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How to recognize a steamroll


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Neodymium9 #1 Posted 25 September 2019 - 11:16 PM

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Just watch where your team is going and if they leave flanks open then you pretty much know what's gonna happen next.



XxKuzkina_MatxX #2 Posted 25 September 2019 - 11:22 PM

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Mines lighthouse is not the best example but yes, leaving one flank could lead to a fast defeat.

kubawt112 #3 Posted 25 September 2019 - 11:25 PM

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That Batchat seem to have recognized the steamroll, and taken appropiate measures to get a bit of damage in. :P

undutchable80 #4 Posted 26 September 2019 - 06:36 AM

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When 9+ of you team goes one flank and get stalled by 3 enemies. You know a steamroll is coming. 

fwhaatpiraat #5 Posted 26 September 2019 - 06:48 AM

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I usually see a steamroll incoming once I see 5 (or more) tanks camping in or even behind base.

Stevies_Team #6 Posted 26 September 2019 - 07:04 AM

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Skill based matchmaking would sort this wouldn't it

 

Oh well

 

Enjoy



8126Jakobsson #7 Posted 26 September 2019 - 08:12 AM

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My steamroll sense gets the tingle whenever the team gets all polite and positive during the countdown. 

 

glhf

thx u2

affirmative!

(uh-oh)

 

:D 



Captain_Kremen0 #8 Posted 26 September 2019 - 08:53 AM

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View PostStevies_Team, on 26 September 2019 - 06:04 AM, said:

Skill based matchmaking would sort this wouldn't it

 

Oh well

 

Enjoy

The sarcasm is high with this one.



The_Naa #9 Posted 26 September 2019 - 09:12 AM

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View Post8126Jakobsson, on 26 September 2019 - 08:12 AM, said:

My steamroll sense gets the tingle whenever the team gets all polite and positive during the countdown. 

 

glhf

thx u2

affirmative!

(uh-oh)

 

:D 

 

Do friendly hello's and handshakes to forumites spell doom? :ohmy:



Dorander #10 Posted 26 September 2019 - 09:22 AM

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View PostStevies_Team, on 26 September 2019 - 06:04 AM, said:

Skill based matchmaking would sort this wouldn't it

 

Oh well

 

Enjoy

 

Nope. There's a far simpler solution: remove the dedicated TD platforms near the base (or leave them but provide no cover) so people don't think that that is "their" spot when in a TD and they "absolutely have to" go there.



tajj7 #11 Posted 26 September 2019 - 09:30 AM

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View PostDorander, on 26 September 2019 - 08:22 AM, said:

 

Nope. There's a far simpler solution: remove the dedicated TD platforms near the base (or leave them but provide no cover) so people don't think that that is "their" spot when in a TD and they "absolutely have to" go there.

 

This. 

 

The most common reason IMO for steamrolls is when the majority of the team surrenders map control, and this doesn't necessary just mean leaving a flank open, sometimes it can just mean too many people are on a useless flank like beach on overlord, 1 line on cliff etc. where they can't do anything and don't go anywhere so quickly get surrounded.

 

I would say the 'I am a TD, I must camp' attitude that is common in the playerbase is the big contributor to this, because steamrolls happen because of a numbers advantage and TD players like this effectively mean your team is several tanks down.

 

Case in point a game I had last night in Studianski, on the north flank opposite side to the heavy brawling factory, we weren't massively outnumbered but their TDs were in support or even up front, whereas we had 3 TD players, 2 armoured ones that just sat on the ridge next to base, even when we were being overun they still sat there with no shots, so we were 3 tanks down on that flank and the enemy steamrolled us and then rolled over the rest of the game easily. 

 

All because 3 players cannot think more beyond camp in base and hope someone drives into my gun. 



Cobra6 #12 Posted 26 September 2019 - 09:30 AM

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You have no-one on the hill so it's lost anyway in 99,9% of the cases.

 

The team that sends most fast tanks to the hill, wins.

 

As for steamrolls, the team that sends most useful tanks to the useless flank (every map has one), generally loses.

 

Cobra 6


Edited by Cobra6, 26 September 2019 - 09:32 AM.


Bordhaw #13 Posted 26 September 2019 - 10:42 AM

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View PostNeodymium9, on 25 September 2019 - 10:16 PM, said:

Just watch where your team is going and if they leave flanks open then you pretty much know what's gonna happen next.

 



pecopad #14 Posted 26 September 2019 - 12:17 PM

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Lights going to TD positions,  Top tier heavies going to the med flank, TD's camping.

 

All tanks going in one flank and not pushing, or just pushing hills just to stay there all game camping, like in Tundra.

 

I have no problems in leaving on flank open if the team is rushing the other, providing the heavy damage slow tanks defend base.


Edited by pecopad, 26 September 2019 - 12:20 PM.


Negativvv #15 Posted 26 September 2019 - 12:57 PM

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View PostCobra6, on 26 September 2019 - 09:30 AM, said:

You have no-one on the hill so it's lost anyway in 99,9% of the cases.

 

The team that sends most fast tanks to the hill, wins.

 

As for steamrolls, the team that sends most useful tanks to the useless flank (every map has one), generally loses.

 

Cobra 6

How do you play hill on Mines and Lighthouse on Cliff as an LT then?

 

As both seem to have a 50/50 chance of being slain in the opening seconds and it's not dependent on MM either as everyone knows to aim at the early rushers.

 

I avoid both as I've been one shotted or reduced to useless HP on trying. There are good games but also 0 dmg ones just as often.



SaintMaddenus #16 Posted 26 September 2019 - 01:25 PM

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Knowing when it's a lemming rush or a push is a vital difference too.   You know its a lemming rush when the front tank gets hit once and stops and everyone else stops too...

 

 



SiliconSidewinder #17 Posted 26 September 2019 - 01:29 PM

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View PostThe_Naa, on 26 September 2019 - 09:12 AM, said:

 

Do friendly hello's and handshakes to forumites spell doom? :ohmy:

 

to some they do.

I allways try to be gentleman like in battle and even congratulate enemies after the match if they did something worthy.



vasilinhorulezz #18 Posted 26 September 2019 - 01:53 PM

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Sadly it's as easy as just looking at the map on the first minute. Watch your teams deployment, and prepare for the incoming gang-bang.

tajj7 #19 Posted 26 September 2019 - 02:22 PM

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View Postpecopad, on 26 September 2019 - 11:17 AM, said:

Top tier heavies going to the med flank

 

On a lot of maps this is the correct play, like 8 line on Steppes is the 'medium flank' but is a better position for heavies, the railway side on Liver Oaks is seen a 'medium flank' but is way more important to win than the city on that map. Fjords pushing middle in heavies can often be more useful than going to the south heavy corner, Murovank forest over the other side, Overlord the upper side in the east over either the beach or the lower mid.

 

There is an argument for it on almost every map because heavies can bully and push mediums more easily and allow their mediums to support, and often the medium flank is the one that is more easy to get moving and has better options afterwards. 

 

 



undutchable80 #20 Posted 26 September 2019 - 02:31 PM

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View Posttajj7, on 26 September 2019 - 02:22 PM, said:

 

On a lot of maps this is the correct play, like 8 line on Steppes is the 'medium flank' but is a better position for heavies, the railway side on Liver Oaks is seen a 'medium flank' but is way more important to win than the city on that map. Fjords pushing middle in heavies can often be more useful than going to the south heavy corner, Murovank forest over the other side, Overlord the upper side in the east over either the beach or the lower mid.

 

There is an argument for it on almost every map because heavies can bully and push mediums more easily and allow their mediums to support, and often the medium flank is the one that is more easy to get moving and has better options afterwards. 

 

 

I like to go MT flank especially when I am in a bottom tier heavy






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