Mavairo, on 26 March 2015 - 10:02 PM, said:
Pug Zapper in Terra Therma.
Pug Zapper as you noted is very exceptional because the location is only accessible by inlets; this is an exception and not the norm in map design. People fight at Pug Zapper because they are assured of a fight in Pug Zapper -- when one team doesn't play by this, the game changes remarkably. I'd agree that the design there is bad, but it appears to be intentional for it to be a bad place to fight.
Mavairo, on 26 March 2015 - 10:02 PM, said:
The cave, and cove in Forest Colony... either side.
The tunnel isn't meant for a major push; it's too narrow and the entrances are too small to allow for a whole team to go through. It's meant as a small flanking force to go through. I can't help it if teams don't think about attack frontages and ability to project firepower and try to squeeze too many mechs in.
Having said that, the low side cave exit area and the fight zone can easily be flanked; just go through C3/ C4, taking the shoreline and staying out of sight until you circle around. Hitting a few enemy at the archway from the back is usually sufficient to draw off defenders at the archway and allow for a tunnel breakout. You can also go for the usual LRM backfield that bad LRM boaters usually hide in C4.
On the high side, the mining camp is indeed a deathtrap and that is why the tunnel push should not be done with a big group -- too easy to get hit and arty'ed. In Forest however, that gives a secondary hidden pass that you can can flank down past; in Forest Snow that pass is blocked, which leads to more direct confrontations.
Also, the open water is actually good as a flanking route. Despite its "openness", Smurfy death heatmap doesn't show that many death in it. It's actually possible to dart from shelter to shelter and flank down that way, just again not as a big group; a small group of lights can do this easily -- and it's often done.
Mavairo, on 26 March 2015 - 10:02 PM, said:
HPG, and the center structure either high side or low....and that from that point you can see literally every other point on the map worth mentioning and blow people away once you have it.
No. There are enough high structures that I can do quick dashes between them to avoid fire. In the HPG game I mentioned, the enemy team took the high center, but I moved my Hunchback around the perimeter, using my speed and cover to avoid detection until I was in place to flank.
Mavairo, on 26 March 2015 - 10:02 PM, said:
Bog B3/B4? Normally my fights on Bog go on C3/C4. That gives me room to flank to either side.
Mavairo, on 26 March 2015 - 10:02 PM, said:
Crimson Strait, always comes down to either the saddle, the tunnel, or the lower city, across from the parking deck.
The saddle is a choke, I agree. The tunnel, not so much as there's a T-junction and secondary entrance you can use to crossfire. In addition, the tunnel is so sadly short that you can get mechs on both sides of the entrances and trap the enemy within. Just because teams get fixated with try to whack a mole at the tunnel mouth doesn't mean others have to jockey across -- typically, at most three mechs can fire into the tunnel at best, so any in excess is just wasting time. If you find yourself in that situation and still jockey for position there, then I can't say anything much.
The lower city itself, I presume you mean the peninsula area, is a great place to flank. Lights and mediums can end run around a heavy line (because the heavy line doesn't move fast enough), it's just that a lot of them want to get stuck in fast and do frontal attack. With a bit of patience, a light and medium force can slip around the side of the enemy MLR and get stuck in the back. That's very disruptive.
Mavairo, on 26 March 2015 - 10:02 PM, said:
Frozen city, with the gunline positions on the side of the ridge...or amid the buildings.
Frozen is one of those that the map absolutely demands flanking. If it's along the ridgeline, there's always the tunnel or the sea; lights can easily slip behind and I've seen a whole lance of heavies and assaults pop out through the tunnel. Even if not, a simple line extension and quick darts across the ridge can break a line.
If it's in the buildings, that's even more of a flank opportunity; fighting in the buildings makes it easy to flank the enemy, but also to get flanked yourself. The key to control is the C4 plains; taking control of it would increase the likelihood of a win, and allow a flanking attack in either direction.
Mavairo, on 26 March 2015 - 10:02 PM, said:
Any team worth it's salt in comms can easily respond to any assault from a flank attempt while still dealing with the lionshare of the threat from the front on those maps.
That applies both on the offense and the defense; teamwork is OP, if both teams have teamwork, then it becomes who has more teamwork.