lol jo, intresting topic.
wud like to say first not sure what ur saying is correct rob, i did have a chat with someone with the same theories about tw, but a easy way to show a opposing view, lets say your a guy with a stable reaction time and had a digital clock stuck to your brain, we threw you onto a tw world u wud fail.
if we gave u a nice build order guide along with your accurate clicking finger, u wud still fail because not one size fits all.
When talkin bout this, ya av to decide what do you mean by great, they are great fun to play with, great for being thier when u need em, great leading?
the most used deffinition of great would be highly able developped all growing all fighting player.
if u wanna look at what qualities make someone good at tw thiers a few.
Knowhow
this can range from knowing what a offensive troop is, to knowing how to cancel snipe, to knowing building data and being able to make sense of it.
if u do not know how do something, how can u even start to be good at it right
much like flicking a stone across a river, u can have huge arms n chuck rocks at the water as hard as ya like, without knowing the technique then ur just gunna splosh instead of skip, granted thiers not much to flickin rocks across a lake, but im sure u get the simile.
Now i wudnt say a player has to know everything to be great, but the more the better, i consider myself top of my game in some aspects, but alas, i can look at building data or a world configuration and not make the slightest bit of sense out of it, yet aside from start up my game i dont feel lacks too much because of this.
Execution/knowledge in play
Whilst one can read a book all about sword fightin, alas they will be no good without applying said knowledge.
I recently wrote a guide about how to time mega accuratly, with one read of it, it doesnt make anyone a good timer, its need to be practised, need to get muscle memory n then with time one can become consistently a accurate timer, as apposed to the average peep who can usualy hit the right second.
this applies to a few things, in high pressure situations you cant be thumbling around slowly doing things as things will get on top of you, if u need to time a support train in from another villa u need to be setting up tabs etc whilst keeping dodges up and making sure rallies are being demo'd and rebuilt at the right time, u will find this hard to maintain if u havent previously practiced it a lot.
decision making
Whilst this can be taught to a extent, id say it comes more from experience, you can play start up off the back off a guide and do alright, even get top ranks, but think u need to be playing start up regularly and be learning from it, milad n will could document exactly what they did to pull rank 1 on this world. That would not mean anyone who read it would become a decent start up player, the same happens a lot with defending, I wud log on to a tribesmates account with all the incs, plan what needs to happen what i need in place where ie "how im going to deal with it" another player may log on and make thier own plan, but i feel unless he had experience they wud make sum potentially fatal errors or not account for certain things that some more experienced player with good decision making would.
I would say the above categories players ability wise, shud sumone have basics of all 3, they might be considered a noob, sumone may excel in one n fail at other n could be dubbed something else, but in the case of what im highlighting.
A Great player as far as ability goes is one who knows the game and most/all the ins and outs, one who execute all game manuevers to a high degree of speed and accuracy and one who has faced situations enough times and understand the factors involved in making good calls on a consistant basis.
If we are widening the boundaries outside of just able players i would say willingness and want to get involved is a major view changer for me, we have a certain player on w13, who self admittadly cannot snipe, he can time very accuratly and pull off most other manuevers in tw to a quite impressive degree of accuracy, but yea, they cannot snipe what so ever.
This player is also the keenest player i have ever met, u need nukes, he's got it, u need timed stack, he's got it, u need a sit thier on it. Said player i imagine would also struggle to achieve great growth at start up and may lack elsewhere.
But!!!, to me i would sooner have 10 of these guys on my team that 10 know it all so called pro's who aint got your back, so yea id say this player^ and many others are great in that respect.
As for the train jo, its skill plus luck. should a player have no concept of timing then they need too many attempts to be able to say they can do it consistently, where as once u chop down the range that ur snipes are missing by, it becomes more a % chance till u hit the correct ms, its impossible to consitantly time something to a particular ms, but its not impossible to time close enough so after a few attempts its sniped as apposed to missed every time.
How this relates to w13, well 500 ms gap is trivial, no one worth thier money is going to be hoping to cap players with trains as the world progress's, once players have multiple nukes it will be a case of timing these in tight, or atleast timing 100 axe + noble tight after a nuke to avoid the pain of prenobled recaps, so yea whilst it appears a noob friendly setting, the fact that players will be opting for multi village trains instead of the traditional train, means timing will be a factor, n as timing is a factor so is snipes n what not.
So yea good players should succeed on w16 despite the apparently accursed 500ms gap.