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Cold Peak: Cornerstone - Great chance to catch up on some reading

Large Map T6 GA LOTS of time to think

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Bobby_Tables #1 Posted 22 May 2019 - 04:14 AM

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I have been playing a lot of GA because a lot of my token missions call for ground targets and I am not good with bombers + none specialized.  

 

Probably the most jarring thing to me was transitioning from T8/T9/T10 GA to T5/T6/T7 GA.  I got the Cold Peak map referenced above.  I seriously am in the middle of a good book and I pulled out my phone and started reading while transitioning from one cap to the next.  And, of course, before I got there, the cap was taken so I had more time to read and catch up on the weather radar before getting to the next cap.  

 

Not really complaining, but a long time ago someone mentioned that once they got to the IL-40/40P and the same tier German GA (lots of numbers I don't bother to memorize) it was just PAINFUL to go to mid/lower tiers where it feels like you are in a hot air balloon.  

 

Now I know what they were talking about.  

 

Cold Peak is just gosh darn awful.  I know I am late to the game because I was always like, whatever...  But might have to up my bomber game if they transition faster in these large maps for Token Runs.  



CorvusCorvax #2 Posted 22 May 2019 - 04:41 AM

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View PostBobby_Tables, on 22 May 2019 - 04:14 AM, said:

I have been playing a lot of GA because a lot of my token missions call for ground targets and I am not good with bombers + none specialized.  

 

Probably the most jarring thing to me was transitioning from T8/T9/T10 GA to T5/T6/T7 GA.  I got the Cold Peak map referenced above.  I seriously am in the middle of a good book and I pulled out my phone and started reading while transitioning from one cap to the next.  And, of course, before I got there, the cap was taken so I had more time to read and catch up on the weather radar before getting to the next cap.  

 

Not really complaining, but a long time ago someone mentioned that once they got to the IL-40/40P and the same tier German GA (lots of numbers I don't bother to memorize) it was just PAINFUL to go to mid/lower tiers where it feels like you are in a hot air balloon.  

 

Now I know what they were talking about.  

 

Cold Peak is just gosh darn awful.  I know I am late to the game because I was always like, whatever...  But might have to up my bomber game if they transition faster in these large maps for Token Runs.  

 

Cold Peak is gigantic.  T5 anything except HF is bloody awful on Cold Peak.  Even then, you spend as much time transiting as you do fighting.  But, as a bonus, you have time to climb up into the high yellow and recover all of your boost, and your bombs!

 

I LOVE to drop straight down with my P-38F, drop both bombs, then set up a pass on a red plane or an ADA, blast away at 700+kph, all without having to touch the boost.  It almost makes the transit time worth it.  Almost.



hoom #3 Posted 22 May 2019 - 06:28 AM

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I've been working my way up the bottom part of the Soviet GA line, currently on Il-2(t) & had a couple of battles on Cold Peak today where I spawn well up in the Red altitude, literally start with several seconds of uncontrolled descent...

At least from that South spawn you can't just dive to reasonable altitude immediately because you have to move forward a fair distance to clear passes before you can drop.


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GonerNL #4 Posted 22 May 2019 - 09:25 AM

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Archipelago with the single CC up North and garrison & airfield in the deep South is just as horrible ...
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hoom #5 Posted 22 May 2019 - 09:39 AM

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I actually really like that setup, its too big for T3s & a lot of T4 though.
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losttwo #6 Posted 22 May 2019 - 09:54 AM

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You think they are bad for GA due to distance.

They are even worse for attack or defense credits since so much fighting is out side the capture circles.

Sometimes you just have to get through the match or bail to hangar for another map.

 

While I do appreciate the maps and enjoy them. They are not really designed very well for gaining valuable points.



trikke #7 Posted 22 May 2019 - 10:48 AM

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View Posthoom, on 22 May 2019 - 05:39 AM, said:

I actually really like that setup, its too big for T3s & a lot of T4 though.

 

i'd love to see this map in higher tiers...  wonder why it's restricted?


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GonerNL #8 Posted 22 May 2019 - 11:48 AM

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View Postlosttwo, on 22 May 2019 - 10:54 AM, said:

They are even worse for attack or defense credits since so much fighting is out side the capture circles.

 

Because of the distances ... North takes CC, South takes garrison/airstrip and after flying for half an hour, they meet in the middle. Planes get killed, respawn, fly another half hour and repeat ...

There's another low tier map with the Aurora Borealis that has the same problem, just 3 bases and huge distances.


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Stygian_Alchemist #9 Posted 22 May 2019 - 12:31 PM

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I rather enjoy the huge maps, even in a slow plane.. about my only complaint is the lack of feeling like I significantly contributed to the win and feeling like the loss was entirely my fault (if I died) if I am in a slow plane. I like the distances, personally, but I figure there has to be a way to make those maps more exciting without changing them... maybe make nodes on those maps laid out differently instead of little neat round spots.. lay them out across a portion of the travel lengths... I dunno?

Deltavee #10 Posted 22 May 2019 - 10:15 PM

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View PostWhite_Widow18, on 22 May 2019 - 07:31 AM, said:

I rather enjoy the huge maps, even in a slow plane.. about my only complaint is the lack of feeling like I significantly contributed to the win and feeling like the loss was entirely my fault (if I died) if I am in a slow plane. I like the distances, personally, but I figure there has to be a way to make those maps more exciting without changing them... maybe make nodes on those maps laid out differently instead of little neat round spots.. lay them out across a portion of the travel lengths... I dunno?

 

That is a stonking good idea!  Long rectangular cap zones maybe .75 by 5.0 klicks. You could get to it in a reasonable amount of time, then fly the length of it bombing and shooting the hell out of everything.  It sure would make for some novel game play.

Edited by Deltavee, 22 May 2019 - 10:16 PM.

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Captain_Rownd #11 Posted 22 May 2019 - 10:35 PM

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Repeat after me: "5 caps good, 3 caps bad..."

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hoom #12 Posted 22 May 2019 - 11:04 PM

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No I enjoy the 3 cap maps as well, its important to maintain variety to keep things interesting & thats much harder with 5 caps.
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Stygian_Alchemist #13 Posted 22 May 2019 - 11:53 PM

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View PostDeltavee, on 22 May 2019 - 04:15 PM, said:

 

That is a stonking good idea!  Long rectangular cap zones maybe .75 by 5.0 klicks. You could get to it in a reasonable amount of time, then fly the length of it bombing and shooting the hell out of everything.  It sure would make for some novel game play.

Thank you and that was my thought too. I understand the need to try to create furballs, ergo the circular patterning of node layouts... but I think they forgot that furballs can be -line- battles too as opposed to just a sphere and in that they have done some of the maps a serious disservice (specifically the larger ones).
Even the smaller ones.. imagine if they did that and had some -overlap- between the nodes. All of its a pipe dream most likely, but its a concept I'd like to see? It might nerf string bombers slightly possibly.. but maybe not... depends on how exactly they did it I suppose there.

 

View Posthoom, on 22 May 2019 - 05:04 PM, said:

No I enjoy the 3 cap maps as well, its important to maintain variety to keep things interesting & thats much harder with 5 caps.

You get a :medal: because I am out of upvotes. I like the variety of node caps. Sometimes I've wondered what a map would look like with 6 or 7 though.. might be overkill, but I enjoy the conceptual possibilities.



Captain_Rownd #14 Posted 23 May 2019 - 12:08 AM

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View Posthoom, on 22 May 2019 - 01:04 PM, said:

No I enjoy the 3 cap maps as well, its important to maintain variety to keep things interesting & thats much harder with 5 caps.

 

5-cap maps have variety.  There are multiple maps, multiple kinds of caps, and more than one cap arrangement.  3-cap maps are often a complete waste of time for GA and bombers, and allow flighted turn fighters to dominate more.

 


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SPAD S.510 :: P-40 :: MiG-3 :: A6M1 :: XP-44 :: Fw 190 A-5 :: Me 209 V4 :: Venom :: Caudron C.714 :: Ki-88 :: Wirraway :: Tomahawk IIb :: TsKB I-7 :: Ki-5 :: F2A-1


hoom #15 Posted 23 May 2019 - 12:29 AM

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The trick with the typical 3-cap maps is to just take the ends & let the flight of turn fighters do whatever the [edited]they want on the middle one, doesn't matter because they lose 2:1. (except the ones where the middle is a Plant)

 

Long skinny caps would just result in more people failing to understand why their caps flip randomly.


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Captain_Rownd #16 Posted 23 May 2019 - 01:34 AM

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View Posthoom, on 22 May 2019 - 02:29 PM, said:

The trick with the typical 3-cap maps is to just take the ends & let the flight of turn fighters do whatever the [edited]they want on the middle one, doesn't matter because they lose 2:1. (except the ones where the middle is a Plant)

 

If you can dominate one of 3 caps, the rest of your team can often win the others enough to win the battle.  Enemy bots get sucked into the blender, leaving the enemy shorthanded elsewhere.  If there are more caps then dominating one has far less effect. 

 

 


Specialist planes:

SPAD S.510 :: P-40 :: MiG-3 :: A6M1 :: XP-44 :: Fw 190 A-5 :: Me 209 V4 :: Venom :: Caudron C.714 :: Ki-88 :: Wirraway :: Tomahawk IIb :: TsKB I-7 :: Ki-5 :: F2A-1


hoom #17 Posted 23 May 2019 - 01:55 AM

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And yet I like 3-cap maps, you don't.
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Stygian_Alchemist #18 Posted 23 May 2019 - 02:27 AM

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View PostCaptain_Rownd, on 22 May 2019 - 07:34 PM, said:

 

If you can dominate one of 3 caps, the rest of your team can often win the others enough to win the battle.  Enemy bots get sucked into the blender, leaving the enemy shorthanded elsewhere.  If there are more caps then dominating one has far less effect. 

 

 

 

I learned a long time ago that if you control the outside of any battle, taking mid is quite a lot simpler. People think mid is great and I suppose if its a team of decent pilots vs. one who isn't.. this is true. Assuming equivalent skill and the bots not lawn darting themselves into bad situations or the ground... well.. the outer nodes are better tactically to control/continue to try to control.

However... even taking your argument.. it sounds like what you're saying is the other team needs to dominate one cap equally and then its a question of who can keep cap #3 the longest. That's not exactly an argument for getting rid of 3 cap maps.. it -is- an argument for a more balancing/balanced MM to my view though.

hoom #19 Posted 23 May 2019 - 04:08 AM

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View Posthoom, on 22 May 2019 - 06:28 PM, said:

I've been working my way up the bottom part of the Soviet GA line, currently on Il-2(t) & had a couple of battles on Cold Peak today where I spawn well up in the Red altitude, literally start with several seconds of uncontrolled descent...

At least from that South spawn you can't just dive to reasonable altitude immediately because you have to move forward a fair distance to clear passes before you can drop.

 

Just realised this is wrong map :hiding:

Alpine Gambit is the one I had red altitude spawn on not Cold Peak.


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losttwo #20 Posted 23 May 2019 - 06:54 AM

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View PostCaptain_Rownd, on 22 May 2019 - 05:35 PM, said:

Repeat after me: "5 caps good, 3 caps bad..."

 

???? Wait ???

What ?

I thought the choice was a blue cap or a red cap

blue cap- the story ends, you wake up and believe what you want to believe.






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