Creator: Creative || First Published: 04/29/2023 || Players: 2 || Size: 25x20
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Creative (04/29/2023 03:22am | Edited: 04/22/2024 10:29am):
For standard.
Patch Notes :
Removed 1 Comm Tower due to 2b1a vs 1b end games about 15 days which is relatively half of expected duration of map
this large in addition you can play Javier in Tier 1 (not recommended for new players).
Added Lander for each sides, choose going left or right to boost top bases or bottom bases's Infantry (or Mech if you're
average Mech enjoyer) and Vehicles
Made Artillery (& Jake if T4 and Grit if it's T0) more viable by new chokepoints in middle.
Replaced middle Cities with Labs to make winning mid doesn't give income.
Battleship can now defend your HQ and comm tower after 2 turns (or 1 for being Grit) because everyone love battleships.
Added more roads for Koal to be slightly more viable.
The map should look like totally average Standard Global League with possible but difficult to "front-switch" (moving your
units to another side), vary unit variety (except Missile and other expensive units because it's hard to make 'em great, sorry),
etc. with totally balanced 2b1a vs 1b setup and bottom of the tier totally isn't harder to win like Koal, Sonja, Lash, etc.
compared to most used / high winrate COs.
MontySigurdson (09/23/2024 09:03am | Edited: 09/23/2024 09:09am):
The middle is too closed off and as a result, the frontlines on the top and bottom are too small. Frontshifting in a timely manner is only possible with the Lander which is still rather slow; purchasing more Landers is an option that never feels good. Potential Battleship buys can stall out this map hard because it's so hard to frontswitch. Overall I'd say the middle needs a total redesign at the very least and the focus needs to be less on (potential) naval play because naval-focused maps tend to work out better in High Funds, but not necessarily in Standard.



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