@Vinyl:
When we evaluate a player's range, we're not giving them the same qualities/skills/tendencies that we have - although that's a big leak for a LOT of players at all levels.
This is the entire point of looking at player type and individual villain tendencies. We narrow the range not based on if we were playing vs. ourself, but on how stats/reads suggest the villain would play their range on different textures. When we face a x/r on A98 two tone, do we evaluate the range as the same for a weak-tight as for a lag? Of course not. But your post suggests that we would evaluate both players' ranges as if they think the same way we do? Not sure if this was a lapse of concentration on your part, but it seems pretty clear that this isn't how we (as thinking players) typically go about hand analysis.
When we evaluate a player's range, we're not giving them the same qualities/skills/tendencies that we have - although that's a big leak for a LOT of players at all levels.
This is the entire point of looking at player type and individual villain tendencies. We narrow the range not based on if we were playing vs. ourself, but on how stats/reads suggest the villain would play their range on different textures. When we face a x/r on A98 two tone, do we evaluate the range as the same for a weak-tight as for a lag? Of course not. But your post suggests that we would evaluate both players' ranges as if they think the same way we do? Not sure if this was a lapse of concentration on your part, but it seems pretty clear that this isn't how we (as thinking players) typically go about hand analysis.











