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Telcontal #1 Posted 29 January 2018 - 10:08 PM

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So if you spawn south in a slow heavy, you move a little further south, while moving towards eastern flank, and you can get there safe because you're out of render. Besides that you will be able to lie hull down, in case you want to, it's not a problem, you're covered by a hill, so the snipers from enemy team can't do you any harm.
If you spawn north however, you can't get to the brawling point safely, they will be able to snipe you. You can't lie hull down, they will snipe you.
Best map design I've seen in a while!

TheOneAboveAII #2 Posted 29 January 2018 - 10:12 PM

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Welcome to world of tanks...enjoy.

Chuwt #3 Posted 29 January 2018 - 10:34 PM

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Maps dont really have to be totally equal for all classes...you are just as likely to get "good" side as "bad". Personally, i would substitute interesting, larger and variable tactics maps for equality every time. Even the clearly unequal spawn on maps like one version of mines can be overcome if one team actually plays better than the other.

 



Richthoffen #4 Posted 29 January 2018 - 10:58 PM

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or you try a different approach  

XxKuzkina_MatxX #5 Posted 29 January 2018 - 11:02 PM

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View PostChuwt, on 29 January 2018 - 11:34 PM, said:

Maps dont really have to be totally equal for all classes...you are just as likely to get "good" side as "bad". Personally, i would substitute interesting, larger and variable tactics maps for equality every time. Even the clearly unequal spawn on maps like one version of mines can be overcome if one team actually plays better than the other.

 

 

Yeah sure, even Spartacus could've won!

Steve8066 #6 Posted 29 January 2018 - 11:07 PM

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View PostChuwt, on 29 January 2018 - 10:34 PM, said:

Maps dont really have to be totally equal for all classes...you are just as likely to get "good" side as "bad". Personally, i would substitute interesting, larger and variable tactics maps for equality every time. Even the clearly unequal spawn on maps like one version of mines can be overcome if one team actually plays better than the other.

 

 

the encounter on mines is probably the most unbalanced map/mode that exists imo.

K_A #7 Posted 29 January 2018 - 11:13 PM

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What the heck are you smoking? North side on Redshire has a lot more cover to move on either flank. Want to go west? Oh look, a town for you to hide behind! Want to go east? Oh look, a ridge to cover you for 3/4 of the way! Want to go center? Oh look, a hill that conveniently allows you to get into sniping positions completely safe!

ZlatanArKung #8 Posted 30 January 2018 - 12:05 AM

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View PostTelcontal, on 29 January 2018 - 10:08 PM, said:

So if you spawn south in a slow heavy, you move a little further south, while moving towards eastern flank, and you can get there safe because you're out of render. Besides that you will be able to lie hull down, in case you want to, it's not a problem, you're covered by a hill, so the snipers from enemy team can't do you any harm.
If you spawn north however, you can't get to the brawling point safely, they will be able to snipe you. You can't lie hull down, they will snipe you.
Best map design I've seen in a while!

Have it ever occurred to you that going to that spot from North could be a bad idea?



VsUK #9 Posted 30 January 2018 - 12:31 AM

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There's many maps that are no longer suitable for the likes of light tanks. Some maps if your in a arty, you don't manage turn & move 1 square before your spotted & dead. Then there's the maps where 1 light tank can hide in a bush & spot the entire map. The worst of them all is Malinovka standard battle. If you spawn north & the enemy have the house side. Within 5 seconds, an enemy Light can charge to F6 area & light everyone up. Nothing you can do as there's no where to hide behind. I've lost count of games this has happened & we've lost 3 or 4 tanks from the off because of stupidly small maps with long range, highly mobile & impossible to spot lights. 

WG clearly don't care or they would have considered this when they decided to spam the game with lights!

Strappster #10 Posted 30 January 2018 - 01:24 AM

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View PostVsUK, on 29 January 2018 - 11:31 PM, said:

There's many maps that are no longer suitable for the likes of light tanks.

 

Bollocks. There are maps where it's not as easy to play a light as it might once have been but if you're capable of doing more than "proceed to bush in [square] and wait" when playing a light then it's possible to have a good battle regardless of the map.

 

View PostVsUK, on 29 January 2018 - 11:31 PM, said:

The worst of them all is Malinovka standard battle. If you spawn north & the enemy have the house side. Within 5 seconds, an enemy Light can charge to F6 area & light everyone up. Nothing you can do as there's no where to hide behind. I've lost count of games this has happened & we've lost 3 or 4 tanks from the off because of stupidly small maps with long range, highly mobile & impossible to spot lights. 

 

If it's so obvious, why aren't you prepared for it? You could move in preparation to get cover or to get shots or to blind fire - if you know you're spotted from a particular location, even if the enemy light isn't spotted it usually doesn't take more than a couple of blind shots to get them moving again. The fact that this happens to you so many times that you've lost count is only testament to your inability to learn how to play other than by rote. 



thestaggy #11 Posted 30 January 2018 - 07:13 AM

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View PostVsUK, on 30 January 2018 - 12:31 AM, said:

There's many maps that are no longer suitable for the likes of light tanks. Some maps if your in a arty, you don't manage turn & move 1 square before your spotted & dead. Then there's the maps where 1 light tank can hide in a bush & spot the entire map. The worst of them all is Malinovka standard battle. If you spawn north & the enemy have the house side. Within 5 seconds, an enemy Light can charge to F6 area & light everyone up. Nothing you can do as there's no where to hide behind. I've lost count of games this has happened & we've lost 3 or 4 tanks from the off because of stupidly small maps with long range, highly mobile & impossible to spot lights. 

WG clearly don't care or they would have considered this when they decided to spam the game with lights!

 

You do know that you can counter-spot from the North?

 

Magic bush in E4? That can spot the enemy crossing; the base campers as well as the spotters/snipers that like to go to F7.

 

Or even an aggressive active run using the depression and foilage in the F2/F3/G2/G3 area?


Edited by thestaggy, 30 January 2018 - 07:15 AM.


TankkiPoju #12 Posted 30 January 2018 - 07:42 AM

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View PostTelcontal, on 29 January 2018 - 10:08 PM, said:

If you spawn north however, you can't get to the brawling point safely, they will be able to snipe you. You can't lie hull down, they will snipe you.

 

Sure you can get there safely, you just need go near the redline.

 

 



Bennie182 #13 Posted 03 February 2018 - 10:58 AM

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View PostTelcontal, on 29 January 2018 - 10:08 PM, said:

So if you spawn south in a slow heavy, you move a little further south, while moving towards eastern flank, and you can get there safe because you're out of render. Besides that you will be able to lie hull down, in case you want to, it's not a problem, you're covered by a hill, so the snipers from enemy team can't do you any harm.
If you spawn north however, you can't get to the brawling point safely, they will be able to snipe you. You can't lie hull down, they will snipe you.
Best map design I've seen in a while!

Interesting fact is that meds have an easier time on the 1-2 line spawning north. If you send some middle to spot, you can get nice shots to people taking positions on the 1-2 line. If you try this the other way around, it is a lot harder, since north has more cover to use to go to the ruins.






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