Post by inspirace on Nov 23, 2017 21:16:00 GMT -5
past a few days, I had two -22 games on Shenzen BR mode. I rarely score -22 these days, except for DM mode games in larger maps where I seem to be the only one cares about beacons and ... these SZ_BR. it’s a mirror image of the Moon Domination, where I often excel and rarely lose.
so I have to think about what’s particularly ungood in this map.
it looks like having a lot of covers, but there are almost none near those beacons contested: B, D, and E, or the two side and the center beacons. even those larger maps, SF, Yam, and Canyon have some terrains and hills that could be used as a cover, but SZ is just asphalt-flat. and all corners are perpendicular, which is great for Dashes and perhaps Rogs, but not so much for my Doc.
understandably, both blue and red tend to drop things like a Zeus or Tempest Fury here, annoying both ways bcs red Furies kill and blue Furies do not cap beacons.
I can engage a close quarter combat, if I go over the enemy’s side or vice versa. but to approach the enemy’s side, I have to cross a long passage of open space. I could follow a teammate with shields (e.g. Ancilot), but they are rarer these days. if I follow a Haechi or Bulgasari, the red often target just me in a Doc/Rhino/Carnage/Griff.
once the blue team has a beacon advantage, things are much better. I can spawn on one of the side beacons (preferrably D) and defend the center from the flank. in both -22 battles, the blue couldn’t cap either B nor D. when I am the only one going for a side beacon against multiple Dashes, it’s gloomy from the beginning.
at the moment, I plan to just wait for the second hangar to arrive and consider SZ as a “larger map” for the anti-sniper specialized hangar. in that hangar, everything will either have a shield or mid-range weapons. I can even throw in an Ancilot there.
what do you feel about this map? do you perform better or worse than other maps? anything you do differently here? especially for those who fight Dash bots with classical ones all the time?
so I have to think about what’s particularly ungood in this map.
it looks like having a lot of covers, but there are almost none near those beacons contested: B, D, and E, or the two side and the center beacons. even those larger maps, SF, Yam, and Canyon have some terrains and hills that could be used as a cover, but SZ is just asphalt-flat. and all corners are perpendicular, which is great for Dashes and perhaps Rogs, but not so much for my Doc.
understandably, both blue and red tend to drop things like a Zeus or Tempest Fury here, annoying both ways bcs red Furies kill and blue Furies do not cap beacons.
I can engage a close quarter combat, if I go over the enemy’s side or vice versa. but to approach the enemy’s side, I have to cross a long passage of open space. I could follow a teammate with shields (e.g. Ancilot), but they are rarer these days. if I follow a Haechi or Bulgasari, the red often target just me in a Doc/Rhino/Carnage/Griff.
once the blue team has a beacon advantage, things are much better. I can spawn on one of the side beacons (preferrably D) and defend the center from the flank. in both -22 battles, the blue couldn’t cap either B nor D. when I am the only one going for a side beacon against multiple Dashes, it’s gloomy from the beginning.
at the moment, I plan to just wait for the second hangar to arrive and consider SZ as a “larger map” for the anti-sniper specialized hangar. in that hangar, everything will either have a shield or mid-range weapons. I can even throw in an Ancilot there.
what do you feel about this map? do you perform better or worse than other maps? anything you do differently here? especially for those who fight Dash bots with classical ones all the time?