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I play mostly Vulcan/Titan. I don't like DM, so I stay clear unless I have a mission. Then I use Firebird/Viking. For other game modes on Massacre, I load first DA, make my way somewhere in the center. Then I load DD as soon as I can. I play a support role on any map. If my team is aggressive, I'll go in either first and do some serious damage (not necessarily kill) so they are easy kills for my teammates. OR I'll go in behind my team and try to kill anyone damaging my teammates.

 

My game play depends on the game mode. In CTF, I'm more aggressive. In CP, I cover the zones we have captured. Many times, I'll sit on the ridge closest to the enemy and rain lead upon them. In TDM, I'm more of a coward and hide a lot, unless my team is advancing and I will, too. I mostly attack enemy tanks that try to enter our territory. 

 

If I use OD or a teammate uses theirs on me, I'll go on a rampage. That usually clears the way for my teammates to advance.  

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Get shaft, go onto one of the corners, and drug. Easy kills.

What if you are playing CTF, CP, or RGB... you have to assist your team? If you are pushed to the point where you have to stop camping and become a playmaker, what are you going to do?

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What if you are playing CTF, CP, or RGB... you have to assist your team? If you are pushed to the point where you have to stop camping and become a playmaker, what are you going to do?

Shaft can also attack. It has arcade shots.

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Ricochet's M1 alteration (Minus-field stabilization) helps give it distance, making it very effective on the front line (camping/attacking from the central part of the map).

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You might as well use Smoky instead. If shaft can truly attack, please nerf this monstrosity.

Shaft with arcade shots has less DPS than Smoky but it has 50% weak damage while Smoky has 10%. That means that Smoky is useless at long range while Shaft can kill enemies with arcade shots at long range and I am able to aim at them at typical Railgun ranges. That means that Shaft arcade shots are stronger than Smoky even at medium range.

 

When I was a noob, I thought Smoky is strong. Then I started using Ricochet and Shaft...

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The thing that annoys me the most in massacre is shafts camping in corners. And everyone always uses railgun protection so it is hard to kill them.
Vulcan is great for defending flag in massacre.
Smoky and thunder may not always be effective as they lose a lot of damage with range and you will always get sniped by a railgun or shaft when approaching enemy base.
Drugs are a must on this map if you want to contribute. It is very open and almost everyone will shoot you if you are on top a of hill or something.

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Shaft with arcade shots has less DPS than Smoky but it has 50% weak damage while Smoky has 10%. That means that Smoky is useless at long range while Shaft can kill enemies with arcade shots at long range and I am able to aim at them at typical Railgun ranges. That means that Shaft arcade shots are stronger than Smoky even at medium range.

 

When I was a noob, I thought Smoky is strong. Then I started using Ricochet and Shaft...

Does Shaft still do less damage when you are moving? Or did they rebalance shaft so no matter what Shaft's arcade does around the same damage? 

Also, do lots of people use Shaft protection in this map?

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Does Shaft still do less damage when you are moving? Or did they rebalance shaft so no matter what Shaft's arcade does around the same damage?

 

Also, do lots of people use Shaft protection in this map?

Shaft deals full damage with arcade shot while moving. Shaft protection is used mainly by campers, attackers rely on strong Viking and drugs (DA).

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What is the basis for this prediction?

In the vlog preview, they said "New Maps" while showing Sandal and a somewhat different version of Massacre (there were no tunnels). It could just be me not noticing that they removed them though. Or it could be a mapmaking contest.

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In the vlog preview, they said "New Maps" while showing Sandal and a somewhat different version of Massacre (there were no tunnels). It could just be me not noticing that they removed them though. Or it could be a mapmaking contest.

"New" maps, not "Replacement" maps.

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In the vlog preview, they said "New Maps" while showing Sandal and a somewhat different version of Massacre (there were no tunnels). It could just be me not noticing that they removed them though. Or it could be a mapmaking contest.

Yes I've seen that now. Tehre was a glimpse of the Massacre base area without the nooks or garages cut into the rear cement wall.

 

I'd hat to see the only irregular terrain map go away. I with there were a few more maps designed arounf the irregular terrain concept.

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In the vlog preview, they said "New Maps" while showing Sandal and a somewhat different version of Massacre (there were no tunnels). It could just be me not noticing that they removed them though. Or it could be a mapmaking contest.

8 vs 8 on Sandal? :lol:   That's smaller than original Polygon. 

 

They'd have to basically make it a whole new map.  What's the point?  They should just bring in good maps they excluded (Skylark, deathtrack, magistral)

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Massacre will change a bit, so new tactic to lay out :D

I cannot be sure but I think and very much hope they have reduced the lines of sight across the entire map.  Widenng it and adding a bit more high ground in the middle might dramatically change the ability of long rage weapons to just maul the center zone and enemy rear for that matter.

 

I must admit I am pleasantly surprised to see Massacre get fixed. The new map was so flawed and I liked the old map so much.  Maybe now Massacre will return to its former glory. :)

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I cannot be sure but I think and very much hope they have reduced the lines of sight across the entire map.  Widenng it and adding a bit more high ground in the middle might dramatically change the ability of long rage weapons to just maul the center zone and enemy rear for that matter.

 

I must admit I am pleasantly surprised to see Massacre get fixed. The new map was so flawed and I liked the old map so much.  Maybe now Massacre will return to its former glory. :)

They should fix desert too, spawn killing is horrendous on that one. 

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In the vlog preview, they said "New Maps" while showing Sandal and a somewhat different version of Massacre (there were no tunnels). It could just be me not noticing that they removed them though. Or it could be a mapmaking contest.

woo hoo!! massacre will become wider and longer..; this means even more power to the shafts :)

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They should fix desert too, spawn killing is horrendous on that one. 

Yes I have been in some kill fests when one team breaks through the defenses into the rear.  But its a bit of a diffeernt case. Close range tanks have a better time on Desert. A shaft sitting in one spot cannot cover all the approaches. On Massacre I can see everything from the corner perch.  

 

Desert, Massacre, Highways, Brest ... there sure are no shortage of long rage maps for shafts, rails and other long itters to hang out.  What would be really novel is a map where everyone says, "Watch out for all the Smokys. That map is just tailor made for Smoky." Ha! Never in life. :)

 

woo hoo!! massacre will become wider and longer..; this means even more power to the shafts :)

NThis may or may not be true.  Making the map wider means the corner perches will have shallower angles. The existing ridge lines will shadow a bit more square footage.

 

But it looks like mayyybe TO has fiddled with the hills and ridges a bit too.  A few choice placements and the sight lines wil no longer go accoss the map. It will all depend on how well they did the re-design.

Edited by LittleWillie

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They should just bring in good maps they excluded (Skylark, ...)

I love Skylark but it would need a lot of work. The current version is imbalanced in favor of blue team in CTF and Red team for TDM. I don’t remember how it worked for CP but I think it also favored Blue. To my knowledge, Skylark was never configured for ASL or RGB.

 

A quick CTF fix might be to move the blue base from its cozy nest behind that building to the top of the hill beside the rectangular house. Not sure that’s enough though.

 

Generally any map where one base is up and the other base is down will have balance problems. Cough Noise Cough.

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Like to know why "campers"' like Titan Magnum sit around your base creating a "pocket"for the other team to drive into.

 

I thought this was a team effort.. A rail with one Isa just drove in over and over, in massacre If you are going to camp behind walls because you don't want to get killed, ugh. It's a tank game, tanks die, or at least some do trying to win the game. The world isn't going to fall apart if you K/D ratio takes a bit of a hit, ":camping"' ON our base.

Edited by siloviki

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This is strategy for CTF:

 

1) Raise defense to mid-ground so you can also support attacks.  No need to stay at base.

     This is the key to the win.

2) Long range turrets to support attacks from little hills in mid-ground

3) isida, twins, fire, freeze to attack and get flag

 

In many maps it does not make sense to defend at base but at mid-ground, but  on

some maps it is essential to defend also at base and not too far away.

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