Komarin is a great map if you play arty and the game doesn't end quickly with a cap rush. There's almost no cover, just a couple of rocks and buildings, so you get to sit there flinging HE shells for 10-15 minutes. Other than that it's a shitty map.
Komarin is a great map if you play arty and the game doesn't end quickly with a cap rush. There's almost no cover, just a couple of rocks and buildings, so you get to sit there flinging HE shells for 10-15 minutes. Other than that it's a shitty map.
Campinova and Komarin were "Dynamic Battle Wonderland where tanks drive and engage all over the map" compared to it. It's a nice map for low tier battles (say up to tier III), but with higher tiers being able to a) watch/spot and b) shoot across the whole map, you haven't got any chance to move after the battle has started. You were either in a fast tank and could make it down to the valley or the opposite site of your spawning point, or you were damned to camp where you spawned, because move and you got spotted & sniper/arty raped.
Personally I think the real reasoning behind them removing komarin & swamps has very little to do with player complains (lol campinova, erlenburg chokepoints), rather that they do not lend themselves well to the new encounter mode. I see alot of people saying that komarin would work for encounter because of the little island in the middle, but the island is way too small & has too much cover for that, not to mention it opens up the possibility (inevitabilty?) of teams cheesing it by rushing the bridges & choking them with wrecks. Sure you can push a wreck out of the way, but 2 or 3 is a bit more difficult, especially with lower tier vehicles that have fuck all horsepower. Really tho they could fix it up by expanding the center island and adding more bridges, 2 more to the center island from the left & right, and 2 more on each side area for crossing the rivers. Maybe some more bushes & rocks in the fields around the flags so its less suicidal to try to cross them.
Swamps, I'm not to sure of, I didnt think there was really anything wrong with this map in the first place, but I'd assume it has to the terrain in the middle. If I'm not mistaken theres an impassible hill dead center in the map. So it seems to me its just a case of WG being lazy fucks.
For the attack/defend mode I dont really see an issue with them at all.
Komarin had more foliage cover on the flags, but they removed it as it was too easy to park TDs there and slaughter mediums trying to rush the flag. Now of course it's half-impossible to defend those same flags.
Oh, did we say we were removing Province and Swamps as high tier maps?
What we ACTUALLY meant was that we were including them in the UC map pool. Sorry for the confusion~
Swamps is a map where going south/middle assured a loss 90% of the time.
Not joking, D4/C4 unlocks the entire map for sniping team. Pay attention you baddies. It is my least winnable map...my team ALWAYS goes south or camps at base near north cap, the enemy always pushes C4 over. And D1/A4-8 arty rapes all. gg
The middle ground needs more cover if it's so mucky...south should not have a hulldown on the south-west side...
Komarin all they have to do is make the water shallow like I said 6 months ago?! GAME ON!
Province is just like Dragon Ridge, the team that sits on ridge DIES. To arty/sniping. The team that goes hard diagonal, wins. Also NO CAPPING FAGGOTS. L2TANKS.
Platoons ruled because they simply don't tolerate shit like that.
WHY is my French arty losing an engine ALREADY? Did they notice it does not have to rescope after FIRING?! GIVE THE FUCKING ENGINE BACK MORONS.
Last edited by Lusulpher; June 13 2012 at 01:26:49 AM.
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The thing is though that Swamps and Campania/Province are both maps that CAN be played tactically. I can see the strats now. There's some variables and some pros/cons for each but they're there. Meanwhile, Komarin is just a stupid piece of shit. It's just bad. So if I have to trade my favorite map in the whole pool so that Komarin could be gone, I'd do it. The fact I only have to trade Swamps for Komarin is fucking amazing.
Swamp will be sorely missed. I've had some of my best games there. Komarin can choke on a gigantic dick and expire.Originally Posted by Tai
Edit - What I don't understand is why we can't keep all the maps and get one map veto for each tank?
Last edited by Xiang Jiao; June 13 2012 at 11:05:55 PM.
Originally Posted by indi
Swamp is just a bit hard for pubs, but fun if played by people who know what they're doing. Komarin was OK before they tweaked it, now It's very dull. Malinovak sucks.
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tbh, If they got rid of all open maps and put in more urban maps I would be happy. Ruinburg and Seigfried Line are ok, but anymore open/forest area is a no-go for me.
I might be the odd one out, but I actually don't mind urban maps when I'm on my arty. They force you to think about placement, fire-lanes, and situational awareness more so than regular maps.
Komarin was only awesome if you started south with a platoon of t9 meds and went west across the bridge and north and bumbrushed arty taking potshots at whatever you pass. Either you crash and burn quickly, but most of the time you nail a tank or two and take out arty, have half the enemy team turn around and try to engage you while your teammates kill off everything you light up. Ofcourse ymmv but for my it made the map rather playable. But then it doesn't really work as well with any other tank/type then t9 meds.
South side has clear advantage in komarin I thing. Reason is that hill/ridge right side of map from where south team can snipe to middle and then cover behind ridge from arty fire. Also south has it easier defending their home base, somehow south has better combination of cover and view to cap area when defending. Ah yep and in middle island south side has that nice position to shoot through building window.
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