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Most zero damage scores in a single game. Ever


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minitel_NA #21 Posted 13 January 2019 - 11:14 AM

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View PostAbsolute_Sniper, on 12 January 2019 - 08:14 AM, said:

This was the best teamwork ever. The map was Normandy. Mode Encounter. Before the round started the call up hill was made. The entire green team went up. After a few seconds we were all above the cap circle and not a single red was spotted. Realizing the reds all went to play in the sand I called for the team to cap and hold positions. The team obliged. 7 green tanks dove into the cap. The reds finally spot us and advance. They crest the hill just enough to get shots into us as the cap timer hit 100. A couple post victory shots hit the greens after the battle was decided. But the green guys, we won with our brains and did not inflict a single point of damage. In total there were 7 zero damage scores on green and 5 on red. 

 

https://imgur.com/gallery/Qd36dM1

 

Unfreakinreal.....

o7

 

ahhh memories of the good old falls creek. It really deserves a replay imo.

 

I capped Normandy in high tiers as well in my t95 and a few other tanks but it was much hotter than this.

i think when capping will become an habit on this map, people will finally stop visiting the beach trying to get some suntan.


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minitel_NA #22 Posted 13 January 2019 - 11:23 AM

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View PostAbsolute_Sniper, on 13 January 2019 - 03:37 AM, said:

You’re not wrong but it would’ve given them a chance to get more shots in. Thus rendering the cap ineffective.  I’d say this works only in a perfect storm of circumstances.

 

i capped this map multiple times already, including one time entire red team went UP and I hid between the plan and the edge of the circle, my team took flak but contained them in front. No red wanted to try a suicide run, It works.

 

also there were games of 14 zeros back in the day of good ol’ falls creek, so your game is hilarious for nowadays, but less than 13 zeros sounds complicated to achieve. 

 

Final ale words I would agree with OMK, the fkn wrong thing with hi tier is how campy it gets. I have seen games where 3 minutes in no damage is done, and other games where 2 minutes to the end, (say a 1v1 up to 2v3 situation) nobody moves any more by fear of dying and being called a noob. It’s happening more and more.

For the same reason that supremacy was brought in, nothing like a good cap rush from time to time. 

Bar the useless middleburg joke of a cap, I whish Normandy will fix that


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Player_39363936 #23 Posted 13 January 2019 - 01:18 PM

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I’ve been part of two games on Normandy where  the reds rushed the cap and won.  

After that I spent quite a bit of time in training rooms trying to figure out how you put shots into that cap.

It’s really a tough cap to reset.



minitel_NA #24 Posted 13 January 2019 - 05:47 PM

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View Postoriginalmadkilla, on 13 January 2019 - 02:03 AM, said:

 

From what I understand, it won't reset back to zero, even if one tank got hit.:playing:

 

The base cap timer would only remove the points that the specific tank that got hit contributed.

 

Let's say that the tank that gets hit contributed 7 secs to the timer, because they were the last tank to enter the cap area, then the timer would only move back 7 secs, and with the entire team on the cap, the timer would continue to increase quickly.

 

I might be wrong, but that's how I thought the cap timer works.:justwait:

 

correct.

 

plus the guy who has already been shot should shield the guys capping, even to his death, because in death he can still cover them.

 

what most people do is once people got shot they try to avoid being shot and move to the back behind people who still hold cap points.

 

 nobody knows the caps rules anymore or how to win a cap. A shame if u ask me. 


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tankist22 #25 Posted 13 January 2019 - 09:07 PM

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Holy moly, [edited].

SullBhit #26 Posted 13 January 2019 - 11:41 PM

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Isnt the max number on cap that increases timer time... 3?  

Fu_Manchu_ #27 Posted 14 January 2019 - 03:41 PM

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That's freaking hilarious. Thanks for sharing Absolute!

 

That is definitely the map to do it on if someone wants to try it more. The depressed cap circle means that many tanks would have to crest and expose themselves to get shots into it.


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tpcshadow #28 Posted 15 January 2019 - 06:23 PM

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I loved the green VK - "I think they mean me harm."   :teethhappy:

WouldChip #29 Posted 15 January 2019 - 10:25 PM

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View PostSullBhit, on 13 January 2019 - 03:41 PM, said:

Isnt the max number on cap that increases timer time... 3?  

 

^^^Correct

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originalmadkilla #30 Posted 15 January 2019 - 10:32 PM

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View PostWouldChip, on 15 January 2019 - 05:25 PM, said:

 

^^^Correct

 

The smart move would be to protect the tanks that have been on timer for longest.:playing:

 

Let's say there's a fast tank that got to cap first and started capping and they already had 40 secs on timer by the time the slower tanks got there, then if team was smart, they'd surround the first tank and protect them.:justwait:



_Porsche_911 #31 Posted 15 January 2019 - 10:55 PM

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This is NOT most zero damage score in the games. The red team actually did some damage. I have seen one game in which both teams did zero damage. Yea 14 zeros! And of course thats not a training room battle.

LaughingRam #32 Posted 16 January 2019 - 03:23 AM

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Thanks for posting!

Hilarious.....unless you’re on red.

o7
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gizmodjango #33 Posted 16 January 2019 - 09:13 AM

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View PostLaughingRam, on 15 January 2019 - 08:23 PM, said:

Hilarious.....unless you’re on red.

 

I was on red. Sniff. At least I was one who did damage, though I have to admit, I shot the Super P, the only tank who wasn't in cap. But I was in a Borsig and realizing how many tanks were in cap, didn't want to get vaporized by total attention. That said, I was waiting at an angle separate from the team, hoping they'd reset and turrets would turn, and I'd get a juicy side shot or somebody. Honestly amazed no teammate would even try to reset. What a strange game. 






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