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Crimson Strait Help


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#1 Big MO

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Posted 14 March 2016 - 09:47 AM

Ok. Not a total noob - been playing for about 4 months now. I just cannot figure out Crimson Strait. My win / loss ratio on all other maps is .9 to 1.3. On Crimson Strait I only win 1 in 3 matches. Clearly my performance is so bad on that map I am bringing my entire team down! I play mostly Jagers and Blackjacks. I think bad draws are out as I have had more than 50 games there. Educate me!

#2 el piromaniaco

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Posted 14 March 2016 - 09:55 AM

You do know that there are three different game modes?

Which one is govong you problems:
Conquest?
Assault?
Skirmish?

#3 Wintersdark

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Posted 14 March 2016 - 10:02 AM

Everyone has a lot of variety between how well they do on various maps, that's normal.

Mine:

Alpine Peaks 204 99 99 1.00 23:04:20
Canyon Network 338 161 168 0.96 30:47:19
Caustic Valley 333 188 135 1.39 29:21:54
Crimson Strait 315 164 138 1.19 31:41:55
Forest Colony 189 90 88 1.02 17:18:44
Forest Colony Snow 112 64 44 1.45 09:24:40
Frozen City 164 94 65 1.45 12:51:37
Frozen City Night 141 75 62 1.21 10:56:30
HPG Manifold 327 163 146 1.12 27:59:45
Polar Highlands 42 21 21 1.00 05:11:50
River City 328 159 149 1.07 31:10:17
Terra Therma 235 129 89 1.45 22:24:27
The Mining Collective 207 111 80 1.39 17:56:00
Tourmaline Desert 322 165 139 1.19 29:34:55
Viridian Bog 207 95 97 0.98 19:41:35


Ranged from 0.96 to 1.45. That's a pretty big variety.

#4 Big MO

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Posted 14 March 2016 - 10:10 AM

I do the best on skirmish. Assault plays about the same. I don't end up in very many conquest games, so that sample size is much smaller - still learning there. What I don't get is why it plays so differently from a mining collective or river city game. I do well on both. I don't think it's a range problem - I do fine on range with some cover maps like Alpine. I love Caustic Valley. Almost made Ace of Spades there in a Stalker. For some reason I get into ambush / crossfire situations in that map more than others.

Edited by Big MO, 14 March 2016 - 10:11 AM.


#5 Not A Real RAbbi

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Posted 14 March 2016 - 11:10 AM

Crimson Strait is an interesting map, and honestly one of my favorites.

There are a few features that direct play on the Strait. First, the big central mountain. The Saddle. The tunnel. The platform (upper and lower). And the side-exit swamp & peninsula.

1.) Mount Holy Somethingorother: There are only a few mechs that can get up there, really, without unusual difficulty, and virtually no way up without JJs. Further, without arm-mounted weapons, it's pretty pointless heading up there. (Once watched a ERPPC Panther wreck faces from up there, just sniping all match.) Aside from the occasional sniper running up there to roost, it's really more important for that it forces movement to go AROUND it rather than OVER/THROUGH. Big split in the map, right between the two opposing teams' bases. This leads us to...

2.) THE SADDLE OF DOOM: Often, a light or something will go "checking saddle" and walk face-first into the bulk of the red team. From either side. Doesn't matter. Saddle push is one way that these things resolve, and it's risky. From either side, the top of the saddle is a shooting gallery, so if you're going to PUSH it, there's no stopping the train unless you feel like losing and getting laughed at. Pushing in toward the backwater exposes you to more fire, and pushing out toward the platform can split a team up (between upper and lower) if they're not well coordinated.

3.) THE TUNNEL!: One side usually sends some mechs through the tunnel, and it's usually the backwater side. It's the safest way (USUALLY) to get to the platform without exposing yourself to sniper and LRM fire along the way. The mouth of the tunnel under the platform, though, is also a shooting gallery, so if you're gonna tunnel rush, you go balls-out and OWN that end of the under-platform area, or you're through. There's a side-exit to the tunnel, too, so the enemy may try to poke your deathball, or even push in on it, from there. OR, you can cut the tunnel-YOLO short and roll out the side exit into the swamp.

4.) THE PRATFOLM!: I love and hate this thing, all at once. My single highest-damage game ever was on this map, and involved a lot of poking into this area from out on the peninsula before closing in to do the dance underneath. There are some holes in the platform, from which a mech ABOVE can fire down on a mech BELOW, and the advantage there really is to the folks that control the TOP. Access TO the top is fairly limited (A narrow ramp and some pipes from the saddle, and a ramp on either end lengthwise) compared to the bottom. So controlling the top is a big priority for a lot of PUG and casual-team matches. Cool story, though, for the underside? You can pop a strike down there, and the smoke will appear down there, but the rounds will hit up above. Use that to your advantage if you're down there getting fish-in-a-barrel'd.

5) SWAMP AND PENINSULA!: Just say it. PENINSULA. It's a lovely word, isn't it? The SWAMP is in the lower-right corner (on Smurfy's map) of B3, and the peninsula roughly follows the B-line from B1 to B3, including parts of A2 & A3. But mostly we're concerned with the peninsula's bayside. There's a good pokey spot for your sniper-mechs in the C3/C2 border, behind those rocks. If your team controls the peninsula, or it's at least clear that the enemy is ALL on the platform, then sit there and poke away. (That match I mentioned earlier? ACH with single ERLL poked from there for a few minutes before committing to the platform. Call it a wuss thing, but that was like 985D/4K, including killing a AC/40 KGC.) Really, the whole downhill side of the peninsula, at least from there in, is good for poking or hurling LRMs at whoever holds the upper platform.

So, how to win on the Strait? Well, for one thing, you can draw the enemy into one of the shooting galleries (top of the saddle, tunnel exit) and win a trade-off. Especially effective if you can stall their push in the saddle. If your side is set up REALLY heavy on LRMs or long-range-pokey, you can try to get into and hold the peninsula while letting the enemy have the upper platform, and then just trade them down. IF you're set up all brawly, you're usually best fighting either more on the back bay side along the B-line, or under the platform (being cautious about fire from above).

The 6/7 line and E/F line don't see a lot of play outside of MAYBE in Conquest.

Good luck!

#6 Koniving

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Posted 14 March 2016 - 03:28 PM

View PostBig MO, on 14 March 2016 - 10:10 AM, said:

I do the best on skirmish. Assault plays about the same. I don't end up in very many conquest games, so that sample size is much smaller - still learning there. What I don't get is why it plays so differently from a mining collective or river city game. I do well on both. I don't think it's a range problem - I do fine on range with some cover maps like Alpine. I love Caustic Valley. Almost made Ace of Spades there in a Stalker. For some reason I get into ambush / crossfire situations in that map more than others.

What exactly happens? What do you do?
We need information.

#7 Bilbo

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Posted 14 March 2016 - 03:58 PM

View PostWintersdark, on 14 March 2016 - 10:02 AM, said:

Everyone has a lot of variety between how well they do on various maps, that's normal.

Mine:

Alpine Peaks 204 99 99 1.00 23:04:20
Canyon Network 338 161 168 0.96 30:47:19
Caustic Valley 333 188 135 1.39 29:21:54
Crimson Strait 315 164 138 1.19 31:41:55
Forest Colony 189 90 88 1.02 17:18:44
Forest Colony Snow 112 64 44 1.45 09:24:40
Frozen City 164 94 65 1.45 12:51:37
Frozen City Night 141 75 62 1.21 10:56:30
HPG Manifold 327 163 146 1.12 27:59:45
Polar Highlands 42 21 21 1.00 05:11:50
River City 328 159 149 1.07 31:10:17
Terra Therma 235 129 89 1.45 22:24:27
The Mining Collective 207 111 80 1.39 17:56:00
Tourmaline Desert 322 165 139 1.19 29:34:55
Viridian Bog 207 95 97 0.98 19:41:35


Ranged from 0.96 to 1.45. That's a pretty big variety.


Mine are even wider than that. You do not want me on your team on the large cold maps, and as Koniving pointed out we have too little information to help the OP in any meaningful way.

Forest Colony 581 304 232 1.31 2 days 03:44:33
Frozen City 475 230 228 1.01 1 day 11:04:27
Caustic Valley 926 441 421 1.05 2 days 22:46:38
River City 989 473 412 1.15 3 days 06:55:19
Forest Colony Snow 338 168 140 1.20 1 day 00:46:50
Frozen City Night 505 266 218 1.22 1 day 12:59:57
Alpine Peaks 624 273 319 0.86 2 days 15:22:37
Tourmaline Desert 971 461 423 1.09 3 days 09:50:40
Canyon Network 992 467 450 1.04 3 days 07:13:39
Terra Therma 657 304 306 0.99 2 days 15:02:48
Crimson Strait 953 451 412 1.09 3 days 08:14:21
HPG Manifold 948 467 415 1.13 3 days 02:34:42
The Mining Collective 667 318 288 1.10 2 days 03:49:40
Viridian Bog 454 224 173 1.29 1 day 15:58:49
Polar Highlands 100 44 54 0.81 12:31:30



#8 Wintersdark

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Posted 14 March 2016 - 07:54 PM

View PostBilbo, on 14 March 2016 - 03:58 PM, said:


Mine are even wider than that. You do not want me on your team on the large cold maps, and as Koniving pointed out we have too little information to help the OP in any meaningful way.

Forest Colony 581 304 232 1.31 2 days 03:44:33
Frozen City 475 230 228 1.01 1 day 11:04:27
Caustic Valley 926 441 421 1.05 2 days 22:46:38
River City 989 473 412 1.15 3 days 06:55:19
Forest Colony Snow 338 168 140 1.20 1 day 00:46:50
Frozen City Night 505 266 218 1.22 1 day 12:59:57
Alpine Peaks 624 273 319 0.86 2 days 15:22:37
Tourmaline Desert 971 461 423 1.09 3 days 09:50:40
Canyon Network 992 467 450 1.04 3 days 07:13:39
Terra Therma 657 304 306 0.99 2 days 15:02:48
Crimson Strait 953 451 412 1.09 3 days 08:14:21
HPG Manifold 948 467 415 1.13 3 days 02:34:42
The Mining Collective 667 318 288 1.10 2 days 03:49:40
Viridian Bog 454 224 173 1.29 1 day 15:58:49
Polar Highlands 100 44 54 0.81 12:31:30



Yeah, that's why I was just telling him its normal to have a spread over different maps.

Couldn't begin to help without a lot more detailed information, and even with it... Not a lot I can offer, as I'm not sufficiently familiar with how games play out at his tier.

#9 Rhavin

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Posted 14 March 2016 - 08:59 PM


General tips.
Stay moving if you are sniping, if there's one thing that gets someone killed here it's predictably. Either do it from up top, or from back in the city areas.

Avoid the tunnel if your not in a daka assault or heavy. I say that because there's no place for a light or medium to hide. Whatever comes in is going to have to have facetime, and that is how daka mechs win. Shutting down in here is a fail. A daka mech can back up and dps it's *** off. I try to avoid tunnel at all times if there's 2 teammates in there already.

Avoid the bay area, unless you are in a speedy ecm light and stick to the wall, still only worth it if you are just moving to flank or scout. Mechs in the water are doomed , and mechs out at that island are generally doomed as well (very few exceptions ).

If you spawn on the bay side take the top and the underneath and wait. If they push saddle they is doomed if you are there in force. If tunnel then they are cramped and doomed. If they are pouring through the tunnel you can move everyone on top to the tunnel exit and have the bottom retreat to your city, then your top drops through the floor openings and lights them up. Or moves to lower saddle entrance and flanks them.

If you spawn on swamp side I have found the best strategy is to wait in the city outside of the mid tunnel entrance. If you get to close to the bay then you will get lit up by thier top snipers, but if the decide to go tunnel you can hit from center exit and your entrance. Should the enemy come over saddle put your back to the bay. I say never go over the saddle from here. It's really poor position from that side, if you do better be prepared to push everyone into the underneath.

This map is about patience really, who is going to make the first big mistake. It is one of my best maps. And my best memories are from it. Includeing my first Johnny 5 by dropping down in Kildar (my Atlas DDC) and ghost ripping a strung out heavy lance up in 6 volleys.


#10 el piromaniaco

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Posted 14 March 2016 - 11:19 PM

Well,

winning or loosing he match depends, to a very big portion, believe it or not, on your TEAM.

So, whatever you do, however good you are, if your team "sucks" you still loose.

With "your tean" i don't only mean all the other indiviuals who happen to be fighting on your side. I also mean your yourself and your awareness of what the others might do, your way of interacting with them (there's chat in team when you press "t", with your lance when you press "z" (or "y") and there's VOIP (Voice Over IP, walkie talkie) when you press "Caps Lock").

Depending on the game mode and, if you take a look at your comrades mechs, press "B" to see all the mechs of your team and the map, the setup of your team you can propose a way of action, or "plan". you may even call it tactics if you want.

I've seen many teams getting back stabbed and base rushed just because no one was watcing the saddle.
When you happen to have spawned on the south end of the map in assault and everyone walks through the tunnel and/or to the plattform.

I also did win several games that way, when spawn was in the north, by just rushing over the saddle and capping the enemy base (or falling in the back of the "we go tunnel, we go plattform"-enemy).

You can't break it down to statistics like "i have a W/L-ratio on this map of X/X, what should it do to improve?"
It all boils down to TEAMWORK.

#11 Rhavin

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Posted 14 March 2016 - 11:55 PM

Have to agree with last poster too. Useing in game coms to help steer your team helps. And not just on Crimson Straight. Saying " we are pushing tunnel at 12:30" is far better than saying " everyone push now" . If you give some time pilots hopefully will line up to either push or take advantage of the push. Also calling targets and pointing out flanker snipers by giving a better location than " sniper behind us", instead say " Raven, sniper c2 c3 line" that lets the guy you have in c4 or c5 area know that there is an easy kill in the area.

Information is vital , letting your team know where you died and what killed you can swing a game too. I say " downed j4 corner, direwolf, legged, right torso, Timber cored," or something simular. This might let the team know that they are being flanked, or that those mechs are isolated.

#12 Big MO

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Posted 15 March 2016 - 01:20 PM

As I think about it, I usually get into trouble around the platform area - whether I am on top or below. I have learned to avoid the tunnel. That is the domain of the ballistic assault. I know it is usually better to go around the mountain than through the saddle unless your team is really working as a unit. I am at the lower end of Tier 4, and feel that on this map more than most others, poor teamwork means death. Don't know how many times I thought I had backup, only to find out they had bugged out. I try to play a support role in general - backing up teammates, focusing fire on already engaged mechs, watching for enemy flanking, etc. I use team chat, and recently got a mic to aid in communication. I appreciate everyone's input and think it will help.

#13 Not A Real RAbbi

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Posted 17 March 2016 - 09:40 PM

Good luck, and keep us posted.

This map was a lot more fun 2 years ago, when it was new. LOTS of movement into the water and around the island. Was out there in a LCT-3M once, and came face-to-face with a RVN-3L (the champion loadout, methinks), out at the end of the peninsula. Classic light mech dogfight, and one of the few I ever won in a LCT. I felt pretty proud of that one, even if the enemy was at a pretty big disadvantage in DPS, speed, turn rate, and all that (to be fair to ME, though, he had almost twice the armor and structure that I did, and ECM prevented my friendlies from getting the full picture to come help). For a week there, it was all about the LOLcust and Crimson Strait, and there were spots in the water where you could all but completely submerge a LOLcust and be VERY VERY hard to spot from dry land.





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