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Crimson Strait - Observations And Strats


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#1 Lokesh

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Posted 03 October 2013 - 05:26 AM

It seems like we all love the new map - so... let's talk about it? What are the big do/don't items? What have people found that works or doesn't?

I'll start:

The map is great. It's big and open, yet has the city elements. The geography divides the halves, but there are several ways through the barrier which encourages proper use of scouting and defense.

I watched an opposing team make awesome use of the train tunnel. My PUG started in F2 and we moved as a group to the raised platform in D4, while our scouts ran ahead. The enemy entered the train tunnel in B4, sent one lance+ out the first exit into the C3/B3 area and sent the rest to the end of the tunnel (under our raised platform). Being up high, we were exposed and taking fire from the lance in C3. So we pushed on them and bam - hammer and anvil. I'd recommend that people starting in F2 go UNDER the raised platform in D4 and proceed east or north depending on scouting reports.

It certainly seems like starting in F2 pushes you to defend, whereas B6 is a bit more offensive. Has anyone tried bunkering down in in D2? The island provides cover, is 600 meters from the shore and would allow even coverage of the entire bay and your base. Defenders would need to rush the open water to close with you.

#2 ShadowbaneX

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Posted 03 October 2013 - 09:46 AM

It's a great map, but it does seem that the fight is always in the area you describe. Some going high, others going low. Some flanking from over the ridge, some going tunnel. Unless it's conquest in which case you'll see small skirmishes in various parts of the map, the fight always seems to happen in the middle though.

#3 Topshot Tiger

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Posted 08 October 2013 - 04:21 AM

I really like this level. As a former player on mechwarrior 3, this map reminded me of some of the old maps i used to play on that game. I love the train tunnel, great choke point if you know the team is coming through it.

#4 MungFuSensei

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Posted 08 October 2013 - 09:21 AM

View PostShadowbaneX, on 03 October 2013 - 09:46 AM, said:

It's a great map, but it does seem that the fight is always in the area you describe. Some going high, others going low. Some flanking from over the ridge, some going tunnel. Unless it's conquest in which case you'll see small skirmishes in various parts of the map, the fight always seems to happen in the middle though.


Give it time. When Caustic Valley first came out, everyone fought in the caldera. Still happens a lot, but the valley and the hill crest see plenty of heat, and are ignored at your own peril. In Crimson, the Island out in the bay sees a lot of action, and already the urban area behind the hill is becoming a great brawl point. Just need to get more people going for caps across the bay.

#5 Kjudoon

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Posted 08 October 2013 - 09:49 PM

The pattern of battle I see are thus.

Peninsula Start (left side of map) They rush Kappa because it's closest. A group often shoots across to Theta for the other peninsula cap point, then the whole thing devolves into a fight between kappa and Epsilon.

Inlet Start (Right side of map) The main rush goes to Epsi, fasts/lights go to Theta and another assault lance might go through the gap to crossfire Kappa.

So the main battle rages between Kappa and Epsi, through the gap and under it with the tunnel playing secondary fronts. The team in the middle usually gets pounded on unless they orchestrate a breakout. Then all bets can be off, because if the Inlet team did not cover their back door, the crossfire gets reversed.

If the Peninsula team sends a few heavier fast mechs and win quickly at Theta behind the Ilsa de Muerta (because sitting there gets you killed), they can roll any Inlet team lights there, and then get the Epsi group in a cross fire between it and Kappa.

I have seen lights from both sides do a risky but highly effective move of charging through the gap... either way, to break the enemy lines if a stalemate was there. BUT it does not fail of the heavies and assaults are too chicken to follow them. If they do, it often results in a total rout for the side that broke the line with the lights.

I could keep my mouth shut on these trends and let people learn on their own... but I want tactics to advance there a lot faster as I'm sick of dying of players who don't work as a team (and this map REQUIRES teamwork) and these are the methods that have kicked my butt to the glorious 0.48 victory percentage and want my future PuG teammates to stop sucking so much. :angry:





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