

Forest Colony - Help
#1
Posted 25 January 2015 - 04:54 PM
Forest Colony = .44
Forest Colony Snow = .38
What the heck am I missing? Any suggestions for strategy that might explain the massive differential?
As this might come down to mech usage, I will note that I do not use a lot of long range weaponry in general, and I notice that a lot of times long range weaponry seems relevant to this map, but not so much so to explain that radical differential.
#2
Posted 25 January 2015 - 05:42 PM
Mostly get in fire first and most often works well. And fully supporting pushes in pretty much a must to win there.
#3
Posted 25 January 2015 - 06:03 PM
Forest Colony 0.92
Forest Colony 0.63
I don't know why the big difference between the two. Generally I would stay out of water and tunnel, keeping cover beside the hills; suits me too because I'm using short range weapons like SRMs and AC20.
I would love to venture into the water because it covers half of the small map and something different to fight on, but it has little cover from LRMs - die quickly.
#4
Posted 25 January 2015 - 06:16 PM
The tunnel is a freaking catastrophe; especially for the team starting on the hill. If more than a lance gets stuck in there; it's pretty much already a defeat, because the enemy always waits one the other side in force. The water now is something different - if the heavier components of the team are able to tackle the enemy near the middle, the fast elements can either circle around and flank them or - depending on loadout - lay down some nasty long range fire toward the middle. This can become problematic in PUG games, if half of the flanking elements decide to snipe and the other half rushes to the enemies back; suddenly you're spread out all over the map; the guys holding down the middle start to falter; the pincer movement fails due to lack of brawling firepower; and the snipers are stuck in a rather open position with the whole enemy team gunning for them.
So it's either a dedicated brawl in the middle; or a fast punch going wide over the lake. Actually i think it's one of the best designed maps in the game - if they would only remove the damn containers near the ship on one side; the cover is far better on the other and those things are horrible to navigate without JJs.
#5
Posted 25 January 2015 - 06:20 PM
Looking back at my archived stats and it's just as bad but the regular map is 1.22 but the snow version still at an abysmal .83
#6
Posted 25 January 2015 - 06:24 PM
I've gone from 1.1 in archived stats to .87.
But, strangely enough my River City night stats have remained constant.
#7
Posted 25 January 2015 - 06:27 PM
I never go in the water, never cave or the arch way at the start of the game - they are just killing zones when lots of mechs are alive with all their fire power.
Water is an absolutely death trap for snipers and missiles, the cave and archway just allows concentrated fire power at a narrow front with no doubt mechs piling up behind that prohibit such pilots being unable to retreat. If the enemy throws up a UAV in such an area it is LRM boat heaven.
Mostly dropped on these maps as a light and even though I am now driving an Assault I love this map, just like Caustic, my other favourite.
I don't pilot any mech with LRMs.
Cheers!
Eboli
#8
Posted 25 January 2015 - 06:34 PM
#9
Posted 25 January 2015 - 06:42 PM
Yet the best game I have had thus far happened there.
It began with a water duel at the far end of the ship. It went on to a one vrs two duel coming out of the tunnel. From there it proceeded to a one vrs seven + turrets duel on or about the enemy base. Seven kills, with zero asists.
The best game I ever had was the one in which I made all of the wrong moves.
Even a broken clock is right twice a day:)
Edited by crustydog, 25 January 2015 - 06:45 PM.
#10
Posted 25 January 2015 - 07:07 PM
Half the pugs gather up under the rock bridge near cave and sit there in a fish bowl dying to a two pronged lurm and pop shot killfest.
Half the pugs go cave and die...
Really it comes down to the side you spawn on. The high spawn puggers usually win by merit of natural terrain defense.
#11
Posted 25 January 2015 - 07:20 PM
Edited by El Bandito, 25 January 2015 - 07:21 PM.
#12
Posted 25 January 2015 - 07:34 PM
#13
Posted 25 January 2015 - 08:49 PM
#14
Posted 25 January 2015 - 09:14 PM
If you start mountainside there's two possibilities. Either you go wide over the water, then you have to pull it through. No stopping anywhere in the water, you have to fully commit and push to the HPG tower. Swing in behind the enemy team and wipe out their stragglers. Proceed from there.
Or you push along the beach towards the HPG tower. Use the cliffs as cover, swing in behind the enemy team and wipe them out.
All this talk about how you "need ECM for the water push" is bollocks, you just have to pull it through and never stop. Still, the beach push is better.
If you spawn on the sea side, never go to the epsilon area! Arch and death bowl position will lose you the game. Push alongside the beach, over that concrete bridge towards the theta area. You can react to anything the enemy does, be it camping on antenna hill, beach push or water push. If the enemy is in the water, you'll have cover, if they go beach, you can immediately initiate a brawl, and if they camp antenna hill you can push towards both entrances to the village without being too exposed to fire from up top.
In the end, if you sissy out and lose your momentum, you'll always lose on that map.
Edited by Shredhead, 25 January 2015 - 09:14 PM.
#15
Posted 25 January 2015 - 09:28 PM
It is the bog that is a constant drain on my W/L ratio. Combine zero visibility with enemy ECM, and it is just miserable.
#16
Posted 25 January 2015 - 10:17 PM
#17
Posted 26 January 2015 - 10:36 AM
I can't remember anyone pushing hard along the beach. That's an interesting concept. I'll have to wander along it in training mode and see if I can get a grip on the surroundings. Thanks to all who gave suggestions!
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