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General Mud (6-8) - The new map for team games

3 Apr 2015, 05:41 AM
#21
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

played this map quiet a few times now.

that 14 resource points feel way too much. and since the map is large, half of the time i have resource to tech to t3 as soviet than before i can call in guards or shocks.

like the map, do not like how fast early/mid game gets shortened.
3 Apr 2015, 21:24 PM
#22
avatar of Trubbbel

Posts: 721

It's indeed a great map in ToW. But are all the slow effects from mud gone?
nee
3 Apr 2015, 21:27 PM
#23
avatar of nee

Posts: 1216

It's a nice map, but the players on the left side will be going at it alone since that part of the map s much more spaced out and n buildings. Every time I played it, most of the action was on the right side, and the dude on the left is always trying to defend the entire left half.
4 Apr 2015, 08:46 AM
#24
avatar of Cabreza

Posts: 656

It's definitely a fun map. Most of the action centers on the middle and right in the city since whoever controls the city tends to control the middle vp and right fuel. The left side is full of mud but the mud is far from crippling and often the faction loosing on the right will switch over and try to control the center and left side of the map. Overall it makes for a very entertaining game and provides plenty of room for both sides to maneuver.
6 Apr 2015, 13:02 PM
#25
avatar of WingZero

Posts: 1484

I really like the weather and night battle theme in this map. I hope we get more maps like this.
6 Apr 2015, 13:14 PM
#26
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

I had an intense match this weekend on this map.


+1 for maps like that.
6 Apr 2015, 13:19 PM
#27
avatar of DasDoomTurtle

Posts: 438

i think okw have a big advantage. map is big enough where you can put a truck halfway between the front lines and your base without being threatened


The hypocrisy is real and alive with this statement. USF has a forward retreat point that can constantly move with the ever evolving front lines thus they have a higher advantage than OKW (by your reasoning). Try again B-)

In any case this map is alot of fun and I agree with Nigo's statement we need more of these Maps in the automatch pool for it would be :welcome:
6 Apr 2015, 13:51 PM
#28
avatar of Jadame!

Posts: 1122

The hypocrisy is real and alive with this statement. USF has a forward retreat point that can constantly move with the ever evolving front lines thus they have a higher advantage than OKW (by your reasoning).


From 4th minute like okw if they go med truck first after kubel+2 volks or 3 volks?
6 Apr 2015, 14:13 PM
#29
avatar of DasDoomTurtle

Posts: 438



From 4th minute like okw if they go med truck first after kubel+2 volks or 3 volks?


You do realize going FRP so early elevates much needed manpower. In any case my point still stands, by his reasoning USF is just as good if not better with the FRP. Investing into a FRP too early with OKW is a disaster waiting to happen because it would be easy to counter on this map with so many avenues of attack B-)
6 Apr 2015, 14:46 PM
#30
avatar of Napalm

Posts: 1595 | Subs: 2

Great map. No wrecks for me to salvage off the start which makes me a sad panda but yeah...I like this one.
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