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[Issue 67] It's Time To Excel In: Forest


Hex
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Hello and welcome to the sixth installment of this map dissection series, in which everything ranging from the tiniest battle scenarios to camping points on the map are carefully tested and battle-readied for your pleasure.

 

This time around, I'll be looking at Forest - a map so densely packed with trees, bushes and the like, it's actually impossible to have perfect accuracy throughout a game in it. Symmetry, wide variety of props and a distinct landscape make Forest the ultimate map to play in. Sounds good? Read on!

 

__________________________________________________________________________________________

 

Like to read more articles from within the series? Take a look ~

 

Iran

Polygon

Kolhoz

Bridges

__________________________________________________________________________________________

 

 

Introduction:

 

Even though Forest is covered with trees, bushes and other sprites - as it's name suggests - it's design is actually quite simple, but only once you get the hang of it. A huge plateau sits right in the middle, with about five to seven meter cliffs around all sides. Around this plateau is nothing but straight and level land, loaded with houses, bushes and trees. The plateau itself also hosts quite a few bushes, but is harder to traverse because of the sudden rock formations in the middle, not to mention the dreaded pit in the middle.

 

Talking about size, Forest holds a fairly decent span of 35 x 27 meters, with a total surface area of 945 square meters; or 37.8 square meters in prop length. It unlocks at the rank of Sergeant and can accommodate a total of 16 players.

 

Forest is available for play in all four modes - DM, TDM, CTF and CP with a maximum team cap of 8 players.

 

 

History:

 

Like Bridges, Forest has apparently been in the game since its beginning, or at least the beginning era of the game. Forest has exceeded the  expectations in every battle we played in - and that made its reputation sky-rocket so high, it was actually chosen as an eSports map back when the tournaments started to develop.

 

If you're thinking what Forest used to look like back then, here's a glimpse of it in the spoiler below:

 

 

794px-Forest1.jpg

 

As you can see, the old Forest didn't have a valley on all four sides, and in fact, had a lot of changes. For example, the dreadful pit wasn't there before and the whole map was covered by two sets of cliffs on top of each other.

 

 

 

Overview & Division:

 

In this segment, I divide a map into some pieces or area depending upon the size of that map, which makes it so much easier to understand attacking and defending routes, escape plans and so on. Well, here's Forest's division:

 

9jkFcP7.jpg

 

Forest can be divided into five major areas. These are as follows: 

 

1. The Middle: 

This area includes the entire raised area - or the plateau - in the middle of the map. This area is dreaded after the many cliffs and difficult pathways it is home to, not to mention the deathly pit in the middle. Vegetation is abundant here, which further helps in hiding from oncoming enemies in order to land a hefty ambush in their faces. Two of Repair Kit, Double Power and Double Power drop zones are located here, as well as four small buildings on the opposite ends. A couple of ramps on all four sides lead up to this area.

 

2. Red Base: 

The Red base is home to the Red flag, the Red team's spawning zones (#duh), two buildings and a Speed Boost drop zone. It is located in the valley between in inner and the outer plateaus of the map. You'll find a huge amount of vegetation here, with a small forest right next to the flag itself.

 

3. Blue Base:

The Blue base is home to the Blue flag, the Blue team's spawning zones (#duhhhhh), two buildings and a Speed Boost drop zone. This area is exactly the same as its Red counterpart, that is: it is located in the valley between in inner and the outer plateaus of the map. You'll find a huge amount of vegetation here, with a small forest right next to the flag itself. However, the only difference is that the outer plateau in this end of the map contains a lot of small-medium sized buildings.

 

4. Western & Eastern Passageways: 

These two Passageways provide links to either bases on the eastern and western sides of the map. They are generally exactly the same, and host some terrifying encounters you'll face in the battle.

 

 

Alteration Advice:

 

High_pressure_pump_%281%29.pngHigh_pressure_pump.pngBroadband_emitters.pngSlugger.pngPlasma_core_accelerators.pngStable_plasma.pngMinus-field_stabilization.pngAssault_ammunition.pngFaster_horizontal_tracking.pngArmor-piercing_ammo.pngFaster_horizontal_tracking_%281%29.pngAssault_emitters.pngCompact_tanks.pngCorrosive_mix.pngSupport_nanobots.pngHigh_capacity_drum.pngUnstable_plasma.pngPrecision_targeting_system.pngModified_firing_rate.pngShell_stabilization.png

High-caliber_ammo.pngHeavy_capacitors.pngLightweight_ordnance_autoloader.png

 

 

High Pressure Pump: This alteration makes your Firebird's flame reach ever farther. Could be very useful in CTF and CP mode in Forest, where in certain situations you have to escape and keep firing no matter what.

Compact Tanks: Everyone knows this alteration is quite overpowered, as it makes your tank heat up so quickly, even a slightly off-timed Repair Kit can't counter the damage. Useful for all modes, especially DM.

 

High Pressure Pump: Exactly like Firebird's alteration. Though you won't be able to shoot people at different levels of elevation, you will be able to shoot farther, which is a good thing.

Corrosive Mix: This alteration removes the freezing effect, which can be a good thing in certain situations. All I'm going to say is that this alteration depends on your playing style. If you like to go in and finish the enemy in all costs, feel free to use it. However, if you plan on making them suffer, do otherwise.

 

Broadband Emitters: A decrease in range is always bad -- not recommended.

Support Nanobots: Isida's healing rate is very good, or rather perfect without using this alteration. Why suffer a decrease in damage when you're healing just fine? Though the new Repair Kit might allow this alteration to actually work, I still wouldn't suffer a decrease a damage.

 

Slugger: If you like shooting at enemies from far away, this alteration's for you. If no, then simply don't use it. Do note the huge decrease in turret rotation speed!

High-Capacity Drum: This alteration is so good, you can collect a huge number of kills in as little as a minute! The fact that it adds two more shots to your drum without taking too much reload time means that you can actually double your damage output.

 

Plasma Core Accelerators: Now look, this alteration is only useful in big maps where a normal Twins can't make it. In Forest however, close-quarters are abundant. Besides, why lose half the damage output anyway?

Stable Plasma: If there is any alteration that really makes a turret powerful, it's this one. First of all, as I said, you'll have a lot of close-quarter situations, situations where without this alterations, you'd suffer lot of self-damage. Secondly, you can use the old Twins tactics and ram other tanks.

 

Minus-Field Stabilization: This alteration is extremely useful. Besides the fact it decreases your damage output, it heavily increases the distance of your shots, which is a very good thing.

Unstable Plasma: I have personally seen many people use this alteration, and combined with the second one, Ricochet can actually dominate in a close-quarter map. That being said, I'd suggest using this alteration.

 

Assault Ammunition: A straightforward no! Having less impact force with a chance of critical hits is way better than having more impact force with no chance of critical hits.

Precision Targeting System: This one is quite debatable, especially in Forest. It just depends on how you like to play the game; if you're an attacker, having less reload time is advisable (not using the alteration).

 

Faster Horizontal Tracking: Do not equip this alteration if you don't want to damage yourself. All this makes is your turret turn faster at the expense of vertical aiming, and this makes Vulcan... terrible. Suppose you're standing on the highest bridge in Highways facing a person standing on either bridge to your side with this alteration equipped. The heavy downfall in vertical aiming won't allow you shoot that person if you don't start rocking your hull, something which is quite impractical with Vulcan.

Modified Firing Rate: This is one of those alterations which you use based on how do you want to play in that battle. If you use Vulcan by holding your ground and firing continuously, this alteration is for you. If you want to stay safe and don't want to inflict self-damage, simply refrain from using this.

 

Armor-Piercing Ammo: To be honest, I don't see the use in this alteration, unless for parkour of course. Why remove Thunder's key ability of splash damage when you can just use Smoky instead? Besides, Forest is the perfect map to practice that splash damage!

Lightweight Ordinance Auto-loader: Another one of those alterations which are used depending on how you play. If you love to attack, this alteration is for you since you'll be able to mess up your opponents' aims quickly with the lesser reload time. The damage decreases, but that's completely up to you.

 

Faster Horizontal Tracking: This alteration is the same as Vulcan, but will definitely be good for a Railgun user in Bridges. In this map, you need to be constantly on the move, spinning your turret as you go. This will make your turret turn faster while decreasing vertical auto-aiming, which is not a big problem with Railgun as you can always rock your hull.

Shell Stabilization: This alteration is just pointless, don't use it. Rather, use the one I will explain below.

High-Caliber Ammo: Using this alteration is as simple as it gets. If you like to camp, defend or mid-field with Railgun, this alteration is tailored specifically for you. It works with attacking too, but do take care of the longer reload time (which isn't quite long to be honest).

 

Assault Emitters: This alteration's description says it all; use it if you like to survive longer in close-quarter combat situations.

Heavy Capacitors: Good, but has no use in Forest. The slower charging rate and the decrease in horizontal aiming speed while sniping will not have any good effects on your output. Though it could still be effectively used in camping, I'd rather use the previous one and damage as many enemies as I can quickly before they reach my base.

 

 

Grabbing 'em Golds: 

 

Love to grab Gold Boxes but miss 'em by millimeters? Here's all what you need to know about Gold Boxes in <Map Name>:

 

'Forest' Zones:

There is a good chance you wont even spot this zone once the notification alarm goes off - simply because zones in this region are impossible to see due to the thick vegetation surrounding them. The only way to take them is through pushing other tanks away if you have a bigger hull, or try jumping from the inner plateau onto other tanks if you have lighter tanks.

 

 

'Ground' Zones:

Gold Boxes dropping in these areas - these zones refer to the zones in the valley, between the two plateaus - are very easy to take. First of all, you can use the rocking technique to get on top of other tanks, while on the other hand, using Dictators in-built hacks prove to be effective if you are considering using medium to heavy hulls.

 

 

'Middle' Zones:

Gold Boxes dropping in zones located in the middle of the map are sometimes really hard to get, with one of the reasons being the new Repair Kit statistics. There will be a lot of Firebirds and Freezes there, and even Magnums, Thunders and so on. All these turrets will terminate your repairing action as soon as it starts, leaving you vulnerable. My suggestion is to wait till most of the people die when the Gold is dropping, and then push others to the Gold.

 

 

 

- CTF -

 

Battle Scenarios - Counters and Strategies:

 

In this section of the article, I'll be describing some scenarios that could possibly arise during the battle. I'll explain them whilst providing a solution for effectively ending or finishing that scenario. So, without further ado...

 

Scenario 1 - Two enemies are hot on your tail right after you took their flag.

  • Mix up your escape plan. For example, if you took the Blue flag and two people from the enemy team are on your tail, traverse a ramp into the Middle, then jump down again from anywhere else and then continue your way to your base zig-zagging between buildings and other tanks if you can.

 

Scenario 2 - You have no choice but to go through the enemy base.

  • Consider a scenario where you just took the enemy flag, but while escaping from the Passageway near it, two attackers spot you and are coming back to return their flag. Your only choice here is to go through the enemy base.
  • If this happens, don't panic. Try to make a short cut through the Middle if you can, or try to dodge the enemies by circling the small building next to the flag and then making your way to your base.

 

Scenario 3 - You plan on going through the Middle instead of the outskirts of the map.

  • Doing this is the fastest way you can capture a flag in Forest. But, stay aware of the immediate cliffs popping up from every direction, and in all costs, please stay away from the pit. There's a good chance the enemy team will shoot you and send you towards it while you'll be unbalanced and trembling.
  • Besides, the rush in the Middle of the map is also another reason to avoid it.

 

Scenario 4 - You think that the Valleys are more suitable for escape than the Middle.

  • This is the safest way you can escape with the flag, mainly because there are some buildings present in the way here you can hide behind and rest for a second or two.
  • Remember to switch up escape routes if the enemy team is on your tail.

 

Scenario 5 - You accidentally fall into the pit with the flag.

  • <insert "you literally had one job" meme here>

 

Supply Drops:

 

Attacking:

 

Since Forest is well, almost perfectly symmetrical, it makes sense for there to be an even number of supply drop zones present in the map. Both the teams have an equal chance of getting any type of supply box, as long as one team isn't completely dominating the other of course. The trio of Repair Kit, Double Armor and Double Power is located in the Middle, being two of each. However, Speed Boost drop zones are located in all four sides of the valley, being four in total.

 

If an attacker wants to go and get the flag, I'd suggest picking up the Speed Boost drop zone in their base, moving forward to the Middle and picking up the Double Armor. Then, they should traverse through the Middle and get the Double Armor drop zone, pick up the flag and then escape.

 

The supply drop zones in this map are:

  • 2x Repair Kits
  • 4x Speed Boosts
  • 2x Double Powers
  • 2x Double Armors

Feel free to jumble or alter these routes up, but the illustration below explains the most famous attacking routes used by either teams' attackers ~ 

 

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Forest - Attacking Routes

 

Defending:

 

Defensive capabilities of either team in this map rely heavily on the defenders quota of supply usage, or the amount of supplies he/she has. This is because this map is a bit small, so a defender will have absolutely no time to go up the Middle, grab a Double Power and then come back to the flag. This is simply because doing this will provide attackers on the other team a golden chance to come and get the flag. However, if two or more people are defending, then feel free to do this. Besides, the mines you'll place around the flag will help in defending - but still, I'd highly suggest keeping a few of your own supplies ready in case a large number of enemies come and try to take your flag.

 

Another point is to use the relatively new feature, so called 'Overdrive'. Tell your team that your Overdrive is ready to be activated, then stand around the flag and activate it. This will not only activate all of the defenders and maybe even the whole teams' supplies but will also lay tons of mines around the flag, keeping it safe from enemies.

 

 

Escape:

 

Escaping with the flag in Forest is all but too easy - if you know how to that is. There's just a grand total of... two points to keep in note while doing so:

  • Always switch up your routes. If you came from the Middle, go through the Passageways and then climb up to the Middle again to confuse the chasing enemies.
  • Have an Isida waiting for you somewhere in the Middle or preferably hiding behind the buildings in the Passageways. Or, you could just spot an Isida while attacking and make way to it in case you get shot and have low health.

 

Stalemate Situations:

 

If such situation arises where both teams have the opposite team's flag, follow these steps to safely return your flag.

  • Do a recon of the map - locate your flag first. This is the most important step!
  • Send the first wave of tanks to flank your flag. The best way to end a stalemate is to surround your flag from all sides. This way, no person has to deal with all the defenders.
  • Send the second wave (if needed) immediately after the first one.
  • Go through the Lower Grounds or edges of the map, since you need to stay undercover as long as possible.
  • Surround your flag from all sides and focus fire on the flag bearer. Once you kill him/her, don't hesitate to go after the dropped flag. If you do so, there is a good chance someone else will pick it up.
  • Return the flag!

 

 

Optimal Mining Positions: 

 

In a CTF battle, it is very important to make sure your flag is safe from incoming attackers. Though defenders do the job, they tend to be easily distracted; often missing an attacker heading for their flag. The solution? Using mines.

 

Since this map is generally symmetrical, here are three of the best mining positions for either team ~

 

Red/Blue Base:

 

Position 1

This position is the front line of defense in case an attacker comes in to steal your teams' flag. These mines will make sure that nobody leaves with your flag while your defenders are distracted by someone else on the enemy team.

 

 

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Efficiency: 10/10

 

 

Position 2

This position is also the front line of defense except that it faces towards the enemy base. Many people jump from the top from this direction in order to get the flag. Most of the times, they make a successful escape, but with these mines hanging around, nobody will be able to touch your flag.

 

 

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Efficiency: 9.5/10

 

 

Position 3

Many players try to be sneaky and come from the Passageways. Then, they sneak in behind this building and try to get the flag by surprise. Well, ain't nobody messing with you when these mines will be planted here.

 

 

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Efficiency: 9/10

 

 

 

Sniping Positions: 

 

Picked up, here are some of the major sniping spots in Bridges. Note: These spots may or may not protect you from all four sides nor from the top, but give a wide view of the whole map.

 

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Forest - Sniping Positions

 

All of these sniping positions work incredibly well with all turrets that can snipe, which include the likes of Shaft, Railgun, Magnum, Striker etc. Remember, since this map is symmetrical, you can copy these positions over to the other side.

 

The illustration below shows four of the best camping or sniping spots for either team (courtesy of @Torben_BoS for posing here) ~

 

R3RUx5R.png

 

Effective Combinations:

 

Now, obviously there are some combinations which suit a certain map really well. Though not entirely perfect, they do tend to be far greatly efficient and useful than others in certain situations. Here are three of the best combinations for Forest CTF:

 

1. Hunter-Isida

200px-Hull_hunter_m3.png-200px-Turret_isida_m3.png

 

This combination is a must for any Forest CTF game, with one of the major reasons why is because you need an Isida in your team no matter what. Though some people might argue that Viking could be a better pair with Isida rather than Hunter, I disagree. Even though Hunter has lower speed, it has more turning speed and acceleration than Viking, which makes it perfect for an Isida; which then will be able to reach people in lesser time.

 

2. Viking-Smoky

200px-Hull_vicing_m3.png-200px-Turret_smoky_m3.png

 

A high damaging turret paired up with Viking is a pugnacious addition to the team, and what better turret to use then Smoky? First of all, Smoky is very versatile - it can kill quickly without making much of a noise and then swiftly change targets without them even knowing.

 

3. Titan-Vulcan

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This combination is the ultimate defender you'll have on your team. Titan can move faster than Mammoth while having similar health points. It is also steadfast and can push people away, like when they come to get your flag. Vulcan - thanks to the Repair kit changes - is now a non-stop killing machine once pooled up, and that really comes in handy in the right situations.

 

 

- CP -

 

Capturing Points:

 

There are a total of three control points in Forest: A in the Red Base, B in the Middle while C being in the Blue Base. Under this section, you can find a little guide on how to capture these points.

 

Point A:

 

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Reds: This point exists right in your base, so as far I know, there will be no problem for you in capturing this point.

 

Blues: The only way you'll be able to control this point is to send a team of two to three light and medium hulls, take the people who are there out and capture the point.

 

 

Point B:

 

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Reds and Blues: This point will be the most contested one throughout the length of the battle. In order to keep capturing this, you'll need what is called a "dream team". Basically, you'd want a few Isidas, some heavy hulls with high damage-dealing turret and a few light-medium hulls which go and capture other points. Lay some mines, sit back and brick the Spacebar.

 

 

Point C:

 

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Reds: Same as the case for Blues when it comes to Point A.

 

Blues: This point exists right in your base, so as far I know - again, there will be no problem for you in capturing this point.

 

 

Effective Combinations:

 

For CP mode, I'd suggest using the following combinations:

 

1. Hornet-Hammer

 

200px-Hull_hornet_m3.png-Hammer_m3.png

 

This combination is what's called 'effective distraction material' or even better: 'reconnaissance machine'. Using this, you will be able to go far ahead then your team's attackers, letting them know what kind of ambushes the enemy team has set up next to certain point. You'll also be able to quickly lead way to point, blasting enemy mines and saving the main convoy of your team from getting defeated.

 

2. Viking-Twins

 

200px-Hull_vicing_m3.png-200px-Turret_twins_m3.png

 

Viking paired up with Twins has always been an effective combination for CP mode. The fact that Twins can deal so much damage in a short amount of time makes it really viable to use with a medium hull such as Viking, which itself has enough hitpoints to go kill a couple of enemies and escape from that area. Can be used when attacking or rounding up at an enemy point.

 

3. Mammoth-Vulcan

 

200px-Hull_mammoth_m3.png-Vulcan3.png

 

But wait, why not Titan here too?

 

The only logical reasoning behind that is in CTF mode, you really have to be aware of your surroundings as well as the enemy's movements; so you have to be on the move here and there to stop them from taking your flag. CP mode, however, doesn't force you doing that. If you want to be a defender, use any of the medium ranged weapons with Mammoth, and surely you'll have a good time killing people over and over again.

 

 

- DM & TDM -

 

Tricks & Strategies:

 

Camping:

If you play like a camper, or at least, want to stay hidden while simultaneously killing enemies, I'd suggest hiding behind the houses in the Passageways while having Railgun or something like Striker, Shaft or Magnum equipped with a medium-heavy hull, possibly Viking or Titan.

 

 

Hit & Run:

Hitting and running people is the most efficient way you can win a Forest DM/TDM game. I'd suggest using something like Viking-Isida, Hornet-Fire or Hunter-Freeze to make the best out of your enemies!

 

 

Effective Combinations:

 

We've come to that part of the article again, the best combinations for DM or TDM in Forest:

 

1. Viking-Isida

200px-Hull_vicing_m3.png-200px-Turret_isida_m3.png

 

I have used this combination in a total of about ten Forest DM games, and trust me, every single time I was in the top two (mainly first unless there was another M4/M4 supply-spammer in the battle) with scores like 50/8, 78/11 and even 80/6. In one word, this combination is the definition of deadly. If you have it upgraded, do not hesitate to go and use this.

 

2. Titan-Striker

 

200px-Hull_titan_m3.png-Turret_striker_m3.png

 

Effective, deadly and great at getting the job done. Do note one thing by the way, only use the salvo when you're targeting a group of tanks. For single tanks, always fire the rockets one by one!

 

3. Mammoth-Magnum

200px-Hull_mammoth_m3.png-Turret_magnum_m3.png

 

Inhumane.

 

Once you start getting the hang of Magnum, go in a Forest DM, pick a place (preferably in the thick forests or behind a house) and start raining lead on whoever comes near you. Another point to ponder is that this turret is fairly new, so there's minimal, or no protections from it in battles.

 

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So there it is - yet another 'It's Time To Excel In' article from my workplace. Well, I'm open for criticism and supportive comments; and if you want, you can feel free to hit me up with opinions and suggestions related to this article down below.

 

Additionally, I'm turning the tables. Now, instead of me, you readers will decide which map I should dissect next. So, please do not forget to vote for your map in the poll above.

 

Thanks for reading; see you around tankers!

 

 

 

 

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Edited by Hexed
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Wasn't there a picture where you showed a tank camouflaging here? I remember you posting something in Social Chat.

That will be something else  :ph34r:

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You are missing a key point that all Generals (I just made General, let me enjoy it..) take into account, what is called the 'Advantage of Terrain.' The most notable feature of the Forest map is, well, the forest. Most everything is covered in low-lying vegetation. This works well for Viking, together with Tundra or Savannah, and Thunder or Smoky, engaging in a range where the health metre is still not visible, but damage has not yet dropped off. Each team should have at least 2

 

Dark Vengeance

Edited by Hexed
Please refrain from using signatures!
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When did they change Forest? I only ever played the old one and I'll try and find the pit.

But great article, carry on this series it's my favourite in the newspaper.

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You're back :o

 

and finally ranked to Brigadier :P

Hey!

I completely forgot about it and then suddenly ranked up in a random battle, which took me by surprise...beyond Brigadier I barely know the names of the ranks anyway :P.

I'm not exactly back, but you might still be able to catch me in a battle occasionally--my main presence is on the forum now to keep up to date with what they're doing to the game, and maybe return for good one day.

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Honestly, I absolutely hate forest :) Thanks for the tips, but I don't think I'll put them to use anytime soon. Great job though!! Could you do one about Highways? Or maybe Serpuhov?

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