Jump to content


Mountain goats still there?


  • Please log in to reply
5 replies to this topic

Jamesek_ #1 Posted 09 November 2017 - 11:20 PM

    Private

  • Player
  • 21716 battles
  • 15
  • [EATAR] EATAR
  • Member since:
    02-17-2015

let's just forget about my gameplay there, but I hoped this was finaly over... I guess it is not... what do you think?... good use of map desing or does it annoy you as much as it does annoy me?

 

http://wotreplays.eu...jamesekcz-t54e1



Pantzer #2 Posted 10 November 2017 - 01:59 AM

    Corporal

  • Player
  • 20274 battles
  • 159
  • Member since:
    06-30-2011

There are more places people can climb then not... It should be removed completely.

 

Make it so that you simple can't go further op then to a certain point just like you can't drive out past the red line at the map borders. Boom problem solved.



ExclamationMark #3 Posted 10 November 2017 - 02:20 AM

    Colonel

  • Player
  • 16775 battles
  • 3,727
  • Member since:
    04-12-2013
unfortunately something that for whatever idiotic reason, the HD maps won't fix. :/

Spurtung #4 Posted 10 November 2017 - 02:59 AM

    Major General

  • Player
  • 65969 battles
  • 5,900
  • [GW-UP] GW-UP
  • Member since:
    07-05-2013

For the sake of sanity, let me remind you the list of 9 maps that were changed. Note that "changing" doesn't mean "fixing completely".

 

1. Karellia
2. Steppes
3. Lakeville
4. Abbey
5. Mines

6. Sacred Valley
7. Mountain Pass
8. El Halluf
9. Arctic Region

 

So, if you were hoping things had changed in Tundra, I guess it's a matter of confronting your expectations with facts.


Edited by Spurtung, 10 November 2017 - 03:00 AM.


Balc0ra #5 Posted 10 November 2017 - 03:04 AM

    Field Marshal

  • Player
  • 67384 battles
  • 17,089
  • [WALL] WALL
  • Member since:
    07-10-2012

View PostExclamationMark, on 10 November 2017 - 02:20 AM, said:

unfortunately something that for whatever idiotic reason, the HD maps won't fix. :/

 

Well it's to early to tell, as super test don't mean final, nor have we seen all the maps.  As on super test, it was the most common complaint. I suspect they can't just 100% ignore it.

 

View PostSpurtung, on 10 November 2017 - 02:59 AM, said:

For the sake of sanity, let me remind you the list of 9 maps that were changed. Note that "changing" doesn't mean "fixing completely".

 

Well the 0 line on Scared Valley was the most annoying one. And I'm glad that's fixed at least. Tho the Tundra one is quickly becoming as annoying.



RandomBlank #6 Posted 10 November 2017 - 06:47 AM

    Warrant Officer

  • Player
  • 10356 battles
  • 703
  • Member since:
    08-12-2013

Thing with Tundra is it's not a boost, it's a path you could climb in a TOG if you choose to. And spotters from south taking the hill early on will light up any climbers, letting the team make a really short story of them. Only upon reaching the red line the climbers become relatively safe (not quite so, no bushes to hide and still killable from the shelf).

 

Think of it as chess opening:

 

1. South TD to F7 (camping spot that can hit the bare hill)

2. North TD to A9 (climb start position).

3. South LT to E8 (mid shelf overlooking the climb),

4. North Med to E8 (win the shelf).

5. South LT retreats to G9 (drop off to own side)

5. North TD to A8 (climb safely)

 

This grants north severe defensive advantage.

 

Now the above is performed optimally; the med is likely hurt, but North moved aggressively and is at a well-earned advantage. But this all can fail in many ways.

 

For North:

 

- TD just doesn't go to the climb

- TD starts climbing immediately, gets killed.

- med gets killed when trying to get to E8

- LT is assisted by meds, kills the med

 

For South:

 

- Nobody to shoot the climbing TD (LT alone may not have enough time)

- LT dies or doesn't arrive there on time (say, blocked by heavies near spawn)

- LT is killed (hiding inefficiently)

 

In short, it's not "how did that goat get there?!" - it's "Why we let him reach that spot?"

 

It's as much of unfair advantage as enemy arty capping your base: the only ones to blame for that is you, for letting that arty through all the way across the map to your cap.

 

And if you play LT, MT or TD, then you're personally to blame.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users