Port of Hamburg Perspective
13 Jan 2017, 16:31 PM
#5
Posts: 327
Nice work. Similar analysis of 2v2/3v3 maps would be fascinating to read.
13 Jan 2017, 19:26 PM
#6
14
Posts: 10665 | Subs: 9
Three posts invised, two of them trolling.
Stop it already.
Back to topic.
Stop it already.
Back to topic.
13 Jan 2017, 19:28 PM
#7
Posts: 2635 | Subs: 4
Permanently BannedWait same post about new 2v2 and 1v1 maps, coz thay are greate and need help for them.
13 Jan 2017, 19:41 PM
#8
Posts: 3602 | Subs: 1
Nice article pigsoup
15 Jan 2017, 15:12 PM
#9
Posts: 935
Map is unbalanced
17 Jan 2017, 05:06 AM
#10
Posts: 851 | Subs: 1
FINALLY! A guide for us 4v4 try die hards!
Thanks for the guide PigSoup.
Yeah, south side clearly has an advantage, especially that early MG42.
I would like to add a few things:
That SS bridge thats hard to destroy, if you have spare munitions, lay a charge and some mines.
It will stop a sneaky Panzer IV or Ostwind coming thru and breaking your caches.
Alternatively, if you are lucky to be top most as USF, shut it down with traps + wire.
If you are on the north end as UKF, build mortar pits just across the channel.
They are safe enough from direct fire, and with vet 3, will reach mid building with ease.
If you are near mid, hold middle and wire those flanking entrances around the VP.
This building will cut off the south most 2 bases from the north, indirectly helping your team mates.
Thanks for the guide PigSoup.
Nice article pigsoup
Map is unbalanced
Yeah, south side clearly has an advantage, especially that early MG42.
I would like to add a few things:
That SS bridge thats hard to destroy, if you have spare munitions, lay a charge and some mines.
It will stop a sneaky Panzer IV or Ostwind coming thru and breaking your caches.
Alternatively, if you are lucky to be top most as USF, shut it down with traps + wire.
If you are on the north end as UKF, build mortar pits just across the channel.
They are safe enough from direct fire, and with vet 3, will reach mid building with ease.
If you are near mid, hold middle and wire those flanking entrances around the VP.
This building will cut off the south most 2 bases from the north, indirectly helping your team mates.
18 Jan 2017, 04:33 AM
#11
Posts: 1153 | Subs: 1
Great article about a contentious map! great work pigsoup
18 Jan 2017, 16:59 PM
#12
14
Posts: 10665 | Subs: 9
Great article about a contentious map! great work pigsoup
+1
22 Jan 2017, 21:26 PM
#13
Posts: 558 | Subs: 1
good, looking forward to more map analyzes!
i didnt even know that the map is so incredibly unbalanced in terms of early game building rush NotLikeThis
it is also so annoying to fight the JT/Ele cancer
i didnt even know that the map is so incredibly unbalanced in terms of early game building rush NotLikeThis
it is also so annoying to fight the JT/Ele cancer
8 Feb 2017, 12:55 PM
#14
Posts: 493
I've felt this map sux and now I know why. Thanks.
26 Feb 2017, 17:43 PM
#15
Posts: 1467 | Subs: 4
Finally someone besides me that puts an emphasis on building and key point rushing. This is entirely why certain maps feel so favored for certain spawns and why it is so hard to make an asymmetrical map that is balanced, because of fair movement timings, the only time it is fair is when they are within 5m of each other, due to the 18-22m capture point for points, for buildings it becomes much harder.
Either way great write up pigsoup!
Either way great write up pigsoup!
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