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Zero Harpuia
Maverick Conflict Solutions
418
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Posted - 2012.10.27 07:23:00 -
[1] - Quote
In Manus Peak, we have two teams and three points. The team moving in from the south near A has an amazing advantage over the northern, C-side team. With the path into the eastern mountain range for snipers and the elevated crater A sits in, you can hold A by garrisoning it with a unit that can establish overwatch for the whole blasted map. And Armok help the Northern team if the Southies have an HAV, it can hide effectively behind A from either C or B, and if pressured can slink back into spawn.
Meanwhile they have the shortest path to B along with one thing everyone here will agree with me on: that thrice-damned cliff over B. Once someone is on that hill, you can not remove him without outflanking him: if you are the only defender at B, he will just watch you leave to get behind him and then jump down the cliff into B. If you circle as a group he can pick you off as you walk past the concrete siding. If you stay to defend, he will keep peeking out and spawnkilling until dispatched, at which point he will just come back. Holding that hill is instrumental in holding B, and the South team has a natural advantage at grabbing it.
Back at the last point, the sparse rocks around C make it nigh impossible to weather the onslaught from A, and the manpower necessary to hold it against a rush is going to be needed to retake the north side hill at B. You can't rush A because of the no-man's-land and the sentries on the cliff, and you can't defend because of the inadequate cover from long range threats like snipers or Mass Drivers.
In short, the A-side team has a MASSIVE advantage over the C-side team, one that the northern team is hard-pressed to overcome. |
Zero Harpuia
Maverick Conflict Solutions
418
|
Posted - 2012.10.27 08:02:00 -
[2] - Quote
True, true, but to win a game you only need two points. Going from A to C is a moot point when you already have control over B and the hill beside it. Only the foolishly overconfident go for a complete shutout, it scatters the spawns and prevents containment due to the redline.
I also forget to mention... Hacking B. Good Armok, hacking B. If your a Northy, you are gonna get your assplate sniped at least 33% of the time, depending on who you're up against. It's a loooooooooooooongshot, but once someone realizes they can make it they'll keep doing it. A free kill is a free kill, and it doesn't get much free-er than a helpless, unarmed, immobile target 400 meters away. Dunno how you can fix this, because if you turn the terminal then Northies can snipe from the ridge, which just passes the issue along. You all know the ridge, we all got tank-sniped once. Maybe reworking the NULL Cannon emplacements... again... might work this issue out. Heck, there is a building there, put the terminal inside it, give it enough doors to prevent a meat-grinder bottleneck, that might do it. |
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