The bush is far to close to shroud you from the enemy and the hedgehog is much easier to shoot through at you than it is to shoot out through. Another mistake at this corner is the Czech hedgehog and bush here actually provide no cover… but «feel» like they do. What usually ends up happening at R1 is two tanks take the corner and one or two tanks get stuck behind them with their only option to sit there and wait (which means you’re losing!) or re-position (which means you’re losing more time!). Back to R1, the other issue is heavies are supposed to sidescrape, and well you can’t do that here either because there is barely enough room, and if you do sidescrape you block your entire team from fighting there with you. If you want to go hill in a TD, most of them have great gun depression and can fight well at R3. Never, ever go here in a TD! The reason is because you don’t have a turret and the space is too tight and you will just get in the way and get everyone killed. You can fit two tanks side-by-side with turrets that can pop out, shoot, and get back into cover. ![]() R1 is only big enough for one tank to fire as you turn out towards R2. Why is it the bane? Because you have to hold it, but it is also such a terrible place to be in for a number of reasons. R1 – Ah yes, the bottleneck, log-jam, you name it spot that is the bane of the Red team’s existence in so many battles. You may not do a lot of damage, but you will definitely take one for the team giving your hill fighters a fair chance without being sniped. If you are outnumbered or outmatched by higher tiers… your best bet here is to be disruptive and stop Red from firing on your Hill positions. R6 due to better cover on their side (the don’t have more cover, they just have cover that is more conducive to firing and then hiding without getting hit). That all said, when there is a flank war here unlike the Hill where Green has the easy advantage, Green is actually at a disadvantage vs. ![]() Not saying we won just because of me… but 6K damage definitely changes the tide of the war. As Red crossed R2 in a desperate battle for the hill, I was able to just pen them with ease from the side without any bounces or difficult shots. I had a 6000 damage game here in my OBJ140 because of just that, I was unopposed on the flank. The interesting part about the flank is that it usually is it’s own small battle between mediums, with the prize being the winner gets to snipe effortlessly at the battle still waging on the hill! That said, it is critical at least one tank goes here every battle because if Red gets this location without any kind of threat from Green, they can just sit here and snipe the entire game. G6 – Here is the second most critical spot on the map, and it is the flank. I have seen so many would-be snipers go back here and hide behind one of the huge pile of bricks… only to do no damage and also be berated by the team! That said, if that scenario is not happening and you’re not actively firing, this is a bad spot. G5 – This spot is almost exactly the same as G4 from a tactical standpoint with the one exception of if there is a strong flank battle at G6, you can lay down some strong support fire from here. That said, with good gun depression, smart tactics and smart players, you can reliably win on this side. The issue is, usually the heavies run into a log-jam at R2 and the flankers are pinned down for long enough not to offer the proper support. North Spawn (Red): Although Green has a theoretic better spawn, this side also has its benefits if played right. All things equal teams, this side should theoretically win… but teams are never equal! Additionally, at the hill you benefit from the ability to have a mini-pincer because of a specific building at G3. One you are ‘higher up’ he hill, and two you have more cover from the flank, overall. South Spawn (Green): IMO this spawn is tactically superior for a number of reasons. The key to this map is staying around the «ring», not going into the center, and staying in cover from fire across the center valley. ![]() Being all lower tiers, this changes the tactics substantially on this map and I suppose it could indeed make it more «fun» as those who played it in higher tiers before the change know there was only one way to play it. In update 2.5 they removed this map from the higher tiers (which I personally think is unfortunate, maybe just a little less frequency woudl have been a better compromise). Onslaught.COPPERFIELD: Deetailed review and tactics.Protection for Minors and Parental Controls.Currency Exchange and Resource Conversion.Map Balance Improvements in Update 1.16.Common Tests, Sandbox Tests, and Supertests: Your Definitive Guide.
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