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PSA: about skylining, slow terrain, choke points and gun depression


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WereChance #101 Posted Apr 02 2014 - 15:42

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There is 1 time it is ok to push valley...and it is very specific

 

rule #1 You MUST be playing a teir 7-8 american heavy

rule #2 There must be NO arty.

rule #3 You must hull down

rule #4 kill all enemy's while hull down BEFORE advancing

rule #5 you must be top teir



SMBakerESQ #102 Posted Apr 03 2014 - 15:57

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View PostWereChance, on Apr 02 2014 - 10:42, said:

There is 1 time it is ok to push valley...and it is very specific

 

rule #1 You MUST be playing a teir 7-8 american heavy

rule #2 There must be NO arty.

rule #3 You must hull down

rule #4 kill all enemy's while hull down BEFORE advancing

rule #5 you must be top teir


It can be done with arty but your arty must pop theirs as soon as they become lit.  Even though you are hull down you must keep moving between shots.



Churlish_Church #103 Posted Apr 07 2014 - 22:28

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But but.. there are candy coated windows on each side of the valley!

G0lfSierra1 #104 Posted Apr 17 2014 - 20:40

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Most of the teams I end up on seem to either ignore this side completely or over commit to valley and leave town to only 2 or 3 tanks and usually one of them is me unless im in an SPG or bottom tier glass cannon type. My win rate on this map is maybe 25% due to these 2 tactics. When only a couple hang back to defend and the push is made in town, I win about 50% of the time.

kmanweiss #105 Posted Apr 17 2014 - 20:59

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As a heavy or medium I avoid the valley in all games.  It's a trap.

As a TD, I'll camp it hoping for idiotic enemies to wander in.

 

I never know what to do in my lights on this map though.  Lights are pretty worthless in the city.  The river road is bad news, and the fields really don't give you much to work with as a light.  I tend to go valley and camp the choke point keeping an eye on enemy activity.  Spot some sitting targets for arty (who always ignore the easy targets), spot the skyliners for TDs, watch for pushes, and keep the enemy on their toes.  But I feel this tends to backfire in pub matches as once the morons camping really close to the bottleneck know where the enemy is, they seem to be more likely to charge over the hill and die.  If they don't know, they cower on our side of the ridge.

 

So, what the heck should I do as a light?



VonZaViper #106 Posted Apr 18 2014 - 19:45

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I head about 1/3rd the way up the 4 road to one of several bushes, from either spawn.  This lets you spawn tanks heading to town that stray too close to the lake.  This usually nets me lots of spotting damage, plus the tanks are usually at 400m or so and I can shoot them myself without being spotted.  Try for the tracks and watch the heavies rage as they get obliterated in the opening minute.

5tgb #107 Posted May 07 2014 - 21:08

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Only way a Valley push succeeds (against 'normal' opponents - ie. non-idiots) is when you:

  • know the opposition on the other side of the choke point (and it is manageable...),
  • you have good gun depression,
  • you have good turret (and frontal) armor,
  • you have arty support sufficient to keep the defenders preoccupied, and
  • you are DESPERATE!

 

Funnily enough, valley pushes at lower tiers are very different than those at the upper tiers.  Not a surprise, really.  (Bigger guns, more adept players, slower tanks, etc.)

 

So, where the pushes might succeed at tier IV and below just due to the speed with which the attackers overrun the chokepoint, this will not often work at tier VIII.   Unfortunately, those with valley push successes from tier IV take a lot of reteaching with regards to the differences, and different outcomes.



Crawdad59 #108 Posted May 28 2014 - 04:54

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People continue to do it; all the time.  when more guns are needed in the city center in encounter you can count on 3 heavies pushing valley. Unbelievable amazing every time it happens, and it always does.

ServiusMuciusRuso #109 Posted Aug 01 2014 - 19:55

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Thank you for the advice Lert...




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