TheCaptainJZ, on 22 May 2024 - 03:19 PM, said:
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Vitric is the map that comes to mind. If your whole team takes top, you are in a stronger position but if only a couple of your team go top first, and the enemy team outranges and outnumbers you, you can get torn up in no time.
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This honestly sounds like an argument for Pattonesque's point, not against it. The team that moves to aggressively grab the high ground in Vitric gains the edge, and the team who loses a couple people who tried to contest that high ground is at a pretty severe disadvantage because the enemy now has both numbers and better ground. We've all been that guy on Vitric scoring a 1k+ game with a couple of HAG-30s from the high ground dumping damage unopposed into monkeys on the ground. Rubellite's another good one for this, where even just one or two guys taking commanding positions on the elevated portions of the map can trade very effectively and constrain the enemy - or, in the case of brawlers, spot the OpFor's arrangement and disposition early and allow their team to maneuver more effectively.
Start spending one skill point on Advanced Zoom, folks. It's very worth it even for non-snipers.
KursedVixen, on 28 May 2024 - 12:51 PM, said:
- Low ground can sometimes be cover from high ground
- Low ground can sometimes give better angles on High ground targets
- Low ground can let you pick your fights if the high ground is too saturated (ever notice the guy ac
- Low ground does not have the disadvantage of showing yourself to snipers across the other side of the map in certain circumstances
Right. Because somehow "high ground" is synonymous with "totally exposed bare-*** nekkid ground standing there like a goomba waiting to get Mario-stomped." Maybe instead of standing in
bad high ground like a total nincompoop, you should focus on finding and holding the
good high ground that comes with cover and protected flanks?
The man is not saying to turn your brain off and stand in the highest point on the map no matter what. In point of fact he specifically said
not to do that. What the man is saying is that height advantage is very real and giving up good high ground without a good reason is dumb and people should stop doing it. Especially if you're giving up good high ground for
bad low ground, like Death Valley in Canyon. The team that can successfully catch its opposition in the ~E4-D5 fishbowl is the team that wins a Canyon match for free, and I don't care how many bad brawlers whine about needing that ground as a dugout to get at the enemy through.
If you as a brawler can't keep it in your pants long enough to wait for a better approach than huddling in Death Valley waiting to get blasted to bits, then get out of the Hunchback and pick up a midrange 'Mech that can contribute earlier in the fight and let your scratch your itchy trigger finger. I cannot say it often enough - the art of brawling is not GLORIOUS CHARGE INTO ENEMY FORTIFICATIONS. It is the art of brutal back-alley muggings against unprepared targets, and just like any good back-alley mugger, you've got to pick your mark and your moment carefully to avoid the fuzz. With 'fuzz' being a tortured euphemism for vast waves of enemy fire, so thick and dense they blend together into an indistinct sheet of murderous punishment for your misplay.