s baffling to me that teams continue to choose Deadlock when Viper is available. The gap in utility value is glaring.

DFM’s Smokes:

On defense, DFM’s smokes were either poorly placed or entirely absent, creating unnecessary vulnerabilities.

On attack, their smokes were better timed and placed, similar to what we saw on Abyss. However, unlike on Abyss, where they ran Astra+Omen, they couldn’t replicate the same level of smoke pressure on Split. This is an area that clearly needs attention in their post-match review.

Final Thoughts
While neither team impressed on attack, DFM managed to endure and secure the win. This was far from a clean game, but they did enough to advance.

Looking ahead, DFM will face PRX next. Based on what I’ve seen from both teams, this could actually be a 50-50 matchup, depending on who can clean up their issues better.
----------------------

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http://www.youtube.com/@LotharHS-VALORANT-Laboratory

posted 3 weeks ago

TS vs RRQ

Map 1: Lotus (TS’s Map Choice)
Score: 13-9 (TS Wins)
Match Rating: 2/10

---

Match Summary

This map was far from enjoyable to watch. It felt like TS and RRQ embodied a sort of yin and yang dynamic with their respective strengths and weaknesses:

  • RRQ: Showed a solid understanding of their utility setups and synergies. However, they lacked confidence in executing their game plan, often struggling with timings and spacing, which ultimately hurt their overall performance.
  • TS: Displayed inefficient utility setups and a lack of macro-level understanding, leading to poor synergy. Despite this, they compensated with superior mechanical skill and individual confidence, consistently outskilling RRQ players in key engagements.

Both teams were guilty of overpeeking, even when holding a numbers advantage, which led to unnecessary round losses.

---

Key Moments & Issues

  • Round 20: A prime example of TS's teamwork issues occurred during this round. TS used a powerful Fade ultimate for a retake but failed to capitalize on it for almost the entirety of its duration. This failure highlights two possible underlying problems:

    1. Communication Issues: Easier to address and fix with practice.
    2. Macro Planning Deficiencies: A larger structural problem that requires significant effort to resolve.
  • Vyse on Defense: Both teams misused Vyse in a defensive role. Instead of leveraging her as an isolation agent during executes, she was played like an inferior version of Killjoy. Her utility—vines and wall—was rarely utilized effectively, leaving her impact on the game minimal.

---

Final Thoughts

The match exposed glaring issues in both teams' playstyles:

  • TS: Needs to improve macro understanding and better utilize utility during coordinated plays.
  • RRQ: Must build confidence in their execution to complement their strong utility setups.

Hopefully, these issues will be addressed in the next map, allowing for more polished and competitive gameplay.

---

Map 2: Pearl (RRQ’s Map Choice)
Score: 4-13 (RRQ Wins)
Match Rating: 4/10
---

Match Summary

The Good

RRQ came into Pearl with a clear understanding of their composition’s strengths and executed their game plan confidently— a stark contrast from their performance on Lotus.

  • Monyet’s Decision-Making: Apart from a few missteps (notably in the pistol round), Monyet showcased smart utility and ultimate usage. For example, RRQ effectively took early A Elbow control on attack, secured the orb for Phoenix, and followed it up with Phoenix planting and using his ultimate to create secondary pressure during the post-plant.
  • Macro Decisions: RRQ demonstrated solid macro-level planning in 5v5 post-plants, employing counter-pressure by pushing lanes. While some of these decisions backfired, it’s encouraging to see a team stick to a plan and commit, even when the outcome isn’t ideal. This structured approach showed marked improvement in RRQ’s confidence and decision-making compared to their previous map.

The Bad

TS, on the other hand, continued to struggle with fundamental issues, failing to learn from their mistakes in Lotus and previous matches.

  • Overpeeking Problems Persist: TS repeatedly gave up unnecessary advantages by overpeeking, particularly in post-plant scenarios.
  • Critical 3v1 Post-Plant (Estrella’s Clutch): This round encapsulated TS’s biggest problem.
    • The minimap positioning of TS players was abysmal. I was able to call the clutch happen just by seeing the positionions on the minimap, before kills happened.
    • JessieVash’s poor angle isolation allowed Estrella the one opportunity to create a win condition. Estrella systematically isolated the 1v1 fights, forcing TS’s remaining two players into similar isolated duels, resulting in a brilliant clutch for RRQ.
    • This round highlighted a fundamental issue with not just TS but many VCT teams: a lack of practice in basic concepts like spacing, playing the numbers, and identifying win/loss conditions.

---

Final Thoughts

RRQ’s structured and confident performance on Pearl was a significant improvement, showcasing strong planning and better utilization of their composition’s strengths. While some decisions didn’t pay off, their commitment to a coherent strategy was commendable.

For TS, the 3v1 clutch loss to Estrella symbolizes the broader issues plaguing their playstyle. Teams at this level must master the basics—spacing, playing with an advantage, and maintaining discipline in post-plant scenarios—to avoid throwing away rounds that should be unlosable.

---

Next Map: Haven

This will be a critical test for TS as they look to address their recurring issues.

---
Map 3: Haven (RRQ’s Map Choice)
Score: 4-13 (RRQ Wins)
Match Rating: ★★★★☆☆☆☆☆☆ (4/10)

---

Match Summary

RRQ’s Performance

RRQ carried over the strengths they displayed on Pearl, showcasing a solid understanding of their win conditions in post-plant situations. A notable strength was their decision to aggressively peek into defenders during retake scenarios. This tactic effectively delayed TS’s retakes or outright stopped them before they could gain momentum. TS was repeatedly caught off guard by RRQ's proactive approach.

  • Early Domination: RRQ started the map strong, leading 6-0, with clean utility usage and disciplined follow-ups.
  • Mid-Game Complacency: After gaining a significant lead, RRQ became slightly complacent, occasionally losing rounds due to dry peeks that weren’t supported by utility. However, these mistakes were minor and didn’t impact the overall outcome of the match.
  • Adjustments: RRQ quickly tightened their spacing after recognizing these errors, showing adaptability and discipline as the game progressed.

---

TS’s Struggles

TS’s recurring issues were glaringly apparent on Haven, further exposing the flaws in their gameplay across all maps in the series.

  • Utility on Autopilot: TS’s utility usage lacked intentionality. Many flashes from Breach provided no value as RRQ often played ahead of them.
  • Retake Problems:
    • The Killjoy retake ultimate was completely neutralized as RRQ held their ground on-site and punished TS players, who ran into them without proper coordination.
    • TS’s inability to adapt to RRQ’s playstyle made them look disjointed and reactive rather than proactive.
  • Fundamentals Missing: It was clear that TS’s gameplay lacked attention to basic fundamentals, such as reading how utility impacts opponents, spacing, and adapting to the flow of the match.

---

Final Thoughts

RRQ’s decisive victory highlighted their growth and adaptability throughout the series. Their proactive approach and strong understanding of macro play were key factors in their success. While occasional mistakes crept into their game, they were minor and didn’t detract from their overall dominance on Haven.

For TS, this series exposed significant weaknesses in their fundamentals. Their inability to utilize utility effectively, adapt to the opponents’ playstyle, or capitalize on key opportunities was a recurring theme. Moving forward, TS will need to go back to the drawing board and spend the next two months focusing on the basics if they hope to improve in Split 1. Clean and disciplined VALORANT is something all fans hope to see from them.

---

GG! Next Match: GE vs DFM

Catch the watchparty here: twitch.tv/LotharHS

posted 3 weeks ago

BLG vs EDG
Map 1: Pearl (BLG’s Map Choice)
Score: 12-14 (EDG Wins)
Match Rating: ★★★☆☆☆☆☆☆☆ (3/10)

Match Summary
The match began with EDG taking an early lead by winning the pistol round, setting them up for a potential snowball. However, a key misstep in round 2 changed the momentum. KAY/O, equipped with a ghost, was positioned as the A-site anchor. When EDG overpushed Art and dropped a gun, KAY/O left the site to retrieve it. This decision allowed BLG to take A site uncontested on an eco round, resulting in EDG losing the round.

This mistake not only handed BLG a crucial round but also gave them a significant credits advantage and bolstered their ultimate economy, allowing them to take an early lead at 4-1. Despite this, neither team managed to maintain consistent control.

Both teams demonstrated an understanding of how to battle for A Elbow control, but once that was settled, the match often devolved into chaotic engagements. The game became heavily reliant on hero plays and multikills, with many first bloods coming from isolated dry peeks or unsupported pushes.

Post-plant situations from both sides were underwhelming, as coordination seemed to break down. Utility was poorly timed, and the overall execution felt disjointed—possibly due to communication issues. These factors pushed the game into a back-and-forth of isolated moments rather than cohesive team play.

Final Thoughts
For BLG, the inability to close out a map despite having an early lead and multiple advantages is concerning. EDG’s mistakes gave them opportunities to capitalize, but they struggled to secure the win. If EDG had been more disciplined, BLG might not have been able to put up much of a fight at all.

Shoutouts:

Neph for some excellent KAY/O flashes

Levius for his aggressive shift-peeking plays, though sometimes overly ambitious

Looking Ahead
Next up is Map 2: Haven. Let’s hope for more disciplined play and stronger coordination from both teams.

------------------------------------------------
BLG vs EDG
Map 2: Haven (EDG’s Map Choice)
Score: 6-13 (EDG Wins)
Match Rating: ★★★☆☆☆☆☆☆☆ (3/10)

Match Summary
BLG started the map with a solid game plan on attack. Their Viper utilized a default wall to create pressure on A Main, A Short, and A Link, while Omen's smoke added additional pressure on B Main. This setup forced EDG into over-rotations or made them hold deep defensive angles, giving BLG significant map control early on.

However, cracks began to show as Neph repeatedly overextended, often dying first on attack. This undermined Viper’s crucial role in the composition—staying alive to maintain map pressure and control post-plants by holding rotating CT players hostage.

The pivotal moment came when BLG got caught off guard by EDG’s first eco-buy, allowing EDG to recover their economy. Despite BLG’s early 3-0 lead, they couldn’t capitalize on their momentum.

Key Turning Points:

Early Rounds: BLG’s early pressure strategy was effective but began to falter as Neph's early deaths disrupted their rhythm.

EDG Adaptation: EDG identified that Viper’s utility was a problem in the early game, but they countered by brute-forcing through A Main with Omen smokes. This often resulted in free frags for EDG without any trade or punishment from BLG.

First Half Close: EDG’s ability to exploit BLG’s mistakes and take control of key areas left them in a strong position heading into the second half.

In the second half, EDG dominated. It was a complete bloodbath as EDG stormed sites with superior aim and coordination, leaving BLG unable to mount any effective defense. KK and Smoggy stood out, closing two critical rounds with an ace and a 4K, respectively, showcasing their mechanical skill.

Criticism of BLG's Defense:
A particular misstep was BLG’s defensive Viper wall on C Site, which offered little help in retake scenarios while also giving EDG easy space to plant. This misplacement further hampered their ability to contest EDG’s aggressive pushes.

Final Thoughts:
BLG started with a promising strategy, but poor execution and repeated mistakes—especially from key players—allowed EDG to dominate the map. EDG's adaptations, individual brilliance, and superior coordination secured them a convincing victory.

-----------------------------------------
BLG vs EDG
Map 3: Lotus (BLG’s Map Choice)
Score: 5-13 (EDG Wins 3-0 and Advances to Masters)
Match Rating: ★★★☆☆☆☆☆☆☆ (3/10)

Match Summary
Lotus was a questionable map choice for BLG, especially given their lack of preparation to properly contest Rubble control. This glaring oversight mirrored issues we saw on Pearl, but this time the disparity in utility quality between EDG and BLG at A Main/Rubble was even more pronounced.

Instead of adjusting by conceding A Main and focusing on the other lanes, BLG repeatedly forced fights for Rubble and paid a steep price. Their inability to adapt left them at a consistent disadvantage.

Key Issues:

Utility Gap: BLG’s utility usage around A Main and Rubble was outclassed by EDG, making their attempts to contest the area costly and ineffective.

Lackluster Ultimate Planning: BLG’s ultimate usage was underwhelming, with no clear strategy to swing the momentum in their favor.

Inflexibility: BLG didn’t pivot their strategy to focus on B and C lanes when A Main control wasn’t working, compounding their problems.

When the halves swapped, EDG continued to dominate with their superior utility playbook. A standout moment occurred in Round 17, where EDG reached match point with an exceptional strategic play:

They forced BLG to abandon A Main.

Executed a brilliant fake A to B play with only Omen selling the fake at A.

This resulted in a deadly pincer move from B Main, catching BLG completely off guard.

This map showcased EDG at their best, far sharper and more coordinated than they appeared on the previous two maps.

Final Thoughts
The skill gap between EDG and BLG on Lotus was significant. EDG outclassed BLG in every aspect of the game, from utility usage to strategic planning and execution. Their dominance was well-deserved, and it’s clear they’ve earned their spot at Masters.

BLG, on the other hand, will need to reevaluate their map selection process and mid-game adaptability if they want to compete at a higher level moving forward.

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

Catch the watchparty here: twitch.tv/LotharHS

posted 4 weeks ago

if i will watchparty them, then yes i will

posted 1 month ago

Game #VCTPacific : u/DRX_VALORANT vs @nsr_valorant

Map: Lotus (NS’s Choice)
Score: 13-11
Match Rating: ★★★★★★★★☆ (8/10)

Match Summary:

An incredible and exciting match to watch, filled with jaw-dropping aim clips and solid performances from both teams. Here’s a breakdown of the game:

NS Analysis:
I didn’t know much about NS before this match, other than their reputation for having a dedicated Neon main. After watching this, it’s clear that NS might be one of the most difficult teams to play against right now due to their incredibly fast-paced playstyle.

A pivotal moment came in Round 2, when DRX made a critical mistake against an eco round. NS capitalized on this by taking space aggressively on Mound (C site), with their Neon pushing fast using a Bucky. DRX lost two players in this round, and it allowed NS to stay competitive, making the map much closer than it otherwise would have been.

NS’s utility to support Dambi was well-executed and well-placed, but their spacing after engagements left much to be desired. This is an area where they could tighten up their play to become even deadlier.

While Dambi’s Neon play might look reckless at times (you could call it “inting”), it aligns with the team’s chaotic and aggressive style. If they can refine their approach to minimize those overextensions, they have the potential to become one of the top teams in the Pacific region. NS is definitely a team to keep an eye on as they evolve.

DRX Analysis:
The “rookies” are proving why they deserve their spots on the roster. Free1ng, Hyunming, Beyn, and Flashback (despite having an off game) showcased incredible aim, consistently winning duels and countering NS’s aggressive strategies. These players are nearly impossible to fight on equal footing.

The standout aspect of DRX on Lotus was their fundamentals. Their players demonstrated:
• Great spacing.
• Well-timed double peeks.
• Efficient crossfire setups.

Two moments that stood out:

Mako and Hyunming’s crossfire on Rubble.

Mako and Free1ng’s off-camera synergy on B site.

While Tejo didn’t shine much on this map, there were glimpses of strong potential synergy with Fade. If DRX can further develop these setups, Tejo could become a key player in their strategies. Similarly, Free1ng needs more practice on Tejo, but the potential is there.

Ultimately, DRX’s ability to adapt to NS’s chaotic playstyle and effectively punish Neon’s overextensions was the key to their victory.

Closing Thoughts:

This was a fantastic game, showcasing both teams’ strengths and areas for improvement. While DRX’s structure and fundamentals led them to victory, NS’s raw aggression and unique style make them an exciting team to watch. Both teams have the potential to make waves in future matches.

--------------------------------------------------------------------
Map 2

Map: Pearl (DRX’s Choice)
Score: 6-13
Match Rating: ★★★★☆☆☆☆☆☆ (4/10)

This wasn’t the most enjoyable map to watch. Looking at NS’s team composition, their win condition was clear: a strong defense. The combination of Killjoy, Viper, and Astra completely shut down any executes, even with Tejo trying to clear out utility.

DRX, on the other hand, made several uncharacteristic mistakes. Over-aggression and losing advantageous positions cost them multiple rounds, which quickly snowballed out of control. For map 3, they’ll need to tighten their fundamentals, as their win on map 1 largely came down to efficient spacing and coordinated peeks.

NS showcased their trademark playstyle once again. Despite running a double-sentinel comp, they aggressively fought for A main map control on defense, while stacking a sentinel on B. This created effective trap plays, forcing DRX into the waiting arms of their sentinels.

Dambi, who was more subdued on Lotus, managed to wreak havoc here. He thrived in the chaos, and it’s clear that playing against NS is a unique challenge. Their playstyle is so distinct that most teams struggle to replicate or counter it effectively.

DRX’s composition leaned heavily toward post-plant success, with nearly every agent equipped with damaging utility. Unfortunately, they rarely managed to secure post-plant situations, leaving their win condition unmet and many rounds decided before they could even set up.

Now, onto map 3: Fracture.

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

Map: Fracture (Decider)

Score: 13-9

Match Rating: ★★★★★★★☆☆☆ (7/10)

Meta Overview
This Fracture match showcased what is likely the most effective meta composition for the map:

Core Agent: Tejo on Breach

Controller: Brimstone (though Astra could arguably be a better choice)

Duelist/Sentinel: Preferably Vyse over Killjoy, especially against Tejo’s utility-heavy playstyle

The barrage of utility from both teams emphasized the strength of the stun-and-missile combo. Paired with Dambi’s chaotic pushes or Hyunmin’s explosive Satchels, it created dynamic opportunities for taking space.

NS Highlights
NS had some interesting strategies, but their playbook felt a bit limited:

On defense, they often defaulted to heavy team pushes down one lane, looking to gain map control. Once DRX adapted, these pushes were either countered or avoided altogether.

Despite this predictability, NS remained dangerous—a testament to their skill and creativity. With better spacing, they could easily become one of the Pacific region's strongest contenders.

Key Strength:

B-site Retakes: NS executed flawless utility plays on tower, making their retakes nearly unstoppable and often decisive in securing rounds.

DRX Performance
DRX came into Fracture with a refined game plan and avoided the mistakes they made on Pearl.

What Went Well:

Adaptation: They countered Dambi’s chaotic playstyle by isolating him from his team and catching him in crossfires.

Tight Spacing: DRX maintained disciplined positioning, which was critical in overcoming NS’s aggression.

Utility Usage:

Tejo’s utility was a cornerstone of DRX’s success. While some ultimates could have been better directed, overall, Tejo played a pivotal role.

Missiles were used with great versatility: clearing Killjoy setups, disrupting ultimates, aiding post-plant situations, and taking space. This showcased how overpowered this agent can be when paired with Breach, and it feels like there’s still untapped potential here.

Standout Player:

Hyunmin: The definition of a selfless teammate. His positioning and awareness saved his teammates from countless situations, and his ability to "bodyguard" while enabling others was crucial to DRX’s win.

Final Thoughts
Match Result: #DRXwin 2-1

Next Steps for NS: Refine spacing and expand their playbook to fully capitalize on their potential.

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posted 1 month ago

Written Analysis of PRX vs T1 match in #VCTPacific

#VCTPacific

Match: Paper Rex vs T1

Map 1: Bind
Score: 6-13 (T1 Wins)

Match Rating: ★★★★☆☆☆☆☆☆ (3/10)

Map Summary
This map felt doomed for Paper Rex (PRX) right from the agent select. PRX opted for an extremely ineffective composition: Deadlock, Cypher, Brimstone, Gekko, and Raze. The disparity between the two teams' compositions was glaring. PRX seemed outclassed in nearly every engagement due to the stark contrast in utility and team synergy.

T1’s composition, on the other hand, was well-rounded and allowed them to stall, initiate, and take space effectively using their abundance of utility. KAY/O, in particular, played a pivotal role by suppressing key PRX agents and countering their ultimates, constantly keeping PRX second-guessing their moves.

The Pistol Round Debacle:
PRX’s aggressive defensive push exemplified their struggles. They committed four players to A short, attempting a bold backstab through showers. However, this maneuver backfired spectacularly as T1 countered by seizing control of showers, flipping the roles. PRX found themselves stuck in a choke point, and T1 caught all four players in what can only be described as a blender. It was a chaotic yet hilarious moment, emblematic of PRX creating problems for themselves and handing solutions to their opponents.

Fundamental Issues:
This sequence highlights a long-standing problem for PRX: their reliance on subpar compositions that seem designed more for uniqueness than effectiveness. Their approach often feels like an attempt to impress rather than a commitment to building a solid composition and refining a deep playbook.

T1’s Efficiency:
T1, in contrast, showcased a clear understanding of their composition and worked seamlessly as a unit. Their teamwork allowed them to isolate PRX players with clinical efficiency, exposing PRX’s lack of cohesion and planning.

Final Thoughts
T1 delivered a commanding performance on Bind, showing excellent coordination and compositional understanding. PRX, however, needs to rethink their approach for the next map. If they continue with the same flawed strategies and compositions, this series could end in a quick stomp.

Let’s see if PRX can adjust and bring something better to the table in the next map!

--------------------------------------------------------------------------------
Match: Paper Rex vs T1
Map 2: Fracture
Score: 13-8 (PRX Wins)
Match Rating: ★★★★☆☆☆☆☆☆ (4/10)

Match Summary
A Game of Throws

This map was filled with questionable decision-making and high-stakes heroics that defined the flow of the game.

Early Rounds: PRX started strong by winning the pistol round, but in round 2, Davai overpeeked, costing PRX the round. In round 4, PRX’s first full-buy, Davai overpeeked again, throwing yet another crucial round.

Mid-Game Comeback: Despite these errors, Jingg stepped up, delivering heroics with a 3K and 4K in consecutive rounds. His standout performance allowed PRX to recover, bringing the match to an even state.

Turning Point at 8-8: T1 found themselves in a 5v3 advantage, but Buzz overheated, getting himself and his Breach teammate killed. This critical mistake handed the round to PRX, and the momentum shift led to a snowball effect that secured the map for PRX.

Analysis
While both teams played solid compositions and PRX demonstrated better utility synergy, the match felt frustrating from an analytical standpoint. There were too many random decisions and reliance on individual multikills to bail teams out of bad situations.

For Fans of Flashy Plays:
If you enjoy watching explosive, individual performances and chaotic moments, this match was entertaining. However, for those seeking insights or strategic takeaways, it offered little in terms of high-level analysis.

Final Thoughts

PRX managed to close out Fracture, but both teams will need to focus on improving their decision-making going into the next map. Hopefully, Split will showcase more disciplined and structured gameplay.

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

Match: Paper Rex vs T1
Map 3: Split
Score: 11-13 (T1 Wins)
Match Rating: ★★★★★☆☆☆☆☆ (5/10)

Match Summary
This map featured some retro compositions from both teams:

PRX’s Composition: Sage and Skye, but they did not use regen shields, which felt like a missed opportunity. Regen shields synergize incredibly well with double healing and a resurrection, making this omission questionable.

T1’s Composition: Chamber, a pick that seemed equally odd but was not a deciding factor in the match.

While these compositions were unique, neither team’s agent choices played a significant role in determining the game’s outcome. Instead, the match felt heavily influenced by nervous mistakes and questionable decisions on both sides.

Key Moments
Nerves and Stress Play a Role: Many players displayed signs of stress, with repeated dry peeks through smokes and overly aggressive plays that ignored initiator utility. These mistakes led to several rounds being handed to the opponents.

PRX’s Costly Errors: PRX had 2-3 game-swinging rounds where they had a numbers advantage but lost due to poor positioning. Players frequently held angles alone without establishing crossfires, allowing T1 to capitalize on these mistakes.

Lack of Mid Presence: On attack, PRX’s double duelist composition failed to establish any significant mid-map control. Instead, they tried brute-forcing sites, making it easier for T1 to hold their ground.

Attacking Side Struggles: PRX ended their attacking half with a 5-7 deficit. This was particularly problematic because their win condition should have been to rack up enough rounds on attack and rely on ultimate rounds to close out the game on defense.

Analysis
T1’s Performance: T1 showed promise but still has room to grow. They took advantage of PRX’s mistakes and closed out rounds efficiently.

PRX’s Struggles: This match highlighted long-standing issues for PRX. Their lack of mid-map control on attack, failure to capitalize on advantages, and questionable decision-making in critical moments are not new problems. For PRX to remain competitive this season, fundamental changes in their training and practice are necessary to eliminate bad habits that have plagued them for years.

Final Thoughts
T1’s victory secured the series 2-1, but both teams have areas to improve. T1 looks to have potential for growth, while PRX needs to address systemic issues if they want to contend in the future.

Thanks for reading! Catch me on stream: twitch.tv/LotharHS

posted 1 month ago