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Design your own tournament contest winners!

Дата: 06.10.2012 04:47:04
View PostAwesomecopter, on Oct 06 2012 - 03:28, said: This proposal seems to be a modified version of My proposal "regicide" except that artillery has been removed from the match-up, it even copies the maps selected - Murovanka and Steppes Encounter.
it could be a coincidence, but here was my submission dated from 8/13/2012 (copy from Gmail), i guess the most likely thing is that the GM's saw the block of text and went TL:DR
Submission Title : Regicide
Format 10V10 or 15V15
Tier limits:
1 T10 Heavy-Maus only (E-100 could be used as substitute)
(10v10)
up to 8 T5 light tanks or T6 medium tanks
up to 4 T6 artillery
(combined no more than 9 other tanks)
(15v15)
up to 12 T5 light tanks or T6 medium tanks
up to 6 T6 artillery
(combined no more than 14 tanks)
No point limits.
Map
Steppes (encounter)
Murovanka (encounter)
-----------------------------------------------------------------------------------------------
design explanation
this is a mock-VIP mode, the VIP (maus) is a valuable asset but must be used carefully. He is immune to all tanks but the artillery, but every artillery on the enemy team will be looking for him.
the job of the light tanks is to spot the Maus and artillery, and to prevent other lights from doing the same through ramming or shooting.
T6 mediums tanks are to screen the Maus's advance, or hunt down enemy Light tanks. alternatively, they could be used to split push.
The team will have to make a decision about how much artillery to bring, as only they and the friendly maus can stop the enemy maus. too much arty means less lights and meds, and a higher chance of your arty being spotted. not enough means the maus can run rampant.
I chose T6 for mediums and artillery because there is the most variance in both types at T6. The 3601 can act as a pocket heavy and threaten other meds, the M4A3E8 is the best at hunting lights, and the 34-85 is the all-rounder with it's new engine and gun.
As for artillery, teams will choose between S51/SU14 for maus-killing power, GW-Panther for flexibility, or Lorraine 155/50 for relocating to hit tanks in cover, but less damaging hits.
Steppes encounter   - there is little artillery cover on the eastern side of the map where the Capture point is, sending your maus there risks it being killed, not doing so means your meds and lights can not contest the cap.
  -both sides have many points for hiding their artillery, behind the railroad tracks and the western rocks on the north, and the overlook and multiple "coves" for south.
  -lights may try for an early spot, but must cross the field to do so under heavy fire.
Murovanka encounter - both sides have forest for hiding their artillery, and multiple locations to do so.
- no arty cover near spawn, so the maus can not just camp to ensure survivial
-buildings in town and near spawn provide arty cover for maus, but they are destructible so only temporary cover is provided (this keeps the game dynamic), alternatively, lights and meds can shoot the buildings to expose maus for artillery.
-town provides lots of arty cover, and close combat, but everything is destructible, so over the course of the game, the town will be flattened, teams might fight or the center indestructible church as a strong point.
  
Both maps are fairly open, feature uneven terrain for light tanks to avoid fire, and have multiple routes into arty areas. The capture points are not very safe for maus, but having it there will make clearing the position much easier.

Captain_Judo: Your was a great submission, Awesomecopter, and similar to our 7th place winner. We had to focus on every detail provided in instances, such as yours, where ideas were alike. We just preferred the winner's details and tournament format.

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