Prettyhill wrote:thenosh wrote:Prettyhill wrote:In 1v1-4v4, in the destruction gamemode, if both sides are cynical (new players just will just suicide planes at you until you are 1500pts up), often play out as: recon-arty-recon-arty. Thats the game mode, and it has played out similarly since smerch sniping in WEE.
Its still surprising to see people host 40 min total destruction, let the game settle into a static state, and then complain about artillery.
To me it seems that this happens on certain maps where the middle line consists out of bridges, also mostly in 4v4. Isn't it?
I agree, some maps seems to be designed to be static. The number of players matters as well, as 4v4 matches are often played on maps designed for fewer players, resulting in very high unit saturation. But in general, at least for 3v3 and 4v4, every map has the potential to turn into WW1 when the teams are balanced and populated with "destruction veterans". In destruction, there is simply too few incentives to attack to balance out the risks of ending up at a net -250 pts after the attack. Successfully getting that +2 point is usually not worth it, especially not if you overextend and get owned by planes.
IMHO the following maps are the best, where sitzkrieg literaly never happens in case team are noot noobs or morons:
This is my favorite map. It is good even 4 v 4 and provides lot of options to use your mirco skills. Just set income well. Best for conquest because lots of zones. You can find a zone for contest anytime and you can swtich your pushpoint.
It is huge map, even in 4 v 4 you can avoid high unit saturation, and amphi capability can be used. Only disadvantage maybe the few zones comparing to Paddy Field.
For tactical game is perfect or with lower income up to 3 v 3.
Same as Tropic Thunder.
Nuclear Winter is Coming
Now with 2x2 spaw zones it is good even for 4v4, just never cross any bridge with high value unit...
A map with lots of different features. All kind of decks are usable.
Another D-Day in Paradise
This is one of my favorite map, especially in tactical games.
The water gap is way to large to cross with amphi units, only helos are option... Too big portion of map is water...
Back to Inchon
Same as Floods just worse. Too large water, lots of rivers and very few cover close to these choke points. Very hard to use air force because of single spawn point on a very wide but "short" map...
Cold War Z
Too many hills and forest, the middle valley is too thin.
I simply had very few game on this, but I always felt way to open, too few cover. Likely is not so bad, but I had to play more than I did.
I cannot explain how bad this map is. I do not play on this anymore. Ever.
At first sight seems good but the river and almost 0 cover close to river makes almost impossible to attack even in 2 v 2 and heavy smoke usage.
Hop and Glory.
I cannot remember when I played last time on this map. Maybe 1 year ago. Not only me, but literally nobody uses this map... Very large open areas wit almost no cover...
I simply hate it. Just check how it looks... Hills, rivers, very hard to have any recon... I played maybe only 3-4 times...
Sadly many tactical server uses this map instead the good 1v1 or 2v2 maps... The zones seems to me somehow incalanced and most part of the map is simply not used. So this is literally a 1 v 1 map...
Hills, rivers, very hard to have any recon. Air force kills any tanks very easily, are only 3 ways to advance. It has the worst features of worst ALB maps...
A Maze in Japan.
I never played on this map. I just checked how it looks and I forgot it forever... Forests, hills, forests, hills, This means only stupid bombing and endelss inf. fight...
I have no idea why only Asgard has side spawn zones. This makes almost impossible attack beyond a certain point even if you try steal the spawn zones of opponent.