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Post by mijapi300 on Aug 5, 2017 13:47:57 GMT -5
So you know that map that everyone hates and often skips? The one with the city and factory, the random set of structures in the middle, the dam at one end, and the farm in the corner? It's just a never-ending game of avoid the glowing yellow guns. How can you possibly win consistently on this awful map?!
Strategy. Every game and every map has strategic points. On Powerplant, it's about controlling the A and B beacon with few enough people that the rest of the team can hold one of the others. That's easy to figure out, because there are two beacons so close together. So let's take a look at Springfield. We'll start with the beacons first.
A Beacon - The city B Beacon - The factory C Beacon - End of the dam D Beacon - Considered "center" beacon on this map E Beacon - Farm
In many games, the C and E beacons are ignored. They're capped by whichever team spawns closer to each, and then left that way for the duration. This is fine. You want to protect your far beacon still, but you don't want to actively pursue their far beacon. It takes far too much time, and having even one bot out of the battle for that amount of time can turn the rest of the positions on the map against your favor. So take your far home beacon, and just make sure you don't let a red sneak around to take it.
Let's first go over the most common mistakes that teams make on this map.
Focusing too much on the city/factory: Often times, 4-6 people from a single team will be up on the platform fighting for position between the city and factory sides. This leaves the entire rest of the map open for the other team. They can send a couple of beacon cappers to take C, D and E, and it will take you 2-3 minutes to get two of them back. So don't send your entire team up to the platform. And if you notice too many of your guys are up there, establish yourself in a different strategic position.
Focusing too much on the center beacon: Wait. So you aren't supposed to focus on the platform (A/B beacons), you aren't supposed to worry about C and E beacons, and now you aren't supposed to worry about middle beacon? So is it just a deathmatch?! Not exactly. This is just another example of the problem laid out above. If your whole team are all working on center beacon, that leaves the entire platform open. This means that A and B are free for the taking, and your team likely has C or E depending on which side they're on, giving them the advantage. Sure, you got center, but they have a secured 3-2 beacon lead.
So what do you do? Find the balance. And use the right bots for each part of the map. Believe it or not, in proper play of this map, snipers really have no place. We'll get into why shortly.
The focal points: We already covered them, now we just need to cover the balance and tactics. The platform with the city and factory are one focal point, and the center beacon is the other focal point. No other parts of the map are relevant in winning the game. And the balance is ideally about 1/3 of your team fighting on the platform, and the other 2/3 of your team fighting for center beacon. Why 1/3 to 2/3? While the platform holds 2 beacons, center beacon is far more important when you look at the entire map. If one team makes a strong push and is able to advance past center beacon, they're now threatening the opposing team's far beacon as well as their spawn point. The same is generally not as true about the platform. The other reason is that the platform is far easier to defend. It's not necessarily about pushing to the other side on the platform - it's about holding position. If you can keep those beacons split 1-1, then the entire game comes down to who can control center beacon.
So focus on defending platform positon, not advancing it. In my experience, and with the current game meta, the best way to do this is a RDB and a support bot - even a second RDB would work, or something that compliments a RDB. The first thing that needs to be decided: Who is your best RDB pilot? They go platform. Then someone else that is good at providing support goes with. Just two bots, that's all you need. There is enough cover, and the ranges are perfect, for a RDB to keep the other team from advancing. Even if outnumbered, it's incredibly hard to make a push in either direction against a good RDB pilot with one support bot. This is your strategy on the platform. Stick to it, and you'll keep the beacons split 1-1 at worse, and maybe late in the game you'll be able to take them both. Also, keep in mind. The reds will likely come in waves, and you can reach the center beacon from the platform with a RDB. So when you're in between waves of reds, you don't necessarily have to push towards their home beacon. Just use that window as an opportunity to provide support fire from the platform. The reds fighting for center won't be anticipating it, because you had been busy fighting reds across from you, so you will make a difference by doing this when you have the windows to do so.
Now you have 4 people left. All four should, in one way or another, defend or attack center beacon. It's a good idea to have 2 or 3 brawlers, and 1 or 2 mid-range supporters. The brawlers can use the covers around center beacon to stay alive and keep the reds from flipping that beacon. The mid-rangers provide double support. They provide additional fire on advancing reds, whether it be them pushing towards center, trying to run around the edge to get your far beacon, or are already within center. You can keep your distance from the brunt of the battle and apply additional pressure. The added benefit is that you have the reach to provide support to the platform when needed. If it looks like the reds are pushing across the bridges, it's a perfect time to hit them with a mid-ranger because they are exposed. Their only cover would be to drop off the bridge, which halts their advancement. And remember what we covered, that's all you need to do on the platform. The reason I say no less than 2 brawlers for center is that most of the fight to keep that beacon is close range, so you need tanks and high damage bots to keep it.
If you're able to hold your home beacon on the platform, and keep constant pressure and hold center beacon, you will win almost every game on Springfield. Note that a lot of this is dependent on team strategy. If you're running solo, you can apply the same principle just based on what your teammates are doing. If nobody is going platform, then you should go there. If two people already went platform, let them defend it and you should fight for center. This applies to any map, too, when running solo. If you are running solo, observe your teammates movements, and fill whatever hole is needed. If you're aware of your teammates strategies just by observation, and you adjust yours to fill the need that isn't being met, you will win a lot more often.
Last note: the only specific bot I mentioned is the RDB. I think it is far above and beyond the best option for defending position on the platform. The brawlers and mid-rangers for center beacon weren't specifically mentioned because many different setups can fill those roles effectively. But in order to have the most success you can, you should have a proficient RDB pilot on the platform for as much of the game as possible.
Now stop skipping Springfield and give this a try! Hope it helps, and good luck out there!
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Post by Deleted on Aug 5, 2017 14:02:27 GMT -5
Good thoughtful advice. I would point out that with City spawn, the players that refuse to leave the city are often just being selfish and going for damage over the win. If you're playing with randoms and everyone refuses to leave the city but you, then you're in a bad spot. Crossing the river and fighting multiple Reds is your best chance to win, but you only have a slim chance and will finish last on the table in damage if you lose.
That's my major problem with this map and that spawn is that it promotes selfish play over teamwork. That said, I still never skip it. You never know what kind of game you're going to get which makes that map unpredictable and fun.
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Post by pirateb0t on Aug 5, 2017 14:03:28 GMT -5
I think the "team" part is what makes springfield so tricky since it's highly dependent on teammate quality. If you have two guys just sitting back all game with sniper bots then you're screwed.
On other maps it's still possible to drag your team kicking and screaming out of the jaws of defeat. However often on springfield if you have even one dork not pulling his weight it really messes things up bad. I think the vast distances is the issue. A good enemy team will take center fast and pressure both sides.
I agree with everything you said in your guide though.
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Post by mijapi300 on Aug 5, 2017 14:05:05 GMT -5
I agree @heavypanda , that's the most common mistake I see in random play. I think this guide will be put to far better use by coordinated squads, but it can at least give everyone a winning formula for the map so they can apply that to their solo play. Even if it doesn't result in the best outcome every time, I think going into it with the right strategy should help turn the table on some games. There are always those games that God himself couldn't help your team of randoms win, though!
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Post by mijapi300 on Aug 5, 2017 14:07:07 GMT -5
I think the "team" part is what makes springfield so tricky since it's highly dependent on teammate quality. If you have two guys just sitting back all game with sniper bots then you're screwed. Yup! That's why I wanted to specifically say that snipers have no place on this map. It sounds really counter intuitive, given it's one of the biggest maps, but there really isn't any position or situation on this map that a sniper helps you in. They might get lucky and pick off a weak bot here or there, but they would be put to far better use in the front lines defending positions with their teammates. It's a big map, but most of the confrontations on it are up close and personal because all of the focal points have good cover.
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Post by Russel on Aug 5, 2017 15:57:30 GMT -5
Good thoughtful advice. I would point out that with City spawn, the players that refuse to leave the city are often just being selfish and going for damage over the win. If you're playing with randoms and everyone refuses to leave the city but you, then you're in a bad spot. Crossing the river and fighting multiple Reds is your best chance to win, but you only have a slim chance and will finish last on the table in damage if you lose. That's my major problem with this map and that spawn is that it promotes selfish play over teamwork. That said, I still never skip it. You never know what kind of game you're going to get which makes that map unpredictable and fun. Not if you have got..... You guessed it! The almighty ECU Cossack!
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Post by locutis on Aug 5, 2017 18:54:00 GMT -5
Hmm.. Great thread and good points, but.. Amazon server is a whole different animal. There are no clans or squads, only random matchups. Usually a mix of league's from bronze to champion all at once. Which really changed the way a person with any battlefield awareness has to tackle the map. Let's say we spawn in the riverbed by the dam. I start with Orkan Rog (I'm sick and tired of auto correct changing orkan to Orland ) anyway, I cap dam beacon then head for the factory.. Usually I'm the only one heading up there, sometimes 1 other bot goes that way too. If there is multiple red's on the platform I try to defend the factory beacon as long as possible, if one or less I shred them and head for the city. Usually I can cap and hold the city beacon for a minute or two. My hope is that enough red's are forced to engage me in the city that my teammates can hold the dam and middle beacon for a while. Unfortunately even while I'm engaging 2 or more red's alone near their spawn somehow half the time my team loses the middle beacon battle and starts meching out. If I don't go up and get those two beacons then usually the red's get them. I can't wait until clans and squads come to Amazon.
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Post by pirateb0t on Aug 6, 2017 1:55:34 GMT -5
I think the "team" part is what makes springfield so tricky since it's highly dependent on teammate quality. If you have two guys just sitting back all game with sniper bots then you're screwed. Yup! That's why I wanted to specifically say that snipers have no place on this map. It sounds really counter intuitive, given it's one of the biggest maps, but there really isn't any position or situation on this map that a sniper helps you in. They might get lucky and pick off a weak bot here or there, but they would be put to far better use in the front lines defending positions with their teammates. It's a big map, but most of the confrontations on it are up close and personal because all of the focal points have good cover. I've seen some skilled snipers do some pretty smart things like wait until there's a substantial beacon bar lead and then hop into a butch and lock the riverbed and one enemy home beacon zone down while blues pressure the red's home beacon. If enemy's spawn in the riverbed the butch will just pick them off. Usually if the sniper is good blues can also capture the home beacon of the enemy team and force them to break off center beacon pressure to rescue home. This can create a nice 4:1 beacon lead.
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Post by 7iquid on Aug 6, 2017 2:29:31 GMT -5
I have posted before on this but since it's relevant I'll mention it again.
I feel that the spawn point for blue at the Dam end of the map in the river bed is unbalanced.
The reason i say this is as follows:
At the Dam you have three beacons - 1 up a very slow ramp to your right. 1 slightly behind and up another ramp and one up another slope and in the small city area.
Getting any of the beacons leaves you open to sniper fire and requires a jump ability or alternatively a walk up a slope or ramp.
Meanwhile the reds have the following advantage - 1 beacon hidden under cover directly in front. Another highly protected beacon on the same level as the spawn point. This beacon is likely to be contested by the blues but generally blue is outgunnned by several bots marching quickly from the red spawn point.
Despite playing on D1 with good pilots (iOS) I often find the the Dam riverbed spawn leads to a loss because of the imbalance. If I was an utter geek I lwould time myself in my Gareth to check the times to cap the beacons from the start to see if my theory is correct. I am not saying that the whole map is unbalanced but what I am pointing out is that the particular spawn with blue bots in the middle of the river bed rarely seems to lead to a blue team win. Maybe it's simply due to tactics and strategy as the OP earnestly points out or perhaps the spawn arrangement is simply flawed.
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Post by moody on Aug 6, 2017 5:14:40 GMT -5
I have posted before on this but since it's relevant I'll mention it again. I feel that the spawn point for blue at the Dam end of the map in the river bed is unbalanced. The reason i say this is as follows: At the Dam you have three beacons - 1 up a very slow ramp to your right. 1 slightly behind and up another ramp and one up another slope and in the small city area. Getting any of the beacons leaves you open to sniper fire and requires a jump ability or alternatively a walk up a slope or ramp. Meanwhile the reds have the following advantage - 1 beacon hidden under cover directly in front. Another highly protected beacon on the same level as the spawn point. This beacon is likely to be contested by the blues but generally blue is outgunnned by several bots marching quickly from the red spawn point. Despite playing on D1 with good pilots (iOS) I often find the the Dam riverbed spawn leads to a loss because of the imbalance. If I was an utter geek I lwould time myself in my Gareth to check the times to cap the beacons from the start to see if my theory is correct. I am not saying that the whole map is unbalanced but what I am pointing out is that the particular spawn with blue bots in the middle of the river bed rarely seems to lead to a blue team win. Maybe it's simply due to tactics and strategy as the OP earnestly points out or perhaps the spawn arrangement is simply flawed. I disagree. I prefer that spawn simply because it is closer to centre beacon and you are more likely to capture and therefore hold centre. The left beacon is easily gotten either from the ground or with little difficulty. The right beacon - yes it's a hike but it doesn't really change how easy it is to take or defend.
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Post by 7iquid on Aug 6, 2017 8:18:42 GMT -5
I have posted before on this but since it's relevant I'll mention it again. I feel that the spawn point for blue at the Dam end of the map in the river bed is unbalanced. The reason i say this is as follows: At the Dam you have three beacons - 1 up a very slow ramp to your right. 1 slightly behind and up another ramp and one up another slope and in the small city area. Getting any of the beacons leaves you open to sniper fire and requires a jump ability or alternatively a walk up a slope or ramp. Meanwhile the reds have the following advantage - 1 beacon hidden under cover directly in front. Another highly protected beacon on the same level as the spawn point. This beacon is likely to be contested by the blues but generally blue is outgunnned by several bots marching quickly from the red spawn point. Despite playing on D1 with good pilots (iOS) I often find the the Dam riverbed spawn leads to a loss because of the imbalance. If I was an utter geek I lwould time myself in my Gareth to check the times to cap the beacons from the start to see if my theory is correct. I am not saying that the whole map is unbalanced but what I am pointing out is that the particular spawn with blue bots in the middle of the river bed rarely seems to lead to a blue team win. Maybe it's simply due to tactics and strategy as the OP earnestly points out or perhaps the spawn arrangement is simply flawed. I disagree. I prefer that spawn simply because it is closer to centre beacon and you are more likely to capture and therefore hold centre. The left beacon is easily gotten either from the ground or with little difficulty. The right beacon - yes it's a hike but it doesn't really change how easy it is to take or defend. Yep a few posts disagreed with this previously. It's more a question of time - and perhaps the level you are playing on iOS or droid. The right beacon is quickly overrun by the straight line march from the spawn point. It's hard to defend if most of the team head left to the centre beacon (and this happens a lot). The centre beacon gets a natural amount of pressure on it and the snipers from the red spawn get a rad on any blues early on - compare that to the blue spawn for snipers on low ground in the riverbed. All in all I have a strong hunch that Pix might one day get some stats that show that there is a discrepancy in the individual spawn points like Shenzhen and this led to an adjustment in the spawn point placing.
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Post by elttaes on Aug 6, 2017 8:24:35 GMT -5
I guess I must have encountered some legendary snipers, then. I've had about 5 in Springfield where I lost at least 2 bots to snipers, and the team as a whole lost about 6 bots and was completely pinned down. Any move out of cover was hit by 6-7 Trebs or 9 Gekkos. Coming from the ground on the dam end, we were in sniper view immediately. The ones that ran to center beacon or the high tower were mostly okay. Nobody could get up to the factory beacon, or be on the canyon side of the center beacon. I used to think of 2 or more snipers operating at a time as ensuring a loss for their team. That no longer seems to be the case.
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Post by Russel on Aug 6, 2017 8:31:50 GMT -5
I disagree. I prefer that spawn simply because it is closer to centre beacon and you are more likely to capture and therefore hold centre. The left beacon is easily gotten either from the ground or with little difficulty. The right beacon - yes it's a hike but it doesn't really change how easy it is to take or defend. Yep a few posts disagreed with this previously. It's more a question of time - and perhaps the level you are playing on iOS or droid. The right beacon is quickly overrun by the straight line march from the spawn point. It's hard to defend if most of the team head left to the centre beacon (and this happens a lot). The centre beacon gets a natural amount of pressure on it and the snipers from the red spawn get a rad on any blues early on - compare that to the blue spawn for snipers on low ground in the riverbed. All in all I have a strong hunch that Pix might one day get some stats that show that there is a discrepancy in the individual spawn points like Shenzhen and this led to an adjustment in the spawn point placing. On one account: I don't like the dam spawn (the damn dam spawn!) due to instahit by enemy from across the river. It is a mystery to me why I am not getting as much hits on the river spawn near the farm. On another account: Pix already did that for Springfield some time ago, do you think they'll do that again?
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Post by Thunderkiss on Aug 6, 2017 9:30:35 GMT -5
Beacon focus depends on where you spawn. If you spawn in riverbed, the fight should be over city beacons. If you spawn in city, the fight is over center.
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inspirace
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Post by inspirace on Aug 6, 2017 14:56:55 GMT -5
I prefer when both team spawn on the riverbed (one in front of the dam, the other between the city and the farm), simply bcs I can see what bots are being dropped. either side, bots with jump ability can go up to cap and defend the city (A) or factory (B) beacons, and other fast bots can go to the end-of-dam (C) and the farm (E) beacons. I cannot help thinking that the dam side has an advantage, since it appears easier to get both the C and the center (D) beacons, than the other side getting the E and running to the center beacon.
when spawns are in the city and factory, many of lazy pilots do not care to go across the riverbed to cap C, D, and E at all, especially in lower leagues. teamwork and a bit of self-sacrifice needed here, since running across the riverbed means high risk and low to no dmg return. anyways, I feel the factory side has an advantage than the city side, bcs the D beacon is easier to defend from across the riverbed with RDBs. one can reach within the range from the city side too, but the view will be often blocked by the wall.
I think the spawns are either both team at the riverbeds or both team above the platform at city/factory. I don't remember having one team on the riverbed, while the other is on the platform, not any more,
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Post by FlashAhAhh on Aug 6, 2017 17:45:53 GMT -5
I have posted before on this but since it's relevant I'll mention it again. I feel that the spawn point for blue at the Dam end of the map in the river bed is unbalanced. The reason i say this is as follows: At the Dam you have three beacons - 1 up a very slow ramp to your right. 1 slightly behind and up another ramp and one up another slope and in the small city area. Getting any of the beacons leaves you open to sniper fire and requires a jump ability or alternatively a walk up a slope or ramp. Meanwhile the reds have the following advantage - 1 beacon hidden under cover directly in front. Another highly protected beacon on the same level as the spawn point. This beacon is likely to be contested by the blues but generally blue is outgunnned by several bots marching quickly from the red spawn point. Despite playing on D1 with good pilots (iOS) I often find the the Dam riverbed spawn leads to a loss because of the imbalance. If I was an utter geek I lwould time myself in my Gareth to check the times to cap the beacons from the start to see if my theory is correct. I am not saying that the whole map is unbalanced but what I am pointing out is that the particular spawn with blue bots in the middle of the river bed rarely seems to lead to a blue team win. Maybe it's simply due to tactics and strategy as the OP earnestly points out or perhaps the spawn arrangement is simply flawed. I've got to disagree... The dam end has 3 beacons that are all within midrange of each other and not far out of knife Fight range between Centre and Factory. No matter which beacon you are defending, you should be able to do something to help out people on the other beacon. The other spawn however has a long, open advance from the farm to centre and the farm and city are two of the most tempting camping spots in the game and it attracts campers. Once you have 2 bots camped out in farm sniping you have lost the match if Blues are smart enough to stay inside centre and just take on knifers that enter while providing cover for the factory!
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Post by 7iquid on Aug 7, 2017 12:25:06 GMT -5
I have posted before on this but since it's relevant I'll mention it again. I feel that the spawn point for blue at the Dam end of the map in the river bed is unbalanced. The reason i say this is as follows: At the Dam you have three beacons - 1 up a very slow ramp to your right. 1 slightly behind and up another ramp and one up another slope and in the small city area. Getting any of the beacons leaves you open to sniper fire and requires a jump ability or alternatively a walk up a slope or ramp. Meanwhile the reds have the following advantage - 1 beacon hidden under cover directly in front. Another highly protected beacon on the same level as the spawn point. This beacon is likely to be contested by the blues but generally blue is outgunnned by several bots marching quickly from the red spawn point. Despite playing on D1 with good pilots (iOS) I often find the the Dam riverbed spawn leads to a loss because of the imbalance. If I was an utter geek I lwould time myself in my Gareth to check the times to cap the beacons from the start to see if my theory is correct. I am not saying that the whole map is unbalanced but what I am pointing out is that the particular spawn with blue bots in the middle of the river bed rarely seems to lead to a blue team win. Maybe it's simply due to tactics and strategy as the OP earnestly points out or perhaps the spawn arrangement is simply flawed. I've got to disagree... The dam end has 3 beacons that are all within midrange of each other and not far out of knife Fight range between Centre and Factory. No matter which beacon you are defending, you should be able to do something to help out people on the other beacon. The other spawn however has a long, open advance from the farm to centre and the farm and city are two of the most tempting camping spots in the game and it attracts campers. Once you have 2 bots camped out in farm sniping you have lost the match if Blues are smart enough to stay inside centre and just take on knifers that enter while providing cover for the factory! Fair enough and thanks for the comments. Still not convinced though. Albeit the individual characteristics of each beacon add up a success (characteristics being: topography, distance from spawn, available cover etc) I don't think it works that way in theory. Of course the only way to be sure is with solid data (which I don't have) and I'm not THAT worried about the issue: I haven't woken up screaming "Springfield Conspiracy" in a cold sweat in the middle of the night, for example. I can give an example of a typical "losing battle" got me if that helps: Spawning with back to the dam in my level 10 Gareth I see most of my team head left to take centre and high up left corner beacon. I head to the right beacon in the industrial bit. Possibly cap but normally taken out by a) sniper gecko from farm and RDB Griff from red spawn. Sniper takes up position to cover blue spawn and city beacon. Hardcore battle over city beacon. Reds have 3:3 but then cap industrial beacon 4:3. Contest continues for centre but total time of reds holding 4:3 is normally sufficient to reduce domination / beacon bar win. That's about the gist of it anyway. Be interested in comments from pilots who are successful spawning with the backs to the dam.
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inspirace
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Post by inspirace on Aug 7, 2017 13:09:20 GMT -5
I've got to disagree... The dam end has 3 beacons that are all within midrange of each other and not far out of knife Fight range between Centre and Factory. No matter which beacon you are defending, you should be able to do something to help out people on the other beacon. The other spawn however has a long, open advance from the farm to centre and the farm and city are two of the most tempting camping spots in the game and it attracts campers. Once you have 2 bots camped out in farm sniping you have lost the match if Blues are smart enough to stay inside centre and just take on knifers that enter while providing cover for the factory! ... , for example. I can give an example of a typical "losing battle" got me if that helps: Spawning with back to the dam in my level 10 Gareth I see most of my team head left to take centre and high up left corner beacon. I head to the right beacon in the industrial bit. Possibly cap but normally taken out by a) sniper gecko from farm and RDB Griff from red spawn. Sniper takes up position to cover blue spawn and city beacon. Hardcore battle over city beacon. Reds have 3:3 but then cap industrial beacon 4:3. Contest continues for centre but total time of reds holding 4:3 is normally sufficient to reduce domination / beacon bar win. That's about the gist of it anyway. Be interested in comments from pilots who are successful spawning with the backs to the dam. here's a scenario (based in real battles) often I have in a winning game when spawned on the riverbed in front of the dam: - I think it's important to send at least two up to the factory beacon (B). better to have a RDB or other mid-ranger among them, bcs once B beacon secured it can also asist defending the center (D) beacon across the riverbed. - once 2 and 4, or 3 and 3, bots safely positioned at B and D beacons, respectively, often the red cannot do anything especially when they have many mid/long-rangers. a few may try to charge D beacon, often one by one, and get killed, - blue team bide their time behind the wall of the center beacon, get bored, and started to advance to the farm beacon (E) (and often get killed - actually this is one way for them ejecting and change to new bots), - by the time the red organize a charge to the B, fast bots from blue will put their feet on the farm beacon (E). so it becomes a contest of exchanging B and E, but in any case the blue keep 3:2 advantage, and I notice that when I am the only one going up to cap and defend the B (since I would most likely start with a jumping bot, Orkan Rog), things get difficult. a loosing scenario (based on a real battle last night): - after B captured by the red (my Orkan Rog died together with a red, in a 2:1 or 3:1 battle), the blue realize their mistake. but the D beacon is now comfortably secured and none of the bots injured enough to temp the pilot to eject. they just sit in the D beacon and watch ... - I realize I am the only one killed, respawned, and going up to B again alone! one blue followed me, but both of us are kind of slow going up the ramp, under heavy enemy mid-ranger (Molots) fire. both of us barely breathing when finally reached the B beacon. I managed to turn the B blue, with a sliver of hp left, only to find the next wave of reds approaching, - meanwhile, our blue teammates still biding their time behind the wall of the D beacon. some of them started advancing to A, but the push was not organized. ... if this is the case, one may think that the blue would have a chance if they just abandon the B and focus on the advance to E. but it's still disadvantageous since D and E are quite far apart. if the blue try to control C, D, and E, the line of defence will be far stretched compared to when they control B, C, and D. conclusion: defend B by sending at least two bots up there. if nobody follows you? hmm ... good luck. but if you are a Gareth, I think it's better to take chance by starting to run for the E beacon. let other jumping bots take care of the B.
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Post by moody on Aug 7, 2017 15:22:49 GMT -5
From a game this morning. Factory beacon (farm end) spawn. I was in lights because I happen to have three light bot tasks.
Started in aphid gep. Everyone sprinted for home beacon. Me. A Gary and a lance head towards farm beacon. Gary sees futility and turns for centre. Capture farm capture centre capture dam. Red capture our home.
Red send task force towards dam. Take me and other 2 blues out. Re spawn into spawn raid. Reds take dam and centre while blues are being slaughtered. 4v1 beacons now. Blues are meching out and I don't make it out of spawn before the end.
Red strategy - lock down the blues then get the beacons.
Blue strategy. Get beacons but no real support to the push.
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