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Thoughts on Joy

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Nov 25th, 2014
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  1. ACG_JOY = HoldingTime=4, DHT_Players=750
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  3. 6 players = 4+(6*.750) = 8.5 second holding time
  4. 8 players = 4+(8*.750) = 10 second holding time
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  6. http://armorcritical.com/maps/?view=ACG_Joy.map
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  8. 14 seconds to load missile
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  10. 28 seconds to load grenade
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  12. 11 seconds to load bouncy
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  14. Please leave this link open on another tab, it is my view of Joy as I attempt to discuss strategy: http://i.imgur.com/mGCmYFi.png
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  16. (Playing as Green) The holding time is too quick, once an opponent is destroyed, he is most likely respawning as you grab the flag. This depends on where you get him. It takes approximately 8 seconds from top far red spawn to the flagholder, which means there is a spawner +/-1 second during a flag grab. Two spawns are directly within range of the flag. The best strategy is to wait for the spawner, or grab and be able to drop immediately while being able to attack the spawner. The latter is more difficult, it requires quick reaction and ability to multi-task (you need to be comfortable with hitting the flag drop button and reacting immediately, there isn't time for a couple seconds to readjust your pointer on the target.) The ideal flag route is always the quickest way out of their range, which is NOT taking the bridge. This also means NOT going south at all, unless two or more of their pilots are spawning on top DURING the flagrun. This means you can visually see that there are spawners and you have help in mid in containing them. But this situation depends on too many factors and let's stick to what can help us the most... getting out of their base as soon as possible and using probability in our favor.
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  18. Quickest Route because... from the farther flagholder, measure how far you can get from the spawns in 8.5 seconds. Let's take the top route... in 10 seconds you are only in the range of one spawn, and maybe the mid spawn if whoever is spawning there can react quick enough. Now, if you take the bridge route from the farther flagholder, you will reach close to the end of the bridge in 10 seconds. You are potentially within range of three spawns. Even if the middle red spawn cannot contribute as much, the red spawn above the bridge can attack and deal damage, and/or slow down your progress. It will also take an extra 3 seconds to bypass the farthest red spawn after the bridge, and you'll still be in range. Bottom line, the bridge route is a bad decision. The best decision is staying north.
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  20. Probability on our side? Yes! ... When you take the top route you are reducing your chances of getting screwed by the spawn gods. You have two spawns directly in front of you en route, and that third middle spawn. What about going south towards the bridge? First, while you are leaving the square in their base, you can still be hit by pretty much every spawn. OK, let's say you make it out of the square. Now you have that spawn right in your face, before the bridge begins. And finally, you have that horrible far spawn past the bridge that can really ruin your day. Bottom line, there are more spawns taking the wrong route, giving you more chances of having to deal with unfortunate surprises. Avoid the bad luck by flagging top.
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  22. Time to sleep, I will work on this some more. I want to make a profile for each map, to create the best strategy. I welcome constructive criticism and any arguments that will improve my decision-making and our team strategy. Thus, a lot of what I type can be incoherent and merely brainstorming. But I hope it encourages everybody to learn. Let's give this league our best shot!
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