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Forgive me if I didn't spell the map's name correctly, but here goes...

 

What should I do on Prokhorovka standard, if I'm a:

  • Heavy Tank
  • Medium Tank

What should I do on Prokhorovka Encounter (ew), if I'm a:

  • Heavy Tank
  • Medium Tank
  • TD

 

How I see this map:

 

West: good place to go as TD - lots of bushes for camo + pubbies to snipe

East: Hills = good-meh sniping spot + shoot people in city

Center (west of the railroad): Suicide (although you can shoot city, east, AND west, it still gets me killed)

City: Slow suicide

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Standard, heavy tank you would usually do fine in the city on the east side, provided your team has adequate hill control if you spawn south. North is a bit trickier as you have to hug cover. 

Encounter, heavy tank, same place, although I'd even resort to going to F6 if you feel that cap isn't a huge issue. 

TD's, same as heavies for encounter. 

 

Mediums, unless you have a competent spotter I'd run passive alone 1/2/3 line or vision kite middle on both gamemodes. You can also head to F6 and take shots at hill. 

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tTBg5eK.jpg

 

The arrows denote firing lines.

 

For standard:

 

The 1-2 line is way too passive and usually doesn't get interesting until someone gets mid control. This area is pretty straightforward so there's nothing much to say about it. 

 

If you have decent gun depression/strong turret you're obligated to play D/F6 unless there's already a couple of people there; you have lots of firing lines/spotting opportunities there at almost every stage of the game, including when you're being capped. Mediums can also try to make something happen on the 3 line by trying to spot the 1/2 line; just be mindful that TDs on the tracks (6 line) will have shots on you if you poke too far. Once you win mid you can spot the 1/2 line much more safely via the ridge on the 2 line.

 

If you're a TD on the tracks (6/7 line) you want to help win hill and get some opportunistic shots in on mid, at least at the beginning of the game. As the game develops, determine if you need to stay (losing) or push up to mid to continue shooting at stuff (winning).

 

Do not go to the island unless you enjoy dying last, having done nothing all game.

 

The hill is usually a bit of a deadlock that you win via fire support from mid/TDs by the tracks; pushing on either side exposes yourself to several firing lines. Be very mindful about not exposing yourself to the TD positions by the tracks or mid when you play this position. I would not recommend going there in a turretless TD or if your gun depression is overly awful.

 

If you spawn north in a high camo med/light there is an OP bush around E1 that you can use to spot the 1/2 line.

 

Also if you're up against a complete anus team in a decently armored tank (south spawn), I'd consider yolo swagging to F8 and shoot the enemy as they climb the hill.

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I certainly prefer the middle of the map (E5 / E6 for north; F6 for south) for mediums in the great majority of cases, and heavies / TDs in some cases. The defining choice for if you should bring anything not a medium / LT there is if there's arty or not. (One arty piece two tiers down will absolutely wreck you in that spot if you're a heavy / TD.) The benefit of this spot is usually fantastic early shots at the start, vision and map control in the mid-game, and flexibility by the end-game. From here, you will always be able to do damage; you have shots on the hill, the rails, and the bushed up TD death lane. The trick is to know when to wait for shots or try for vision. If there are pubbies on the hill, let your pubbies or platoon mates light them for you so you can put out damage. Alternate between poking to shoot them and letting your allies on the hill do the same. If you're not getting shots, move along the ridge and see what you can see without getting hit. (Note on Arty: As a med, you have mobility. Every time you get spotted, move away in a less-than-predictable pattern, then return after arty shoots or once a baddie is spotted.)

 

For heavies or turreted TDs, I might recommend this spot if there's no arty. This works especially well if you have a strong turret and decent depression (I'm looking at you America) because you can pop up for shots and usually get away with it. Since you're a heavy / TD, you have alpha as well, and early shots will mean more in the long run.

 

Heavies aren't my specialty, but I would say the hill is usually best for them. I usually find the town in the middle to be suicide and anything in the open to be arty heaven. On the hill, you can drop back faster and dodge arty shells more easily, which is what this ends up being about. From the hill, you also have shots on the mediums that will usually contest yours in the middle, as well as the ability to abuse your alpha on anyone that gets spotted by the meds on that side of the map.

 

For encounter, the west side of the map means much less, the middle is valuable but less so, and the hill becomes more important. It's really centralized around pubbies attempting to capfast.

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^ What reknips said. 

From south, F6 is usually my go to area with my heavy tanks. And I see my platoonmates in mediums have good success there too, it offers great opportunities to influence both flanks.

From north the opposite of F6... E6 is slighty less controlling yet still a worthy position to try out.

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I'm still new and I see that in encounter you all mention that going to the town to cap is suicide.  The issue I have is what ever team I'm on has heard you guys and so avoids the town like the plague.  Unfortunately the ENEMEY always seems to send at least one person into the town to start caping.  And I've lost repeatedly to Red Team caps while green team has won the hill or the mid and sniper ally and then can't get on the cap to keep red from wining.

 

In view of that experience, and understanding that I need to defend/Take cap cause I can't expect anybody else to do it, just like I need to move to reset cap in a standard game because no one else will (Not true, but best to operate that way).   I've been that "Pubbie trying to fast cap" and since I started to do that, especially from North spawn, I haven't lost an encounter mission on this map.   I've not always survived but my team has generally moved to support and red team is too preoccupied with wining elsewhere to "commit Suicide" and get on the cap themselves.  especially as time starts getting low on the counter red team starts making more and more desperate attempts to get to the cap but they almost always do it individually and then die individually.  

 

Am I still doing it wrong?  If it's stupid and it succeeds is it still stupid?  Is it a artifact of my playing Tier 5 and tier 6 Mediums and on higher tiers my experiences just don't apply?

 

 

 

Thanks,

 

Jenka

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I'm still new and I see that in encounter you all mention that going to the town to cap is suicide.  The issue I have is what ever team I'm on has heard you guys and so avoids the town like the plague.  Unfortunately the ENEMEY always seems to send at least one person into the town to start caping.  And I've lost repeatedly to Red Team caps while green team has won the hill or the mid and sniper ally and then can't get on the cap to keep red from wining.

 

In view of that experience, and understanding that I need to defend/Take cap cause I can't expect anybody else to do it, just like I need to move to reset cap in a standard game because no one else will (Not true, but best to operate that way).   I've been that "Pubbie trying to fast cap" and since I started to do that, especially from North spawn, I haven't lost an encounter mission on this map.   I've not always survived but my team has generally moved to support and red team is too preoccupied with wining elsewhere to "commit Suicide" and get on the cap themselves.  especially as time starts getting low on the counter red team starts making more and more desperate attempts to get to the cap but they almost always do it individually and then die individually.  

 

Am I still doing it wrong?  If it's stupid and it succeeds is it still stupid?  Is it a artifact of my playing Tier 5 and tier 6 Mediums and on higher tiers my experiences just don't apply?

 

 

 

Thanks,

 

Jenka

No it's actually a good idea on some encounter maps. If you really want to win encounter consistently on these maps, you have to be near the cap circle; you shouldn't be in a position where your ability to reset is in doubt. Pubs can and will ignore the cap. You don't necessarily have to cap yourself; just be in the area and try to put yourself in a position where your allies can assist you, if you do. The hill is fairly important on Prokhorovka, but you can still easily lose without some presence near the cap.

 

Prokhorovka, Mines and Redshire encounter come to mind as maps where being capped out is a serious threat because of all those stupid buildings. Having a competent player in or near the circle makes a big difference.

 

El Hallouf, Ensk and Siegfried Line are examples where you can be more relaxed about it.

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