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Is Cliff unbalanced

Cliff

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lumberjack500 #1 Posted 22 February 2018 - 03:05 PM

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Short Answer: Yes  

F2 on cliff is a ridiculous spot to block anyone climbing the hjll from the opposite side and with the removal of the A5 TD spot and the climb to get to the middle faster it allows the south spawn lots of map control 

 

Anything else I've forgotten?



SyJoMa #2 Posted 22 February 2018 - 03:15 PM

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South spawn rushing E3 allows them to farm slower tanks that try to access the middle of the map. As far as I see, technically rushing F3 could work for north spawn as well. That would also deny south the F2 cliff, but you dont  usually have support for it. So it's a meta problem...

When I played the north spawn as medium or light I liked to try to take the lighthouse hill with a bit of delay. There used to be a shortcut to the hill through D7, where the F2 couldn't spot you, but for some reason they blocked that one. The only balancing factor against the F2 camp.

Edited by SyJoMa, 22 February 2018 - 03:15 PM.


VsUK #3 Posted 22 February 2018 - 03:20 PM

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The south side have a clear advantage over the north when it comes to the light house climb. You can't get up from the north side without being lit up & in the clear to be shot at from everyone on the F line. But the south side is more protected & easier to get up without being detected.  You also have the rocks defending the south side valley so you can shoot at on coming tanks trying to rush the middle with limited exposure. You only have to get this map in a tier 10 game, full of heavy's & a light tank & its a nightmare. 

fabse #4 Posted 22 February 2018 - 03:20 PM

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View PostSyJoMa, on 22 February 2018 - 02:15 PM, said:

As far as I see, technically rushing F3 could work for north spawn as well. That would also deny south the F2 cliff, but you dont  usually have support for it. So it's a meta problem...

 

I feel that the north side has a worse spawn for this. Additionally, the south side has a nice rock at the corner of the 2 line where they can go hulldown and defend quite well. Meta is an issue as well, if you can convince your team to commit on the 2-line you can make it work. A5-6 was a solid TD spot that kinda balanced the map before they fixed the climbs.

Edited by fabse, 22 February 2018 - 03:21 PM.


unhappy_bunny #5 Posted 22 February 2018 - 03:35 PM

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View Postlumberjack500, on 22 February 2018 - 03:05 PM, said:

 

Anything else I've forgotten?

 

You forgot to add a poll. 

This thread needs a poll.



VarzA #6 Posted 22 February 2018 - 04:22 PM

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The south side seems to be a bit more powerful.

 

The fight on the bush line has better bushes for the south. (E5-6).

It has a sniping light tank position that hits into the opposite tanks that try to fight the middle bush line, so they gain control over it fast (F2).

E3 is also a very good position to make the north bleed HP.

Could be wrong, but it always seem easier to win the hill from the south (i don't go for hill on that map at all tbh).

 



CoDiGGo #7 Posted 22 February 2018 - 04:29 PM

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The most umbalanced map imo

Noo_Noo #8 Posted 22 February 2018 - 04:36 PM

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View PostCoDiGGo, on 22 February 2018 - 04:29 PM, said:

The most umbalanced map imo

 

Mines would get my vote for that

Enforcer1975 #9 Posted 22 February 2018 - 04:51 PM

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South gets good shots on tanks moving to the hill while north gets the best camping spots in the north east corner. 

VarzA #10 Posted 22 February 2018 - 05:02 PM

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View PostCoDiGGo, on 22 February 2018 - 04:29 PM, said:

The most umbalanced map imo

 

Heh, mines and swamp are those by far.:)

Balc0ra #11 Posted 22 February 2018 - 06:20 PM

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Considering 9 out 10 high tier games on that map is south having 10 guns on the 1 line vs 2 and don't push. I can't say I've had much time to notice it. Middle is all about mobility. Even with the north "shortcut". And if north has more mobility then you. South can as easily get raped going up the hill side from F2, even from a med camping at the shortcut. And if your big guns are slow on the 1 line, south can cut up there unspotted easier. Thus why having a fast light or med rushing to the D1 corner bush to spot them sooner is vital. But most go the long way around the buildings, thus their view lines are blocked to spot anything rushing up there anyway. South have less "cover" on the approach to block those lines sooner. But north usually goes the long away around. Not many meds rush F2. South usually sends even HT's up that road from the 1 line vs going up the long way around. And I suspect it's not because it's "faster".

 

That said... never did see Cliff on CT now. But how are the changes to that map for HD in that area? I know they did some adjustments to the F2 area, inc removing the warning sing.



Ricky_Rolls #12 Posted 22 February 2018 - 06:37 PM

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The fact that a t7 scout could rush the hill and stop t10 is what makes this map trash.

Cannes76 #13 Posted 22 February 2018 - 06:39 PM

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View PostRicky_Rolls, on 22 February 2018 - 06:37 PM, said:

The fact that a t7 scout could rush the hill and stop t10 is what makes this map trash.

 

Not sure how you get a tier 7 scout into a tier X game, but sure.

Ricky_Rolls #14 Posted 22 February 2018 - 08:43 PM

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Not sure if you understand what an hyperbole is, but sure.

thestaggy #15 Posted 23 February 2018 - 08:00 AM

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I'm glad they fixed the bot spot on A5/6.

 

I have terrible luck on this map anyway. Even if I get the south spawn and race to E3 the following happens;

 

1 - Arty focus

2 - I get yolo'd from E2.



Bennie182 #16 Posted 25 February 2018 - 11:07 AM

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View PostSyJoMa, on 22 February 2018 - 03:15 PM, said:

South spawn rushing E3 allows them to farm slower tanks that try to access the middle of the map. As far as I see, technically rushing F3 could work for north spawn as well. That would also deny south the F2 cliff, but you dont  usually have support for it. So it's a meta problem...

When I played the north spawn as medium or light I liked to try to take the lighthouse hill with a bit of delay. There used to be a shortcut to the hill through D7, where the F2 couldn't spot you, but for some reason they blocked that one. The only balancing factor against the F2 camp.

It's not just a meta problem. South has a good position for arty support as well. Makes it really easy to control that position. Also they have a part that is almost completely arty safe.



kejmo #17 Posted 25 February 2018 - 02:16 PM

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I'd rather say that the whole game is pretty much unbalanced.





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