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Two simple fixes for Lakeville


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panthermark #1 Posted 06 December 2018 - 04:07 PM

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These are easy....and either one...or both...would make the map much better. 

 

1. Offer a winter version for the obvious reason....the ability to drive across the lake....at your own risk of course.  A fast tank could hug the lake side road, but one be wide open from the city while driving headlong into enemy TD's. 

 

2.  Install a little "pass" right at the top of the hill between the corridor and the lake side road...that would really help with the slug fest that often happens in the corridor. 


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donny007-THX #2 Posted 06 December 2018 - 04:12 PM

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Winter would be good just please don't put massive snow drifts and moon craters in it.  
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killer etzi0 #3 Posted 06 December 2018 - 04:23 PM

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View Postpanthermark, on 06 December 2018 - 10:07 AM, said:

These are easy....and either one...or both...would make the map much better. 

 

1. Offer a winter version for the obvious reason....the ability to drive across the lake....at your own risk of course.  A fast tank could hug the lake side road, but one be wide open from the city while driving headlong into enemy TD's. 

 

2.  Install a little "pass" right at the top of the hill between the corridor and the lake side road...that would really help with the slug fest that often happens in the corridor. 

 

we've been asking for "mountain goat" passes for a while now, haven't thought about the frozen lake idea, that's a good one too.

Edited by killer etzi0, 06 December 2018 - 04:26 PM.

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Capn Ratchet45 #4 Posted 06 December 2018 - 05:32 PM

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  would love both of these ideas, a couple of pathways from valley to the lake road, and the frozen lake.

 

  if we kept the snow drifts and craters in the lake section it would make for some cover in there...maybe an ice fishing hut or two lol



dreadnought8283 #5 Posted 06 December 2018 - 06:38 PM

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View Postpanthermark, on 06 December 2018 - 10:07 AM, said:

These are easy....and either one...or both...would make the map much better. 

 

1. Offer a winter version for the obvious reason....the ability to drive across the lake....at your own risk of course.  A fast tank could hug the lake side road, but one be wide open from the city while driving headlong into enemy TD's. 

 

2.  Install a little "pass" right at the top of the hill between the corridor and the lake side road...that would really help with the slug fest that often happens in the corridor. 

Can you imagine crossing the icy lake an arty missing an hitting the ice, and your tank falling thru the ice to the icy bottom of the lake



Capn Ratchet45 #6 Posted 07 December 2018 - 08:15 PM

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would be awesome! 

 

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real FUGAR #7 Posted 08 December 2018 - 10:51 AM

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Hey dont freeze the lake its the quickest way to get off that map 

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RangerCharlie75 #8 Posted 18 December 2018 - 02:30 PM

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The Goat paths were nerfed.  You used to be able to climb the mtns in a light

 


 


killer etzi0 #9 Posted 18 December 2018 - 02:33 PM

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Here is my fix for the mountain on Lakeville:

 


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mockney_piers #10 Posted 18 December 2018 - 03:49 PM

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1. Put in binful of petrol

2. Throw in match



The Big G BO #11 Posted 18 December 2018 - 05:10 PM

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It's a small board like mines. You can shoot across it with some spotters. I've had fun battles on it. The boards I struggle with is winter snowflakes on every tree, blizzards, sand storms and hurricanes. Can't see anything, blind as a bat on these boards.

Orbtastic1 #12 Posted 18 December 2018 - 07:50 PM

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After nearly 40k games I still don't understand why people go down the valley of death in huge numbers, it's so predictable, especially with arty. Even more so now with the new arty aim, it's ridiculous. I got 6k dmg today without really trying that hard. Hit one tank for 900 and splashed the two next to him for 300 a piece (lolz).

 

A lot of the maps need reworking, they're stale and encourage bad play and were coded before the influx of lights.

 



swimwithwhales #13 Posted 19 December 2018 - 04:39 PM

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had a game with 8 light and mediums on our team today on lakeville. i was in a TD. not one did any spotting. somehow we lost :P

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SPUK4U #14 Posted 19 December 2018 - 07:30 PM

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View Postpanthermark, on 06 December 2018 - 04:07 PM, said:

These are easy....and either one...or both...would make the map much better. 

 

1. Offer a winter version for the obvious reason....the ability to drive across the lake....at your own risk of course.  A fast tank could hug the lake side road, but one be wide open from the city while driving headlong into enemy TD's. 

 

2.  Install a little "pass" right at the top of the hill between the corridor and the lake side road...that would really help with the slug fest that often happens in the corridor. 

 

This map should stay as it its, it can only get worse with improvements. I rather take a complete a new map than version of this one.  In it's current state it's a interesting map as It acts like a benchmark that shows how good players tier has.

 

 


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ryboyd323 #15 Posted 23 December 2018 - 05:59 AM

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View PostOrbtastic1, on 18 December 2018 - 02:50 PM, said:

After nearly 40k games I still don't understand why people go down the valley of death in huge numbers, it's so predictable, especially with arty. Even more so now with the new arty aim, it's ridiculous. I got 6k dmg today without really trying that hard. Hit one tank for 900 and splashed the two next to him for 300 a piece (lolz).

 

A lot of the maps need reworking, they're stale and encourage bad play and were coded before the influx of lights.

 

 

you know what I thinks funny? Guys lemming training down the road! Get spotted and cant get away.

real FUGAR #16 Posted 16 January 2019 - 09:32 PM

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Lakeville is the new Cliffs https://xboxdvr.com/gamer/real-fugar/video/67469262


Edited by real FUGAR, 16 January 2019 - 09:33 PM.

My eternity is longer than Yours _ Make boosters selectable consumables after battle, rather than a RNG MM wager _ The tallest ones confirm: MM is not broken, its ADVANCED

WoT WoT   oTo (put nuts and bolt logo in here) 

http://xboxdvr.com/g.../video/37825507


Jodmeister #17 Posted 17 January 2019 - 01:52 PM

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View Postryboyd323, on 23 December 2018 - 05:59 AM, said:

 

you know what I thinks funny? Guys lemming training down the road! Get spotted and cant get away.

 

winning the middle road is often the key when the town and valley are in stalemate. It is important though to know when to push and when to hold on it as it is so exposed. 

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Orbtastic1 #18 Posted 17 January 2019 - 09:01 PM

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Yeah vision is paramount on that road

OhJeeeze5638 #19 Posted 17 January 2019 - 09:45 PM

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It's really just 2 small maps....a mountain pass with a 1 square grid "action zone"...and then a town.  With the lake and the mountain range, essentially 50% of the map is unplayable surface.  Maybe some shallows in the lake and an island? (not Pacific Island though....sheesh)

Orbtastic1 #20 Posted 18 January 2019 - 11:03 AM

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Winter variant, have the lake frozen over so all the lights can go skating




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