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KinKys3x

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  1. i mean surely your 16+ years of experience will trump my incompetence. right?
  2. Actually i did respond. look on page 1 where i asked you to play me on these maps. lets prove it on the battlefield
  3. see this where you lack the abilities to think outside the box. 1st loaded barrel allies and sovs can garrison more buildings and can send dogs to eat engis and initiates going for buildings .... late game soviets have choppers. probably hands down the most effective unit vs yuri.. deployed choppers can kill any buildings let alone some pathetic garrisoned ones.. also sovs have kirovs and v'3 allieds have prism tanks umm probably the most effective anti building weapon in the game... all i see is you complaining about yuri, which leads me to believe you have issues even playing vs yuri in the first place. there is an answer for every unit it the game. it comes down to control and utilization of the available units for your selected faction..
  4. how is loaded barrel and new heights the absolute worst? its different game play then you ra2 tank spammers are used too? im confused how your opinion is always fact and why you even bother making a topic asking for opinions when your mind is already made up. just because you are incapable of playing different play styles doesn't mean others don't enjoy said maps. both these 2 maps have a different skills set to win on them then lets say one of your favorites like country swing.. where you robot build your way to victory.. refinery sell tank tank tank this is the exact reason why quick match fails, the small select group of you just cater to your own play styles not considering that yuri has multiple styles of play, this is not ra2, its slower and has more units.
  5. come play me on these maps prep? hammer.. ill show you how allied abuses bridges and then you take yuri ill go allied on navy maps
  6. actually prep all of the maps i listed are most competitive with all factions in mind. also QM should not favor the community of just PRO opinion/satisfactory. there are more maps then just spamming tanks better then your opponent to get the victory. for example little piece of dune is a small map which shows your skill of capturing said paradrop and controlling said para drop as well as controlling the buildings in between. you cant look at a map and disqualify it because it favors one strategy over another. maps like tsunami depth charge have naval battles but its also crucial to expand to other islands and obtain other oils and ore. maps like divide and conquer, caverns siberia, dune patrol, blood feud all have their own tank spammer type feel. the 4 player sized maps include the skill of expanding your base as the games go on.. maps like heartland, dry heat, golden state valley, all pose tank spammer mentality with capturing and securing oils involved in game play maps like stormy weather, south pacific, face down combine aspects of navy/ground attacks with capturing oils. i also included maps like hidden valley, reconcile, loaded barrel, more campy type maps to display late game skills what to do in tier 3 battles... all of the maps i listed are even to all factions. you can win a game with any faction on any of the maps i listed. example maps i excluded and why they are excluded. i see Hammer and sickle on your list, spot 1 hammer sickle has the most money of any spot on the map, also its way to advantageous to Allied faction for that a navy seal can blow bridges and contain the game to naval and supers. on a map where you need to be in their base to attack the chronosphere gains too big of an edge. as well as the allied navy force reigns supreme .. so by an allied player sealing bridges and controlling the waters. it will be a guaranteed slow death for the other factions. maps like ocean side, el darado, and others with bridges that just defeat the idea of the term "quick match" are reasons why i excluded. maps with lots of cliffs bridges but are strictly land maps favor yuri faction too much... maps with pure money advantages, such as country swing, where top has almost 20k less money then bottom. i put alot of thought into all the maps i listed. if i was to revise the map list down even smaller i would go like this 2 Player sized maps (8) alaskan oil spill loaded barrel reconcile Dune Patrol new heights thin ice hidden valley pirate bay 4 player size maps with competiive spot choices (7) depth charge 2v4 divide and conquer 1v3 dry heat 2v4 offense defense 1v4 caverns of siberia 1v2 jungle of vietnam 2v3 south pacific 1v3 15 total maps and then take the others and infiltrate a new 1 or 2 every week
  7. I posted this in our discord chat and tagged grant so ill post here so you can review what i have been thinking prep here is a map list i think would be competitive for 1v1 and aswell show skills from all different types of play including naval wars, early game rush, some smaller long game matches, some maps with mixture of oils navy land, some maps showing skill of expanding your base moving around to get more ore, some maps with critical choke points or areas to take charge of, i mixed in maps of old some classics and some of the newer maps that the ra2 community has brought yuri. i also labeled the spots which i believe is most competitive for each map based on ore locations and how 1st refinerys would be placed given equal oppertunity to start fast 2 Player sized maps alaskan oil spill Arden River loaded barrel reconcile Amazon Delta Blood feud Dune Patrol little piece of dune new heights thin ice hidden valley little big bay offical b pirate bay river rampage 4 player size maps with competiive spot choices depth charge 2v4 tsunami 2v4 coldest peak 3v4 divide and conquer 1v3 dry heat 2v4 face down 3v4 golden state valley 2v3 heartland 3v2 lakeside 3v4 little piece of island 1v3 offense defense 1v4 caverns of siberia 1v2 jungle of vietnam 2v3 south pacific 1v3 stormy weather 1v4 6 player size maps with competiive spot choices Tour of egypt 1v6 8 player size maps with competiive spot choices Heck Freezes over 1v3
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