Post by Casual Ba on Aug 4, 2018 8:59:20 GMT
Dealing with a blocked runner can be a pain if you don't full understand the mechanics of runners.
The basic idea behind multi'ing the runners is recognizing the multi tick, which is 7 ticks after the runner starts moving.
So, I created some screenshots showing all the possible locations for the "new multi tile"
Possible Multi tiles for east runner being blocked.
The black E represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
Possible Multi tiles for West runner being blocked.
The black W represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
Now, for the south one the situation is a bit more confusing, since the runner has to "Turn" before you multi it, so what you should do if the runner reaches the cannon west to the normal multi tile is you let it walk 1 tile east from where it hit the cannon and that's the new multi tile. For those reasons you'll see that my picture has 6 "New multi tiles" west of the normal multi tiles and not 7 like the rest, the other situation is it reaches the East without hitting the cannon first, so you just multi it like the west or east blocked runners.
Possible Multi tiles for South runner being blocked.
The black S represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
I hope this guide helps all the defenders out there, I couldn't find any simple guide out there, so I hope this simplifies it.
If this guide is confusing, or you have an idea how to even simplify it further let me know please!
Feel free to pm me about this, private is almost always on.
Huge thanks to Dren and henke for helping me understand how this works, and defending in general.
Also thanks to Omen for having patience and teaching me the basics of the role.
And of course thanks to takedown08, Venusaurus and The Mishiah for forming the team for me to take those screenshot.
And last but not least Tasty for supporting the whole idea.
East blocked runner
West blocked runner
South No bump
www.youtube.com/watch?v=ebpxyGt8y6g
South No bump
Just to show the difference between the two possible South blocks
South Bump
www.youtube.com/watch?v=qyFJlNnSR48
South Bump
When the runner is blocked into the cannon earlier, shows how you have to wait 1 tick for it to "bump" off the cannon.
South fully blocked
*I havn't covered how to deal with a west runner blocked on his way west, to multi a runner like that treat it as if it's an east runner that got blocked.
Thanks to Omen, Ethan and jesie for helping with the recordings.
It should also be noted this guide is meant to keep it as simple as possible, for more advanced information you should refer to Commie's guide
The basic idea behind multi'ing the runners is recognizing the multi tick, which is 7 ticks after the runner starts moving.
So, I created some screenshots showing all the possible locations for the "new multi tile"
Possible Multi tiles for east runner being blocked.
The black E represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
Possible Multi tiles for West runner being blocked.
The black W represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
Now, for the south one the situation is a bit more confusing, since the runner has to "Turn" before you multi it, so what you should do if the runner reaches the cannon west to the normal multi tile is you let it walk 1 tile east from where it hit the cannon and that's the new multi tile. For those reasons you'll see that my picture has 6 "New multi tiles" west of the normal multi tiles and not 7 like the rest, the other situation is it reaches the East without hitting the cannon first, so you just multi it like the west or east blocked runners.
Possible Multi tiles for South runner being blocked.
The black S represents the normal multi tile, and all the light blue ones represent the tiles that the runner will reach in 7ticks if it's route has changed due to someone blocking it.
I hope this guide helps all the defenders out there, I couldn't find any simple guide out there, so I hope this simplifies it.
If this guide is confusing, or you have an idea how to even simplify it further let me know please!
Feel free to pm me about this, private is almost always on.
Huge thanks to Dren and henke for helping me understand how this works, and defending in general.
Also thanks to Omen for having patience and teaching me the basics of the role.
And of course thanks to takedown08, Venusaurus and The Mishiah for forming the team for me to take those screenshot.
And last but not least Tasty for supporting the whole idea.
East blocked runner
West blocked runner
South No bump
www.youtube.com/watch?v=ebpxyGt8y6g
South No bump
Just to show the difference between the two possible South blocks
South Bump
www.youtube.com/watch?v=qyFJlNnSR48
South Bump
When the runner is blocked into the cannon earlier, shows how you have to wait 1 tick for it to "bump" off the cannon.
South fully blocked
www.youtube.com/watch?v=a2y1_MoFhYw
South fully blocked, it's basically like the south multi on wave 10, you wait 1 tick then move.
South fully blocked, it's basically like the south multi on wave 10, you wait 1 tick then move.
*I havn't covered how to deal with a west runner blocked on his way west, to multi a runner like that treat it as if it's an east runner that got blocked.
Thanks to Omen, Ethan and jesie for helping with the recordings.
It should also be noted this guide is meant to keep it as simple as possible, for more advanced information you should refer to Commie's guide