View Full Version : 2v2 Cliff Mines Imba?
Kommando Nob
14th May 09, 4:25 PM
http://img16.imageshack.us/img16/5920/relic00944d.jpg
http://img527.imageshack.us/img527/443/relic00945.jpg
http://img16.imageshack.us/img16/631/relic00946.jpg
The southeastern team's power node is on an elevated plane flanked by 3 flights of stairs. As an ork player, I've been experiencing tremendous difficulty in countering walkers in this area.
The short distance between the top of the stairs and the power makes it nearly impossible to use tankbustas or the knob's rokkit launcher here. Firing from the bottom of the steps just causes their shots to hit the floor.
Thanks to this, a force commander and dreadnought are able to effectively keep me off my node until I get nobz out. Getting the rokkit launcher or nobz out when the enemy has half your power grid is also a hard thing to do.
http://img527.imageshack.us/img527/2732/relic00947e.jpg
http://img40.imageshack.us/img40/366/relic00948.jpg
These are shots of the opposing side's nodes. No problems with walkers there...
Any help or feedback appreciated.
Aquila
14th May 09, 5:34 PM
That's the southwest node, by the way. Southwest and Northeast nodes both have alot of choke points, southeast and northwest are both fairly open.
I haven't had any trouble using missile tacs attacking the power node and generators in the Southwest node. I've also attacked Falcons and Fire Prisms there without much trouble. Only trouble I've had is a minor pathing issue moving from that VP... they like to crouch behind the ramp rather than behind the razorwire so that they can actually shoot.
A simple fix for you would be a Deff Dread. If there's a vehicle advantage on that point, no one is stopped you from bringing your own vehicle. Once you get the Dread up to attract their attention you'll have all the time in the world to bring up your AT guns and kill whatever they have.
I dunno, I don't see the problem I suppose. Next time you have an issue, could you take a replay so that I can see the actual problem occurring?
Kommando Nob
14th May 09, 5:44 PM
I'll be sure to save a replay the next time it occurs, Sved. Missile tacs have an easier time btw. Their missiles are able to travel up and down stairs and occasionally home in on their targets. It's been like that since the first beta.
Troubleshooter
14th May 09, 6:37 PM
Yep, direct fire weapons have some targeting issues on the map, its not just there... but that area has all sorts of terrain features that mess up targeting anyway.
General_II
14th May 09, 8:49 PM
Sounds like some shot blockers and firing at different elevations may need some tweaking. Perhaps the warboss claw could help?
Kommando Nob
14th May 09, 9:11 PM
The klaw would definately help, General. I don't want to restrict myself to using da boss or mekboy on that map though. There aren't many knob players as it is :\.
Hirmetrium
15th May 09, 12:30 AM
Orks are completely buggered on this map. Almost all their ranged weapons bug up and hit the floor, and the looted tank's special is completely useless.
The map needs some serious terrain redesign IMO. It's very annoying to have all your weapons crippled by a small rise in the terrain.
Goobers
15th May 09, 1:11 AM
Having just spammed the swivens out of Shoota Boyz and Tank Bustaz on that map, I have no idea what everyone is talking about. Saw a Plasma Dev team hit the ground a few times and clear most of the terrain out of the center, but that was fixed by moving it to a clearer path.
Not being able to siege power points with artillery is a good thing in my books, and the looted tank... well its ability gets caught on craters anyway.
ImmortalChaos
15th May 09, 1:51 AM
IMO the more imbalanced part of the map from my experience (I've actually never been on the bottom of that map though, so I guess I may be wrong) is the northernmost VP. The northeast team is much closer to it than opponents. Often you can have the point half capped before the enemy even gets there, unless they're teleporting.
On the flip side, the southwest team can cover their upper power node from on top of a cliff that is covered by their base turrets, making it near impossible to harass even if you've forced them to mass retreat.
Kommando Nob
15th May 09, 2:00 AM
Immortal, the placement of the VP closer to the northern team's power node is mirrored with the southern team, as seen here:http://img527.imageshack.us/img527/443/relic00945.jpg
Goobers
15th May 09, 2:07 AM
Its the same with most maps, one easy to snag victory point each team, one up for contention. The only time you should be able to take all 3 is when your winning hands down or being extra sneaky about the whole thing.
Argus Gate, Typhon Arena, Siccaris Plateau, Green Tooth Gorge.
All have this setup.
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