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Canal meta

Canal

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reluctanttheist #1 Posted 01 May 2018 - 10:24 PM

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Hey all

 

For many games I've directed teams to the southeast corner of Canal to the hills, and waited for red to show up and get rekt while green employs hull down tactics.

 

I was tooned with someone from the forums (Posit1ve maybe?) and we got rekt by a platoon from GP who played the other corner.  Someone got the cap timer running, and they lured us in.  The high TD perch worked with a couple of heavies who poked out from the hills on each side, and didn't offer much for us to hit.

 

If reds are impatient, hills wins.  But if red is patient, the cap-and-bait meta works even better it seems.

Spoiler

 


Edited by reluctanttheist, 01 May 2018 - 10:25 PM.

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Dark_Magician_Girl #2 Posted 01 May 2018 - 10:30 PM

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Cap side is always better.

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ShootinSabot #3 Posted 01 May 2018 - 10:34 PM

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I was shocked the first time I was part of a battle where the cap and bait worked. It is one of the few battles I remember clearly. I will try the cap bait but only in lower tiers, when the team is  heavy on heavies and I am top tier in a KV-1 or Tiger P  Being the capper can be a very lonely feeling though.

                                      

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Dan_Deerso #4 Posted 01 May 2018 - 10:36 PM

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It's one of the few maps in Blitz that actually carries cap control importance over in Encounter mode.

_Crusader6_ #5 Posted 01 May 2018 - 10:37 PM

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Honestly I base it tank layout and competence levels of green and red.  

 

I believe that cap side is a better call, but...

   If I am in a heavy, will my team come - or will we split? 

   Are there good reds/greens to be expected to act a certain way.   

 

If red red gets a spotter in the buildings - will red wreck us with flank shots going to cap side.   

 

And of course will my paper tanks yolo...

Yes I had a Grille go into the cap circle today alone (and lasted maybe 3 seconds) 

 

 



 
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ixie #6 Posted 01 May 2018 - 10:46 PM

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I believe PRAMO used that tactic in one of the twister cups. They put 2 Bias-7's in the cap circle, and drew out the enemy (C4?). 

Also, I think Bushka mentioned it in one of his videos as the meta.


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LtRaseiniai #7 Posted 01 May 2018 - 11:20 PM

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I'm equally happy going to either side.

What I would never do in a million years is go out into the middle.

And yet I see people doing it every game.

And I sit on the outside and wreck them.

And yet I see people going back there every game.

What in the world could they be thinking?



Posit1ve_ #8 Posted 01 May 2018 - 11:28 PM

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In a pub match, it will really rely a lot on your team being patient. However, I still feel the SouthEast corner is the dominant one.

 

First of all, tanks are easily spotted heading up to the NorthWest corner, where A3/B1 which are complete death traps. That's a good way to lose a significant amount of HP right off the bat

 

And after taking that corner, the control of the cap isn't as strong as you might think. By turtling up in the corner, you are giving up the D line, as well as the 4 line. Your team might not be good enough to break the NorthWest corner turtle, but you yourself can deal the damage necessary to chase the enemy away from their usual positions.

 

The green positions are the ones key to dismantling the Northwest corner camp. If you have a med or a light, you can shuttle your tank around the map to kind of mop up around the edges and ideally, force them away from the C1 and B3 areas. After that, you're free to start the cap. In order to reset, the enemy will have to once again drive through A3/B1 to get the resets, which as stated, are complete death traps.

 


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Posit1ve_ #9 Posted 01 May 2018 - 11:31 PM

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Side note about competitive:

 

Most competitive nowadays is Supremacy, so the meta is a little different. In the event of one team going A, and one team going D, it will be all about who got their cap first, and who can maintain control over the B and C caps, which are vital in competitive supremacy. In this case, either side can win. It will be decided more by whichever team is faster with their rotations, has more player skill, and executes better pushes to contest B/C


Edited by Posit1ve_, 01 May 2018 - 11:32 PM.

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Dan_Deerso #10 Posted 01 May 2018 - 11:49 PM

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View PostPosit1ve_, on 01 May 2018 - 07:31 PM, said:

Side note about competitive:

 

Most competitive nowadays is Supremacy, so the meta is a little different. In the event of one team going A, and one team going D, it will be all about who got their cap first, and who can maintain control over the B and C caps, which are vital in competitive supremacy. In this case, either side can win. It will be decided more by whichever team is faster with their rotations, has more player skill, and executes better pushes to contest B/C

 

South spawn has a slight advantage in the supremacy layout due to the one building having a bush right up against it looking over B cap. Someone in that bush will either spot a red going into B or basically confirm where to blindfire at. Also, most of the time you can spot anything going up to A cap with less than a 20%(ish) moving camo value while not being spotted because you're stationary in a bush. The north doesn't have this advantage.

 



Chariot_Solace #11 Posted 02 May 2018 - 12:09 AM

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Unless the red team has significantly more armor and it’s obvious you will lose the push there, it’s always better to take the cap side and hold. Big guns in the corner with spotters On the edge of town by the drop off into the canal. If red doesn’t push, someone starts capping to lure them like they did to you. It’s not easy to push on that setup.

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VonMiller58 #12 Posted 02 May 2018 - 12:15 AM

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That is my go to strategy....I push top rock above cap if I have a gun that is accurate with DPM or Derp and I ask team to not run off...we usually take hill and if patient we draw them in(with or without cap) and they get depleted 2 by 2 by me and some TDs and the scout/spotted guns.

 

some games they run off and make shots impossible and you have to adjust

 

 

 

That said the hills are also great if you have a fast team, I just think it is easy to get pinned pushing flanks thru hills(lot of dead end spots it seems)


Edited by VonMiller58, 02 May 2018 - 12:16 AM.

o...:...:I:...:...o

    ..58..58..


PA60Pilot #13 Posted 02 May 2018 - 12:26 AM

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The cap side works well with a team that understands how to use it.  Unfortunately coordinating 7 random players to use this strategy is challenging, at best.

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Chariot_Solace #14 Posted 02 May 2018 - 12:32 AM

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View PostPA60Pilot, on 01 May 2018 - 06:26 PM, said:

The cap side works well with a team that understands how to use it.  Unfortunately coordinating 7 random players to use this strategy is challenging, at best.

 

As long as they aren’t too sensitive to have their chat enabled it’s not too hard.

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LIGHTS___OUT #15 Posted 02 May 2018 - 12:50 AM

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View PostChariot_Solace, on 01 May 2018 - 06:32 PM, said:

 

As long as they aren’t too sensitive to have their chat enabled it’s not too hard.

 

Wow, I can't even get the other green tanks to go in the same general direction, yet somehow you are able to use a coordinated strategy in a pub match.
 
Spoiler

 

                                                

                                                                         

        


reluctanttheist #16 Posted 02 May 2018 - 12:54 AM

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This is a damn fine thread and this is the sort of discussion that makes it worth being part of this community.  

 

Keep it rolling lads.


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VonMiller58 #17 Posted 02 May 2018 - 12:57 AM

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View PostLIGHTS___OUT, on 02 May 2018 - 12:50 AM, said:

 

Wow, I can't even get the other green tanks to go in the same general direction, yet somehow you are able to use a coordinated strategy in a pub match.
 
Spoiler

 

 

I spam pretty hard at beginning of match...it helps 60% of the time...If i see a good platoon or great player I ask them to call it

 

It helps...about 60% of time...but that 60% you get 6 or 7 guys....without direction they will scatter like dust and yolo into isolated shooting lanes and that gets closer to a 50/50 win situation


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wannabeunicum #18 Posted 02 May 2018 - 01:22 AM

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Hammer and Anvil

Send heavies and tds to the corner and cap side while 1-2 meds/ lights flank



r3cursion #19 Posted 02 May 2018 - 01:23 AM

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Imo cap side is stronger if you can make it there without getting caught in the open, if the opponent has the same strategy.  If reds do not go cap side and greens show patience then it's over.  If greens get impatient and move towards the canal then reds will have a field day using the hills and bushes as cover.

So I think if the team has several fast heavies and can take the hill behind cap, then take it.  Slow heavies and TDs shouldn't risk being in the open, or getting caught between spawn and the cap side hill to get sniped from the south side.



Chariot_Solace #20 Posted 02 May 2018 - 01:26 AM

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View PostLIGHTS___OUT, on 01 May 2018 - 06:50 PM, said:

 

Wow, I can't even get the other green tanks to go in the same general direction, yet somehow you are able to use a coordinated strategy in a pub match.
 
Spoiler

 

 

Idk dude. Clan tag maybe? I’ve never heard of yours.


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