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Redshire balance


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staurinsh #1 Posted 11 June 2019 - 07:43 PM

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Enemy at G5 spot can snipe D9, D0, but your team cant snipe F9, F0. That who made this idea, you are the best and please make more unbalanced spots like at redshire.

gunslingerXXX #2 Posted 11 June 2019 - 07:54 PM

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Still one of my favourite maps though. I don't know about balance, don't really have a favourite spawn.

PayMore #3 Posted 11 June 2019 - 08:01 PM

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Just spot and arty will sort it out. #buffarty

onderschepper #4 Posted 11 June 2019 - 08:08 PM

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Redshire in my experience:

 

Scenario A - Steamroll the enemy team,

 

Scenario B - Steamrolled by the enemy team.

 

One of a small number of maps wherein I have not encountered a prolonged stalemate. :izmena:



Dorander #5 Posted 11 June 2019 - 08:21 PM

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G5 can't spot beyond D8 though so if you're getting spotted at D9/D0, there's a light tank you need to be shooting at rather than bullheading towards the rocks. Also if you know you're in a slow heavy and the enemy has faster heavies, don't bullheadedly drive towards the rocks.

 

It's actually way more viable for the north flank to defend at B8, safe from the enemy crossfire, leaving the enemies with less cover, allowing crossfire from C4/C5 and allowing team artillery to assist more efficiently. The problem is that everyone thinks "Me in heavy, must brawl at rocks."



FrantisekBascovansky #6 Posted 11 June 2019 - 08:32 PM

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Redshire is OK. Leave it.

Schepel #7 Posted 11 June 2019 - 08:44 PM

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Redshire is - imho - one of the most balanced maps in the game. However, poor team balance can make it appear very imbalanced. It is one of the few true vision maps left: good scout vs bad scout = gg.

neutrophil #8 Posted 11 June 2019 - 08:51 PM

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North has a better 2nd defensive line on that flank though, I don't think Redshire is unbalanced, it's just unsymmetrical which I like tbh.

Xanjori #9 Posted 11 June 2019 - 09:19 PM

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I've always felt that the south spawning side can get too many free hits on HTs that go to east side on Redshire. If the south side gets TDs into place early, getting up to the zepplin can be a [edited]nightmare.

Laatikkomafia #10 Posted 11 June 2019 - 09:21 PM

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Compared to Mountain Pass and Mines, Redshire is good spawn balance-wise.

ExclamationMark #11 Posted 11 June 2019 - 10:27 PM

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Fjords says hello.

ThinGun #12 Posted 11 June 2019 - 10:45 PM

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The noise from the Zeppelins can be quite distracting.  Delete the map for that reason.

7thSyndicate #13 Posted 11 June 2019 - 10:53 PM

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Have no problem playing redshire on both spawns, for me it´s balanced and i enjoy playing it. 

TungstenHitman #14 Posted 11 June 2019 - 10:57 PM

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Nah, it's actually one of the better maps in this game and all parts of the map appear to have areas to counter each other so in most cases if one side can freely shoot the other and not get countered it's most usually a case of bad supporting play from the team or a combination of a few things like pushing too early before a scout is in position to immediately light up targets when they shoot at that area or the scout is dead or a tomato playing the ol bush sniper instead of trying to work the middle around the river and hills... tanks in a position ignoring spotted tanks, embroiled in their own battle on the other flank... lots of reasons, but I don't think I ever saw any imbalance on this map. It has lots of little pockets to exploit, push, defend etc and I would be entirely happy if this map was never tweaked. I like fighting on this map, in any tank. 

Long_Range_Sniper #15 Posted 12 June 2019 - 08:12 AM

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Redshire is not balanced.

South spawn have an easier job getting to the heavy area under the airship. Even if they are spotted by a scout in the usual bush it's mostly arty that can hit them.

Heavy tanks from the north trying to get there are a lot more vulnerable to crossing the gap from lights spotting and TD's on in the middle.

The north is also easier to defend. It has troll camping positions at the end of the 1 and 9 lines and also in the middle. The south has much less defensive scope with the ground.

Whether these two factors come together to balance the map, I've no idea. If someone ha s stats showing winrates for north and south spawn I'd keep an open mind.

TankkiPoju #16 Posted 12 June 2019 - 08:22 AM

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You can cross easily all the places in Redshire, but you need to hug redline to avoid snipers.

 

Or to put it another way, if you don't understand drawing range mechanics in WoT, you will pay the price.



LordSkyFury #17 Posted 12 June 2019 - 08:28 AM

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I wish there were more maps like redshire. Game would be much more fun.

tajj7 #18 Posted 12 June 2019 - 08:35 AM

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View PostLong_Range_Sniper, on 12 June 2019 - 07:12 AM, said:

Redshire is not balanced.

South spawn have an easier job getting to the heavy area under the airship. Even if they are spotted by a scout in the usual bush it's mostly arty that can hit them.

Heavy tanks from the north trying to get there are a lot more vulnerable to crossing the gap from lights spotting and TD's on in the middle.

The north is also easier to defend. It has troll camping positions at the end of the 1 and 9 lines and also in the middle. The south has much less defensive scope with the ground.

Whether these two factors come together to balance the map, I've no idea. If someone ha s stats showing winrates for north and south spawn I'd keep an open mind.

 

This. Plus a south team scout can work along the rive and spot all the heavies, harass them from behind, and light up all the people on the main central hill. 

 

The heavy side imbalance often decides the game to be honest, they can lose so much HP getting there and have nowhere to fall back.

 

Its actually preferable for north team to basically leave this flank open and play defensively because their defensive positions are so much better. 



Long_Range_Sniper #19 Posted 12 June 2019 - 08:47 AM

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Yes. I've sometimes looked at the team dispositions and seen if they have three light tanks and fast TD's I've taken my heavy to the rock at the end of the 9 line to the north. I hate using it that way but I have won more games that way than trying to push over a gap that will lose me decent amounts of HP.

 

You often take abuse from a heavy on your team who tries it and ends up at the airship. But with tanks like the T29 or Conq that have decent reloads you can hold that position for ages. 

 

Some people might think that balances that side but I think its pushing you to play the tank to an alternate role.

 

The two camping positions to the north of the 1 and 9 lines should be removed and the ground changed to allow north heavies to get to the airship without losing as much HP.

 



tajj7 #20 Posted 12 June 2019 - 08:56 AM

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Hull down heavies is another good point, on north side if they try to sit on the reverse slope they can get shot in the side and get artied very easily, but from south, you can use the multiple ridge lines and just play more defensively (i.e not push up to the rocks under the airship) and you are safe from side shots, more safe from arty and perfectly hull down with multiple angles.

 

The heavy side massively favours the south team, its whether other spots on the map even that out for the north, but I generally feel more comfortable playing south on this map than north.

 

I'd say another area where south has an advantage is their people approaching the entrance of the castle have easier shots to people on the side of the main hill who are working around the big oak tree with the bench, than vice versa, its easier from south to use ridges and the rock there for cover but if you approach this from north you are exposed to side shots from people around the castle and don't have any cover so you have to fall back. 

 

My feeling would be that the map generally favours south. 






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