Malinovka Defend map needs to be changedMalinovka Defense
Posted Jun 29 2012 - 07:39
Posted Jun 29 2012 - 10:59
Posted Jun 29 2012 - 23:01
Posted Jul 02 2012 - 03:03
Posted Jul 07 2012 - 22:41
Posted Jul 12 2012 - 05:43
Posted Jul 12 2012 - 06:09
dumbest thing ever.
lights need to move off , get early spots in , and not suicide it, meds need to push in there on the flanks to slow down a push.
heavies in a position forwards for long range suport.
tds at the rear to polish off the tanks at a 1 shot 1 kill hit.
artys , well watch the mini map.
is that so hard?
no , but people suffer as they are all sat on the cap camping it up saying dont rush out there , sit back here, let there arty rain on us all for 10 minutes , then when we down to 2 tanks attack .
Posted Jul 18 2012 - 03:15
Posted Jul 18 2012 - 03:16
Posted Jul 30 2012 - 13:35
Posted Jul 30 2012 - 14:05
Edited by Cookie899, Jul 30 2012 - 14:05.
Posted Jul 30 2012 - 18:24
In one match, I was towards the bottom of our team. I stayed on the west half of the map, and hid behind some bushes above the swamp next to the lake. I was pretty much right opposite their flag, but I moved a bit. I don't think anyone expected me to be there at all. We had a passive scout doing a good job. A KV-3 poked his head out from somewhere near the flag every thirty seconds and I wore him down (though didn't kill him). I could see him turning his turret every which way trying to figure out who was hitting him. Later, our southern flank in the forest crumbled and a couple of their heavies or higher tier mediums rolled down to the buildings, thinking they were going to eat our arty alive in the field. As one emerged from the buildings, I killed him. I got a shot or two on the other, and our arty had already moved north by this point. So, doggedly, he was going after where he thought they should be and I got some more shots on him (again, he did the swivel with his turret unable to figure out who was hitting him, especially since I ducked into the swamp and relocated to different bushes between shots). I was just about to finish him off when someone else got him just before he got across the field. It was hilarious to watch the confusion. Our team ended up rolling the north, arty intact.
Later that day or the next, I was the highest tier on my team. Having been on a few teams that camped the forest until there were only two minutes to go, I thought I should be bold, even if that meant us losing our biggest tank early on. I moved to the southern end of the lake as fast as I could and then up a little on the east side, hiding in a bush and/or kind of over the edge of the cliff. Once I figured I was safe, I moved up again. I eventually ended up quite close to their base and no one had found me at that point. Every time someone came vaguely in my direction, I picked them off or punched serious holes in them before someone in the forest finished them off. I took out three tanks, hit a few more, and spotted a couple. Eventually, the enemy did get wise to me and came to hunt me down with TDs. I died, but by coming after me, they exposed themselves completely (a big no-no for TDs) to the guys in the forest, who then rolled through for the win. Again, more fun and games being in a place no one expected me to be. Competent arty probably would have been a problem, but their arty was relatively low tier, if I remember correctly.
Good passive scouting for arty and/or snipers is the key to winning assault on this map. Likewise, not playing like a tard and either camping until two minutes to go or rushing the base without an idea of enemy positions helps. I like this mode for this map precisely because it does punish a defending team that thinks it's going to camp or an attacking team that thinks it's going to brawl.
Posted Jul 30 2012 - 18:29
Posted Aug 02 2012 - 00:08
The crux of the matter is that the attackers cannot just go in with guns blazing. You need a tank or two creeping forward to scout/spot, while the rest of the team slowly advances and backs them up, sniping the defenders and picking them off one by one.
A good player can advance under the cover of bushes to spot the church area from the woody/hill area below, and conversely from the woods in the east. (Actually, the woods in the east is usually easier, since defenders like to race down the hill into the woods on that side, unlike the other side where defenders like to stop at the church).
It is easier with arty, but arty isn't necesary.
Edited by dvang, Aug 02 2012 - 00:08.
Posted Aug 04 2012 - 20:22
It was pathetic that they won that map, we had several vehicles in their base, they were soundly defeated in any meaningful way but for the bloody clock. Games should not time out in any kind of normal play, we made steady progress and defeated enemies consistently, that should not cause us to lose just because the enemy played reasonably well but worse than us.
TL;DR Give us 15 minutes FFS.
Edited by Artyom_2033, Aug 04 2012 - 20:24.
Posted Aug 05 2012 - 08:58
Defense shooting down already has its own advantage. plus on the east there is no hard cover at all. If you are spotted pushing up the east, ur toasted.
You have to either take out the spotter very quickly before any serious damage is done, or you lose a few tanks before you even see an enemy tank and retreat.
if attack team didn't take out the spotter, they lose tanks and time.
Also, the attacking scouts have additional disadvantage of climbing up the hill(lower speed to dodge the enemy shell etc).
In reality, no sensible commander will assult a hill top unless they have artillary superiority or outnumber the defense greatly(which the attack team has neither advantage in WoT)
WG just got the brilliant idea of making a assault map and place the D on top while keeping it 15vs15.
If you want to simulate a assult/defend the hill battle, give a few hard covers to the east or better yet, give attacker superior artillary firepower
Posted Aug 07 2012 - 03:12
This is easily the worst assault map in the rotation. Even Prohorovka has places for the faster tanks, and map awareness is still important.
Posted Aug 07 2012 - 03:49
It is nice to have a challenge, despite the frustration of lemming rushes and poor coordination.
I like Malinovka map in any modes. I have had a fair balance of wins and losses on standard, defend and assault.
Posted Aug 07 2012 - 12:04
Both teams start at the old Spawning points (standard battles) and it will make the game pretty much exciting... less camping and more movement.