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[Issue 62] [Guide] Gameplay Analysis: Kungur Light Format


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(cue Semyon impression) Hello tankers! In this Issue, I will be evaluating and guiding you through the tricky, vigorous game play of Kungur Light Format. As it is mainly a tournament format and is exceedingly popular, this guide can help for the common clan versus clan battles.

 

Let's get a move on!

 


 

Map overview:

 

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Red Primary Base: The Red team's main area as well as the highest part of their base in which the flag is located.

Red Urban Area: Located on the right side of the Red base, this area is a common respawn zone and is home to many buildings.

Red Secondary Base: This area is to the left of where the flag is located, and is also a great place for a defender to camp in and snipe enemy attackers.

Long Range Ramp: A ramp/high platform more easily accessible by the Blue team. It can be used to camp and provide information on routes - as it provides a great view of almost all the map.

Central Area: This is the main section of the map where many routes intersect (as it is in the center).

Sniper's Valley: Sniper's Valley is so named as it is surrounded by tall props that might be uncomfortable to some tankers. However, it is a great place for a Red defender to camp with much cover and a Double Power to work with.

Blue Primary Base: The Blue team's main base, armored by small houses which provide cover for defenders.

Blue Sub Base: This is the area surrounding the Primary base and must be crucially controlled, as it has a full drop layout, a health kit and an optimal surprise to the Blue defenders.

Blue's Factory Area: A slightly isolated segment of the Blue base that provides excellent sniping opportunities and thus must be heavily guarded.

 

 

Map Inferences

 

This map is a square and thus you will take about the same amount of time to travel from one end to the other. Keep this in mind when rushing after an opponent with your flag or clearing your base of enemies. Camouflage would also be a seemingly useful asset; the best paints to use are Moss, Urban, Needle, Forester and  Metallic. It is also well balanced on each team. The Blue flag area is more like a 'valley'  and thus, is vulnerable to sneak attacks from behind it. However, because of the excellent amount of cover Blue defenders have, it is generally easier to exit the Blue base than it is to enter it.

 

An oppositely similar situation can be described for the Red base. The Red flag is mounted on an area almost like a hill and therefore Red defenders will not have cover while close to the Red flag. On the other hand, Blue attackers will be immensely exposed when reaching for the Red flag. What this further implies is that it is relatively easy to enter the Red base but due to the lack of cover, it is less easy to exit it. The Red team seems to have better access to Double Armors than the Blue team does - and this is mainly since objects are either in the way or providing cover. Differently, the Blue team has slightly better access to Health Kits throughout the map which can be used to ensure deadly attacks.

 


 

Blue team: Defense

It is moderately easy to defend the blue base. I say that owing to the massive cover from the houses that defenders get; which also causes Red attackers' routes to be limited. Nonetheless, you should never underestimate attacks. Always be prepared for an attack on the Blue base, which may not always be as protected as you think.

 

To adequately defend the Blue base about two defenders are needed, although other players will most likely assist if

the base is overrun or the Blue flag is taken out of your base. Due to the slight isolation of the Blue base, the main task is balancing vision on and cover from the enemy. The first defender should be located on/near the main ramp at the front of the base; covering this area:

 

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Their role in defense will be massive (a position really can't be that small in a map like Kungur k). The person there will have to 1) Look from a 180 degree angle at the entire map including the right side of the Blue base 2) Report this to their teammate 3) Control the Health Kit on the ramp which will fall every two minutes by the way, and finally, 4) Manage the primary entrance to the base. Indeed, it is a huge workload but with a lot of practice it will be as light as a breeze. As a defender here, it is best to prioritise in notifying your fellow defender about any oncoming attacks before they actually occur.

 

The second defender, the "Heavy Duty" one, will have to stay deep in the Blue base near the flag. This will compensate for some of the aforementioned defender's flaws such as the vulnerability to attackers approaching from the back of the base and enemies that have taken many drops. The "Heavy Duty" defender should be located in and pay attention to this area:

 

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This defender's task will be to physically engage the attackers approaching from the right side (relative to Blue) of the map and try to get as much damage done to enemies in their base. If you want to be a defender in this position, you will also need to block enemies who are trying to reach your flag. Additionally, if you notice you are low on health after leaving the comfort of your house clump, you should self destruct (do this immediately after an attack on your base lest an attack occurs while you are respawning) to reset your health. Lastly, you should utilise the unique terrain surrounding the Blue base: the "Heavy Duty" defender can go to the back, raised area with bushes in the event of the Blue base being overrun. If your flag is leaving the border of your base in between this area: 

 

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You should shoot at the left side of the enemy's hull. Because of their high speed when passing, shooting their side will slow them down massively as they will get trapped on an edge of the ditch; they may even fall in.

 

 

Blue team: Attack

 

When attacking for the Blue team, your main concern would be lack of cover, and even more important is that before you enter the Red base, you are heavily exposed from almost all angles. Thus, attacks will be most proficient if both of your attackers have modules protecting against Railgun (in New Light Format, the limit is two protection modules of 35% against Railgun. So in Blue's case, all go to the attackers). Fortunately, you should also have a couple Health Kits to help you. The maximum number of players required to break the Red team's defensive lineup is 3 players, but usually 2 players can manage to do so after a few waves of trial and error. Also, the best way your team should plan to attack in Kungur is to use the 'chain-link' method. What I mean is that you should be prepared to hand the flag off to your teammate, to prevent wasting time pushing corpses out of the way or in case the player with the flag is ambushed by a Red player. 

 

Due to Kungur's massive size, there are about four different routes to get into the Red base and a likewise amount of return routes while racing across the map with your enemy's flag. I decided to segregate them and let you, my dear readers, customise them to your will, capability and circumstance. 

 

Here are the four routes you can use to enter the Red base:

 

 

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The Red sections of each line indicates where you are vulnerable.

 

 

 

 

Below are some tactics related to each start route.

 

Route A:

Is best used when your enemies are camping

Is best used when your opponents' drops are only now falling

Is excellent for a diversion, whether causing it or attacking while one is occurring

Should not be used if your enemies have just taken their attacking drops

Should not be used if your flag or the enemy flag was taken

 

Route B:

Is best used when your drops on the left side are falling

Works well if your teammates are controlling most areas of the map

Will be successful if the enemy team's Smoky player was destroyed a short time prior

Should not be used if the opponents are dominating in map control

Should not be used if the enemies are about to attack your base

 

Route C:

Is best used when your teammates are attacking the left side of the Red base

Is also great for a diversion

Will work great if the central Health Kit is about to fall

Will be hindered if the enemy team is camping

Will not be effective if the enemy Smoky player is defending

 

Route D:

Works well if the enemy defense is focused on the right side of their base

Is effective if your enemies have just been destroyed

Is most effective if the opponents do not have a Double Power in their control

Will not work if your opponents are camping

Should not be used without a diversion on your teammate's part

 

 

Here are the main routes used to bring the Red flag into your base:

 

 

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The Red sections of each line indicates where you are vulnerable.

 

 

 

 

These are some strategies to help you use each one to the best of its ability-

 

Route A:

Best used when the Red team's Health Kit has just fallen

Works well if you have supply drops on your tank

Best used if your teammates are waiting near the perimeter of your base

Will not work if your opponents are chasing you from both left and right

Will be hindered if the enemy Smoky is chasing you

 

Route B:

Works well if the Central Health Kit has just fallen, you can take it

Works well if you have cover fire from your defenders, especially if your Smoky player is camping

Is best used in 'chain-link' attacks when you have support from your teammates

Will be hindered if you are being chased by more than two enemies as you will be vulnerable from many locations

Should not be used if the enemies are camping on the right side (relative to Blue) of the map

 

Route C:

Works well even if your teammates are not supporting you; you are on your own

Works well if the enemy team has overrun your base

Can be taken if you are being followed by more then two Red defenders or their Smoky player as you have lots of cover

Should not be used if you need a quick capture

Should not be used if your opponents are in control of the Blue Factory Area

 

Route D:

Works well if the Health Kit near the bridge is about to fall

Is efficient if you need a quick capture

Works well if you have supply drops equipped on your tank

Will be hindered if the enemy defense is not destroyed/distracted

Is a poor choice for those who want stability in an attacking route

 

Quite a handful huh? Well, just remember that each route will be suitable for different circumstances and be careful not to run away from your teammates who may be waiting for you at a rendezvous point.

 

 

Blue team: Standoff

 

Once a standoff plays out in Kungur, especially on the Blue side, ensure that the enemy flag is secured in a well covered location and clear the entire base of all enemies. From there, your team should split into the usual defensive/offensive format. Your team should probably leave three players to control the base while three go into the enemy base to attempt a return.

 

The defensive layout during a standoff is shown below.

 

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As you can see, there should be one XP/BP on the Long Range Ramp and one XP/BP player in both the Primary Base and Factory Area respectively. If the Red flag is being kept in the Primary Base, your team should ensure that there is always a defender guarding the right side of the base. However if the flag is kept in the Factory Area, it is crucial that the defender on the Long Range Ramp act as a 'recon' player and focus on scanning the battlefield for enemies.

 

Additionally, if the flag holder on your team is about to be killed and a Red opponent is nearby, they should ram their hull into a wall/house to allow their corpse to stay on the enemy flag so that the enemy will have to push it out of the way to return. This should buy your team a few extra seconds to destroy the Red player(s) in your base. In a circumstance like this, it would be suitable for your team's Smoky player to return to the Blue base and assist in demobilizing the Red players, because Smoky's high rate of fire it will be able to damage all of them; making them a 'one-shot' kill.

 

As for the three players penetrating the Red base to return your flag, the best layout would be to use the 'surround and conquer' tactic. To expand on this, your teammates should try to block off only a section of the enemy base (due to its massive size and segmented areas) where the Blue flag is being kept, basically in this array:

 

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It works excellently if two factors are contributed. Firstly you should get the enemy flag-holder out of cover and into a special position in which most of your teammates can hit him. Secondly the Smoky should lay constant fire to the enemies as it will be able to knock off the Red players' aims while your team is pushing the enemy corpse out of the way to return the flag.

 


 

Red team: Defense

 

I'd say that defending the Red base is slightly harder to defend than the Blue one, what with to the exposed area of the Red flag. However, this can be used as an advantage, can't it? After all, Blue attackers will be immensely exposed both when entering your base and taking your flag.  

 

There should be two defenders on either side of the Red primary base to fortify it. The first defender should be located in either the Sniper's Valley or the Red Secondary base. Here, they will have to control both ramps leading into the left side of the base and also warn their teammate about any incoming attacks. As well as this, it will be their job to watch out for sneak attacks approaching from the far left into their base and engage the Blue attackers accordingly.

 

Depending on which position this defender chooses to take, there will be advantages to each position. For example,

the Sniper's Valley has ease of access to a Double Power and a more frontal view to the enemy base; allowing anyone

there to pile shots into the Blue defenders/midfielders. In the Secondary Base however, you would have an element of surprise on the enemy, plenty of cover and the ability to shoot at elevated Blue attackers on the left path.

 

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A second defender should be either located on the ramp (with a Health Kit near it) connecting the Red Urban Area to 

the Primary Base; or sitting near the flag at the base of the main bridge. This defender will have a slightly larger role to play in defense. Their job will be to 1) Control the Health Kit's dropping times, 2) Take the Double Power and use it to shoot at Blue players respawning and 3) Block incoming attackers at the flag podium. Again, there would be different 'pros' to choosing a certain position as staying near the flag podium would make it easier to block the flag whereas staying on the ramp would give a defender cover from a Blue player on the 'Long Range Ramp".

 

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It should be remembered that an excellent strategy as a defender here is what I call the 'engage and retreat...and engage again' method. What this means is that because you have the potential high ground, you should be the first to shoot at the enemy, then go to said higher ground and when they follow you, shoot at your enemy again, just like in the ancient war tactics. Also remember that with elevation, comes more opportunities of flipping your enemy.

 

Red team: Attack

 

And now for the Red team's attack. It is true that it is probably harder to enter the Blue base than it is to enter the Red one, but the good new is that you have more diversity in attacking routes from the Red side. This wide spectrum of attacking routes is actually one of the best assets that can be used because Blue defenders are 'cooped' up in their base like oblivious chickens (see what i did there). Therefore attackers should try to vary them as much as possible, perhaps trying a different route on each assault into the enemy base. Again, it would best for your team to save the protective modules for Red attackers as they might have a difficult time staying alive once they take the Blue flag.

 

Here are the best 'start' routes to get into the Blue base; their corresponding evaluations are below.

 

 

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Route A:

Works brilliantly even if the enemies are camping in their main base

Is best used close to the beginning of a round or after an attack on the Red base

Can be taken by a player with a module to shock the enemy defense

Will be hindered without a Speed Boost

Will not work well if the enemy Smoky is defending

 

Route B:

Is excellent for stealth

Works well as a diversion/works really well if your teammates are creating an intrusion

Allows an attacker to take drops that are in the vicinity of the Blue base

Will not work if the enemies are camping

Should not be used right after the enemies' drops have fallen

 

Route C:

Is the fastest entrance route on the map

Is best used while the majority of your opponents are destroyed

Works well for an XP with a module and Speed Boost

Will be massively diminished if your opponents are camping

Makes tanks exposed for the majority of it, so be careful and anticipate enemy fire

 

Route D:

Is similar to the previous route, but allows for more cover and a Health Kit

Is a great rendezvous point for attackers

Works well if your opponents are distracted

Will not work if a Blue defender is situated on the "Long Range Ramp"

Is volatile to an attacker with a Speed Boost, due to the ramps and rapid elevation changes

 

And the return routes as well:

 

 

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Route A:

Is great if you want a quick getaway

Is best used once you have cover fire from your teammates

Works well once you have a Double Armour

Will be hindered if enemies are chasing you from multiple angles

Is a risky move if you do not have drops

 

Route B:

Works best if you intercept the Blue team's Health Kit

Works great if you have a strong, camping defense

Is best used when your team has better map control than the enemy

Will be hindered if your opponents are camping in your base

Is a dangerous choice for a player with no direct support from teammates

 

Route C:

Is the route to which Red team has easiest access

Works well if teammates are respawning

Is not easily intercepted by Blue defenders (they have a hard time physically returning the flag)

Can be used without supplies

Is exposed to opponents respawning in their Primary base or the Blue 'Meet up point'

 

Route D:

Is excellent if you can anticipate the Blue team's Health Kit

Works well if you are being followed by the two Blue defenders as they will be congested vulnerable on the ramp

Is an effective spot for a flag handoff

Is a risky route if you are being tailed by the enemy Smoky

Will be vulnerable to enemies camping in their "Factory Area"

 

Don't forget to be as diverse and unpredictable as possible in your attacks!

 

Red team: Standoff

 

When a stalemate occurs to you on the Red side, the "Urban Area" of your base must be swept clean of any possible

enemy campers. Your team can then do the usual subdivision into two teams of three and get to work on ending the

standoff in your favor.

 

For the best defensive layout there should be the usual protective array of one XP/BP in the Secondary base and

another on the ramp near the border of the Primary Base and Urban Area. Their job will be to guard the flag holder who should be positioned behind the large house next to the flag podium, as in here:

 

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In addition, if you are disallowed from hiding the flag behind the Red building and are being chased/forced into the right side of your base, try as hard as possible to lure the relentless enemies out of cover. If you are about to die, ram your hull into a wall or dredge in a building to make it harder for them to return their fag. However if a Blue player begins camping on the right side amid the buildings, the flag holder (elevated on top this time) should travel slightly to the left, to ensure that even auto aim couldn't hit them.

 

Before the remaining three players assault the Blue base, they should determine where your team's flag is being kept

- perhaps by sending in one recon player or self destructing to get a bird's eye view on the map - and plan accordingly. The best format for such a calculated assault would be in either of these possible circumstances:

 

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The Red dots in the image above show the three members of your team by the way, in the perfect layout which can 'box the enemy in'. Though when attacking the Blue base like this, players should be careful to watch out for Blue players respawning or Blue players sharpshooting from their base. It would also be most coherent to attempt penetrating the opponent's base about 30 seconds after their drops fall as they will be extremely vulnerable at this time.

 


 

Midfield and Drop Control

 

A match on Kungur without Drop Control would be like...the EN Newspaper without nugs right? Indeed, your team has to focus some of their energy on controlling the map's supplies otherwise your team winning the battle just won't happen.

 

To do this on Kungur, it would be best to have an Xp/Bp assisted by your team's Smoky. Their primary roles should be

protecting and managing your own team's supplies, particularly the ones located in the right side of your base and those on the left side of the centre of the map containing a Double Powers. Drop controllers should spread out the period/rate at which the drops taken fall though, possibly taking them 15 seconds apart. It should be noted that this could be done during or before the battle begins. All of this is  because it will be easier to keep track of all the drops falling over a longer time frame and, if your base is overrun, your opponents would have a harder time taking all of them.

 

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An example of perfect drop control that also performed as a diversion, done by Tanki's Champion clan Synergy.

 

Your team should leave the Double Powers for them as they will be also fulfilling the roles of offensive drop control - shooting at enemies whilst/before they take their drops. It would best for your team's drop controllers to do routine assaults on the enemy base every 2-3 minutes to take the enemy drops. Additionally they should be selective in prioritising, taking drops based on whether your attack or defense is weak. For example suppose you see that an enemy Speed Boost is falling at the same time as their Double Power near their defense and you must decide which one to go for (assume that the Drops are of equal distance to you). You know that your team's defense is weaker than the enemy's attack so you should take the Speed Boost in order to slow them down. It is circumstances like these in which the quick art of midfield shows its difficulty as you must weigh different factors to get the best possible outcome.

 

A few last tips for a drop controller in this game play:

-State to your teammates when Health Kit is falling and specify where.

-Coordinate with your teammate to ensure your team's Double Power and the enemy team's Double Armour/Speed Boost layout fall at the same time so that you can adequately deal deadly long range shots into enemy attackers.

-The point mentioned previously could be expanded so you know that when your team's Double Power is falling, the  enemy team's attacking drops layout is falling.

 

Conclusion

 

Everyone has a massive role to perform in this, and if you are one player down it will hinder your team's game play. The essence of this format lies in coordination between teammates and a significant amount of drop control but most importantly, focusing on one's role throughout any match against an enemy clan.

 

 


 

Thank you for reading through this guide which you hopefully found a great resource. If you know of any other tactics for this map, you are free to post them in below. Farewell, and good fortune to you in your next battle in Kungur Light Format!

 

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I made a mistake in setting up this article description; In case it wasn't obvious, is responsible for writing this guide, not . I apologize for any confusion this may have caused. Nonetheless, hpefully you'll enjoy and find use of this guide in your Light Format ventures!

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