Please Dont Run To The Center On River City
#1
Posted 26 July 2015 - 10:00 AM
The center is called the citadel by some
I just came in from a match where half the team ran to the water near the citadel
My first comment was "don’t run off"
That means don’t run away from the group before we can join up
Second comment was "we are getting flanked" a dire wolf and I moved to the right and I was holding them off with LRMs
We know one side near the open water and the ship has low buildings and has little cover
So a king Crap with a gauss was ripping my TW apart, then I started taking Gauss fire from the citadel side until I had no weapons
As I was typing this is a prime example why not to run to the center of a map
I was muted
Did you know when you mute someone they can’t talk or type to anyone for the duration of the match
To recap if you run to the center of a map you face the threat of getting shot at from two directions
This could be a fun map if you don’t run to the center
I even saw a thread (I can’t find it right now) about getting rid of the citadel
How about setting up an ambush near your base in the hills and waiting for the other team
Thanks for your time
#2
Posted 26 July 2015 - 10:02 AM
#3
Posted 26 July 2015 - 10:02 AM
Right...Sadly this is PUG. And they go PUG and follow any sheep around.
Edited by Sarlic, 26 July 2015 - 10:03 AM.
#4
Posted 26 July 2015 - 01:04 PM
#5
Posted 26 July 2015 - 01:23 PM
- PUGs are uncoordinated and don't trust each other to pull off anything but the most obvious tactic
- The river splits the map in two with little cover. The team crossing the river puts itself momentarily at risk. Most of the river is close to the Citadel.
- Bases in Assault are too close together to allow wide flanking maneuvers unless you split up your team in a coordinated fashion. See point #1.
- Bases in Conquest are too close together to allow a cap victory unless numbers are equal or in your favour. In other words, you can't split up and rely on winning by cap if you're outnumbered, because speed isn't such a big factor. Citadel is at the center of all bases, so staying near center and getting kills is a good tactic in pug queue.
TL;DR - Click the spoiler.
Edited by Alistair Winter, 26 July 2015 - 01:29 PM.
#6
Posted 26 July 2015 - 04:20 PM
A random nuke strike on the space port.
60 second warning... "OMG nuclear strike inbound" and then.... kaboom, the space port turns into a crater....
Thanks... plz
#7
Posted 26 July 2015 - 04:31 PM
Alistair Winter, on 26 July 2015 - 01:23 PM, said:
- PUGs are uncoordinated and don't trust each other to pull off anything but the most obvious tactic
- The river splits the map in two with little cover. The team crossing the river puts itself momentarily at risk. Most of the river is close to the Citadel.
- Bases in Assault are too close together to allow wide flanking maneuvers unless you split up your team in a coordinated fashion. See point #1.
- Bases in Conquest are too close together to allow a cap victory unless numbers are equal or in your favour. In other words, you can't split up and rely on winning by cap if you're outnumbered, because speed isn't such a big factor. Citadel is at the center of all bases, so staying near center and getting kills is a good tactic in pug queue.
I think you hit the nail dead on!
#8
Posted 26 July 2015 - 04:34 PM
#10
Posted 26 July 2015 - 05:16 PM
#11
Posted 26 July 2015 - 05:19 PM
Mister Blastman, on 26 July 2015 - 05:16 PM, said:
Replace bases in Conquest with thumpers? Capture all thumpers to summon the sandworm that eats the Citadel and everyone near it.
#12
Posted 26 July 2015 - 05:39 PM
#13
Posted 26 July 2015 - 05:53 PM
Alistair Winter, on 26 July 2015 - 01:23 PM, said:
- PUGs are uncoordinated and don't trust each other to pull off anything but the most obvious tactic
- The river splits the map in two with little cover. The team crossing the river puts itself momentarily at risk. Most of the river is close to the Citadel.
- Bases in Assault are too close together to allow wide flanking maneuvers unless you split up your team in a coordinated fashion. See point #1.
- Bases in Conquest are too close together to allow a cap victory unless numbers are equal or in your favour. In other words, you can't split up and rely on winning by cap if you're outnumbered, because speed isn't such a big factor. Citadel is at the center of all bases, so staying near center and getting kills is a good tactic in pug queue.
TL;DR - Click the spoiler.
This is what the map needs, putting the bases farther apart would also do wonders.
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