Szakalot wrote:
Maps 1 and 3 look heavily turtlish.
1. Only two land chokepoints have to be defended to lockdown any land assault, I'm not certain that 6 mexes is enough to pay off, for a whole team.
You would have to go quite far in to get only 2 spots to defend, I'm thinking of adding 4 more mexes in mid, see the map.
The yellow defence lines allow for 2 spots to defend but as I said - if you can get a base that far it's over anyway.
You should try to get your bases somewhere between red and orange lines, that way you get most mexes and it's not THAT far in so enemies can still fight back.
Do not forget about the navy, UEF and Sera cruisers can make bad things happen to your forward bases, same with Aeon T3 Missile Ship.
All passages might be a bit hard to see here so I marked them in blue, 4 new mexes marked in pink (running out of colors to use ).
What do you think about that?
Szakalot wrote:
2. Seems very unfair for UEF & Cybran, without a land bridge to assault your opponent, such an open river map heavily promotes Aurora and Fobo spam.
That is mostly true, you NEED air support in form of gunships (or ghetto gunships) to defend agains T1 hover spam, later on you can switch to T2 PDs as there is no way for stealth units to cross water (except air).
UEF T2 hover tanks are scary here, Aeon Blazes cannot even hope to compete and Cybran T2 Amphibious tanks can just get out of the water right next to hostile base and that HURTS.
Szakalot wrote:
3. There doesn't seem to be much benefit to getting the lake under your control. Maybe open up the chokepoint in front of enemy's base?
It's quite the opposite, if you get the lake you have access to both islands (4 mexes), you are able to bombard top and bottom mids (4 mexes and 2 hydros), you can kill two middle bases with destroyers, battleships or cruisers and on top of that with cruisers/carriers you can easily control whole air without that many ASFs.Statistics: Posted by Sulo — 14 Jan 2014, 16:04
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