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Lakeville used to be fun, now its [edited]awful, what happened?


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TheOddRogue #1 Posted 24 April 2018 - 09:17 AM

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What the [edited]happened, the map use to be really fun, especially going mid with meds and lights, city was always quite awful. 

 

But now you go mid you die because of OP surrounding bushes and a general meta shift. This has made the map utterly unbearable with most tank classes except for lights where you can get some spotting done. 

 

Now it's just a corridor city diseased map. 



Dr_ownape #2 Posted 24 April 2018 - 09:42 AM

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I've found it populated with campy players since it's introduction and all the alterations did was make that easier.


 

Although I must say my games tend to last longer on that map than others due to the ability to easily defend either cap corner.



unhappy_bunny #3 Posted 24 April 2018 - 09:46 AM

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It seems that since the changes to the map, the valley attracts even more tanks than before. Heavies and Meds seem to go valley and have a massed brawl, Lights go city and play Ring around the Roses, and TD's snipe at the central lake road and cover the city exits. 

Arty just sits and farms damage in the valley.

But that is just my take based on a limited number of battles on this map.

 



the_Haba #4 Posted 24 April 2018 - 09:52 AM

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Spotting Lakeville middle is even more of a suicide for LTs. If TD camp on the middle it leads to 0 dmg top tier tanks.

 

On the scale of ++ / --, the changes on this map are -



SuNo_TeSLa #5 Posted 24 April 2018 - 10:05 AM

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Problem with lakeville is of course primarily THE VALLEY, but also the fact that one side gets a relatively safe spotting position while the other one has to move so far up it's suicide to get any somewhat safe spotting done. WG seriously have a HUGE issue with asymmetrically balanced/unbalanced maps, especially since the playerpools average strategical knowledge is utterly limited...

SeekerKuba #6 Posted 24 April 2018 - 10:27 AM

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View PostSuNo_TeSLa, on 24 April 2018 - 11:05 AM, said:

Problem with lakeville is of course primarily THE VALLEY, but also the fact that one side gets a relatively safe spotting position while the other one has to move so far up it's suicide to get any somewhat safe spotting done. WG seriously have a HUGE issue with asymmetrically balanced/unbalanced maps, especially since the playerpools average strategical knowledge is utterly limited...

 

Instead of going middle, try take a ride along lake. If you spot tanks in enemy base, turn to city, lgo dark and repeat process. You will spot all camping td, all heavys, all 'smart' lights and since you are on full speed you should not take any hits. I find this works way better than one way ticket on middle.

Balc0ra #7 Posted 24 April 2018 - 10:38 AM

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I gotta be honest. I hated it when half the team camped the 4 line before. Now most actually go town as the LT cover is better on the side spotting the 4 lane. And yes there is more bushes etc. But issue before was that near town only South had favorable cover for LT to use to spot the road. Now both sides have it.

FluffyRedFox #8 Posted 24 April 2018 - 10:41 AM

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I still like it, just gets tedious when people lemming train the valley.

Browarszky #9 Posted 24 April 2018 - 10:42 AM

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The 'Duck shoot' (Lake side road) still needs some improvements. :playing:

Simeon85 #10 Posted 24 April 2018 - 11:48 AM

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It's the same, it's basically a re-skin, only real difference is the valley is less steep which draws even more noobs into it. 

Negativvv #11 Posted 24 April 2018 - 12:48 PM

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View PostBrowarszky, on 24 April 2018 - 10:42 AM, said:

The 'Duck shoot' (Lake side road) still needs some improvements. :playing:

 

The middle road is complete suicide, I never go there even as an LT and I prefer to passive bush spot from the town shore. Middle road is completely dependant on your team pushing the town well which is a gamble. I'd rather be the one shooting into that road than going down it.

 

It's still a better map than Paris :trollface:



fwhaatpiraat #12 Posted 24 April 2018 - 12:53 PM

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No map got f'ed so hard as Fjords :(

Rati_Festa #13 Posted 24 April 2018 - 01:11 PM

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View PostSimeon85, on 24 April 2018 - 11:48 AM, said:

It's the same, it's basically a re-skin, only real difference is the valley is less steep which draws even more noobs into it. 

 

They also added a dip on the north side so heavies can now hide while they travel to town. It makes it less lucrative for the lights to yolo/scout the middle I have found.

 

 



DangerMouse #14 Posted 24 April 2018 - 01:14 PM

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View Postfwhaatpiraat, on 24 April 2018 - 11:53 AM, said:

No map got f'ed so hard as Fjords :(

 

Abby is a good contender, new rocks make it complete crap for light tanks and its now all corridors with little ability to flex between them

 

DM



fwhaatpiraat #15 Posted 24 April 2018 - 01:16 PM

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View PostDangerMouse, on 24 April 2018 - 01:14 PM, said:

 

Abby is a good contender, new rocks make it complete crap for light tanks and its now all corridors with little ability to flex between them

 

DM

Yes, you are right. Really sad how all the dynamics of the map are gone. 



Negativvv #16 Posted 24 April 2018 - 02:12 PM

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Is it me or are loads of the new maps essentially passive spot fests for LTs for the first half as it's suicide to active spot vs high tier campers and view range with corridor paths?

 

Problem is idiot TDs assume you should active spot and take risks for them and you're also at the mercy of your own HT pushes actually succeeding.

 

 



D4wiD3K #17 Posted 24 April 2018 - 02:38 PM

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Lakeville has always been a [edited] map. You have the valley which is most famous "bot flank" of the game. You often lose games because all your armored tanks(and lights :) ) go there to sit and do nothing. Then you have the middle which is a narrow pass with limited cover and if you try to do something useful, an enemy LT sitting in a bush on the other side of the lake will spot you and his base camping friends will shoot you to death. Means, yet another corridor with almost not gameplay available. Then you have the city that's far away from the bases and if one team wins the valley you have to turn back and do nothing for the first minutes of the game. If you actually make it to the city the base campers can shoot you into the important areas and even if you win the fight and try to push into the enemy base, same story - the campers will be able to shoot you from perfect safety.

 

The map is horrible in every shape and form, always has been. But because you can make LT-15 on Lakeville by sitting in a bush with binocs and camo net it must be a good map. That appears to be the main criteria of a "good map" for a lot of people in this game even if gameplay-wise the map is nothing but a mix of camping positions and corridors.


Edited by D4wiD3K, 24 April 2018 - 02:42 PM.


Chuwt #18 Posted 24 April 2018 - 07:03 PM

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Given the hype about these "new" maps I am rather underwhelmed.
Although there have obviously been changes, and they now play differently, I am not sure how many have really been improved, it seems for every problem address another crops up, and some of the changes are a bit ad hoc, for example gaps plugged with rather implausible drifts of stone.
 I am also not a fan of some of the "detailing"...none of the late C20th strip mining equipment, crashed zeplins or long wrecked late C20th ships seem to either fit or add anything.
The same can be said of the "surrounds"..you cannot go there, they just use processing power and I dont play combat games to look at the pretty scenery.

 



Bordhaw #19 Posted 24 April 2018 - 08:15 PM

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I've noticed nearly everyone goes valley and just slogs it out and that's at tier 5 to 7

_DeathWing_ #20 Posted 24 April 2018 - 11:16 PM

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Yep, another campfest map. 




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