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[Issue 31] Under the Magnifying Glass: Kolhoz


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Greetings, readers! As you're aware, here at Tanki Online, we have a ton of maps available for us to battle in, but it's quite abundant that a lot of them are overlooked - it's fair to say that when searching the servers, you're going to find the same sort of thing; Desert DMs, Silence CTFs, Polygon CPs and such - granted, I won't refute how fun those examples are, but it seems to me they're the only modes that are played often, and needless to say, it gets repetitive. In light of the fact the popularity of the battle maps has shifted to a handful of them, this month, I've decided to make you, the readers aware of maps that are more underrated than the ones you see today - my series "Under the Magnifying Glass" isn't limited to just maps, mind you. It will cover a variety of topics - the aim is to provide an insight on many different types of things, as well showcasing the sentiments of the English community on the respective topics. Let's begin!

 

As exemplified by the title, the map I've decided to examine today is Kolhoz - but that hasn't always been its name. As a matter of fact, its previous name was Ergach; a lot of people are unaware of this, given that it was referred to as Ergach for around only 24 hours - after the aforementioned time period passed, it's been referred to as Kolhoz. On September 1st 2009, the map debuted as Ergach, for it to be changed to Kolhoz just a day later. The creator is named @ZeRUS and before you say anything, nope, that is not an outdated rank. ZeRUS is still a Third Lieutenant to this day! It just goes to show you don't need a high rank for a high achievement.

 

 What about its second name, Kolhoz? Well, Kolkhoz, which was redirected from Kolhoz, is a collective farm in the USSR. When you look at both names and then the map itself, the extensive use of verdant props and the shed-like buildings certainly give the feel of a farm.

 

Moving on from the names, what is the map itself like? Here's a birds-eye view of it:

 

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As you can see, the respawn points are, when in team games, put in pairs, if you will. For those who don't know, the blue arrows illustrate the blue side's respawn points and the orange arrows illustrate the red side's respawn points, whilst the yellow arrows illustrate the death match respawn points; as expected, the DM points are scattered all over the map, but the team respawn points placed in pairs cannot be seen in any other map; this is the only map which puts points in tandems - can this be beneficial? Yes and No; it's almost disadvantageous when a turret that's capable of hitting two tanks at once has you in your sights - it means they've got two for the price of one, if you don't split quickly enough. Having defenders taken out via such a situation in tight positions can be especially detrimental for your flag. Alternatively, such a layout of respawn points can work out on the other side of the spectrum - it can become easier to deal with attackers, especially if you or your teammate is using a long-range turret. Therefore, I guess it's more circumstantial to the range of the turret you and your opponent are using.

 

Every turret can function well here - whether you want to stay back with Railgun or Shaft, rush in with Freeze, Firebird or Twins, defend at range with Thunder, or even melee with Ricochet and Hammer - it's all available to you. The map's layout is unlike what you'll normally see; make sure you have some sort of tactic up your sleeve in regards to how you're going to perform with your turret when entering the battle - otherwise, you're going to get butchered. A lot of the map consists of cramped quarters, with ample cover, which means hide-and-seek tactics with long range turrets work well - in addition to this, it provides a lot of places for Ricochet to bounce its plasma balls off. The cramped quarters enable our short-range turrets to maul all those in its range since there's not much spacious places where a victim can get to once the damaging has begun. The discernible feature of Kolhoz is that whilst it's a map that holds many players, it's not exactly large in width, but long in length - this can make flag capturing quite a trek, depending on the hull you're using.

 

In regards to getting the flags themselves, you have options in regards to how you can go about doing it:

 

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1. The thin, narrow pathway

 

 The first way would be to go down low, via the long, narrow pathway to the bottom of the birds eye of the map - this is preferably for those who have bulk, but choose to use short range turrets, such as Freeze, or Twins. Bear in mind that the opposing team's respawn points are in plentiful supply, so it may be wise to have back-up with you, or an Isida to help heal you up whilst you're taking care of any enemies along the way. After doing so, you can ascend from the back of the barn or the big building (depending on which way you're going) to sneak and take it - you'll be more inconspicuous than if you took the high road, so do your best to utilise that to your advantage. However, if you see enemies that you feel are going to hinder your chances since their position is your exact method of escape, feel free to sneak up on them and take them out - the siren will alert them of your presence and you'll be on the hunt; therefore, eliminating any hindrance beforehand is generally better.

 

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2. The high road

 

The high road isn't something to rule out though, but only if your turret has good range to it. You'll be more exposed when taking this way; without the range to deal with the impending shots coming your way, it's pretty much suicide. Either way, where you're going has a good amount of fences and buildings to shield yourself with - don't be afraid to let those take the damage for you, if you do so happen to get spotted. It may be wise to deal with defenders before you even go for the flag - the short range defenders in particular can prove a real handful in the cramped quarters you're going to be in.

 

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3. The middle battlefield

 

Finally, we have the middle battlefield, which is pretty much where a lot of the battling takes place - regardless of the combination you're using, you'll be blessed if you get out of there with full HP; it's the heart of the map, it's pretty cramped and gold boxes primarily drop around there as well, but that's not important. You by all means, can choose to opt for coming to the opposing base via this way, but it's not one I recommend because you're almost definitely going to have deterrents which will hinder your chances of getting through - whilst this takes this place in all areas of the map, it's a lot less so in the thin, narrow pathway and the high road. You're also in reaching distance of any enemy if you get into the base via the middle - that only spells trouble.

 

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4. The light hull pathway

 

Finally, we have the light hull pathway, which depending on how you operate your hull, isn't necessarily what the name implies. I'd say light hulls can certainly utilise it best; it involves going around the width of the map to get to the opposing base - enemies on the high road can still get you, but in essence, it's a straight run to the other side, and although unorthodox, it's particularly good for use when escaping. Once again, this is NOT limited to light hulls only; if you can maneuver your hull past that bit without falling over, by all means, use it - bear in mind you'll be exposed for longer, though.

 

One thing I'll add as a general point is that long range turrets are generally better for this map - long range turrets can still do well in the thin narrow pathway, and the middle battlefield since they can take out certain enemies before they even get near them - that's something the short range turrets cannot do. There's more scope for utility with longer range turrets and the advantages can prove even more effective - a dream team would still have a few short range players, however; you know, it's not to say short range turrets are useless - they have their place.

 

How does one prosper in the other game modes?

 

In death matches, it's best to stay in places where your turret works best - so short range turrets should stay down low, and longer range points should stay up above. If you're good at kill stealing, use turrets that are capable of hitting more than one tank and take them all out; this applies for when you're near the middle battlefield, since battles at that position are even more intense than they are in CTFs - you're not really going to find too many people around the bases unless they're using it for cover, so around there is where most of the kills are coming in.

 

In team death matches, it's practically the same sort of thing, bar the fact you're on your own; just that it's one side versus the other. People won't really stay in their bases because there's nothing to guard.

 

In capture points, bear in mind that ALL points are located in the middle battlefield - therefore, that's the part you're going to want to dominate. Bases are useless - you'll need to get in there and take out any enemies that are thinking of coming in. Jumping off the high road to get to Point C is a common tactic, and for the blues, progressing through the thin, narrow pathway is a tactic for getting Point A - be sure to watch out for aerial threats, who will undoubtedly plant mines, and be aware of those who think they can use elusiveness to take you out.

 

It's certainly not popular, but with luck and a lot of searching, you CAN find a Kolhoz DM, CTF or even CP - for the higher ranks, going to RU2 may result in a Kolhoz DM present; it'll be No-Supplies, however. Don't expect to see any TDMs around; if you do see a Kolhoz in any mode, you should certainly give it a try. To finish up, I went around and asked a small amount of players what they thought of the map:

 

Have you ever played the Kolhoz map before? If so, how many times?

 

@sachet100: Yes I have played the map Kolhoz. I only played around 10 times in this map.

 

@danilo8667: I played on map Kolhoz once.

 

@Loackie: I have played on Kolhoz, but only a few times.

 

@Athena369: I have played 6 or 7 times at kolhoz and must admit that it certainly is really beautiful and a unique map. The bushes and the way buildings are placed certainly adds glamour to it. The creator has freely placed the props in a manner which has resulted in truly beautiful yet a unique map unlike any other.

 

@Xxemo_dinoxX: Why yes; I have indeed played on the map "Kolhoz". I took activity in this map somewhere around my lower ranks, hence I played this map between 2-5 times.

 

What did you think?

 

@sachet100: Kolhoz is a Nice map however I don't play in this map so much but if I do I mostly play in DM because this map is large so I prefer to use long range or mid range weapons and light or medium Hull. This map is great for parkour because there are many houses around.

 

@danilo8667: Well, it's a good map.Especialy for campers.Best paints there are paints that can hide in green as there are many bushes.It's pretty big so long range turrets are best.Best hulls are light and medium as with heavy hulls you aren't able to move alot on the map.

 

@Loackie: I have played on Kolhoz, but only a few times. It's a nice map, shame that it isn't played more. However, the only "fair" match i have played on Kolhoz was a TDM. From what I recall, every type of turret works well on this map. That long passage is a camper's dream though, and possibly lots of other places. Lots of buildings is nice too, Thunder food

 

@Athena369: This map is a great place to have a decent and an enjoyable CTF. The flow of the battle greatly depends on the help you will be getting from your team mates since it is extremely hard even to make it to the enemy flag without help. DM mode is also enjoyable if you manage to get the correct combo (which I believe includes medium/heavy hulls with mostly medium ranged turrets).I'm looking forward to having some more battles at Kolhoz because I still haven't managed to grasp the entire beauty of it.

 

@Xxemo_dinoxX: I think of Kolhoz as a delightful map that all tankers should play more often. It is a decent map for medium and long range weapons. Kolhoz is not bad; not bad at all!

 

How often do you play Kolhoz? What topic should I next put under the magnifying glass? Feel free to comment below!

 

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Edited by Hexed
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Nice guide will be looking forward to more ^_^

Actually Kolhoz is a relatively popular map... try to bring on underrated maps like Boombox, Bobruisk and stuff.

I remember when Boombox was very popular before rebalance. Same with Sandal.......

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I wish I could. Then again I know little of this map.

: P If you are writing a map analysis for the next issue, feel free to ask me. : )

Edited by Superlative

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I think you should do an espanade review.it has a lot of ways that you could sneak in and out of bases. Plus, it is a very large map and a lot of people need help capturing flags on this map

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I would love to see Garder under the magnifying glass, it was one of the first maps I played on. Or Opposition, the under-over passages definitely make it worth a look. ^_^

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How often do you play Kolhoz? What topic should I next put under the magnifying glass? Feel free to comment below!

I play kolhoz rarely, but I like the gameplay there. The reason I don't play it this much is because I'm a parkour fighter and there's not a lot of parkour to do there. Also I spend most of the time in parkour game mode now :P

Make the next article about Industrial Zone, there are many good places there that players just never use.

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This map went poulat for a little after this, so good job Rem. Trying doing a map like molotov, gubakha, or some other criminally underrated maps.

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