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Random Thoughts On Badlands

#  Mar 04, 2008 at 1:42 PM
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Mister Chef 81921
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First, I'd like the thank the mods for creating a sub-forum just for map strategy.  This is the part of the game that I love the most, strategerizing!

I just have recently gotten some time in on Badlands and my first impression is that the map is very momentum oriented.  The team that first seizes control of the central point is almost always the team that wins the round.  I usually play Engie and getting to the central point and throwing up a dispenser and a sentry gun ASAP is my main priority.  (Which I'm not always successful doing.)  I've noticed that some engineers will head to the spire out of the gate and set up a base and I think that's a mistake.  It's almost like you are planning to give up that first point when you do that.

Also, it's such a large map that I feel like teleporters play a big role in keeping the pressure on the enemy, allowing respawned teammates to quickly get up to the front lines.  Moving your base up as your team advances is a must although if your team is capturing points quickly then it might be difficult to keep up with them and do much building.  The final point is almost impossible to defend as it doesn't have to be occupied for very long at all to cap it.  That's how it goes on the pubs in 12v12 battles, at any rate.  The map probably plays very differently in 7v7 or 5v5 and at my best guess, I'd say Badlands turns into a scout-fest with fewer players. 

Here's a cheap way to win the game if the other team isn't prepared.  Have a spy infiltrate the base and hang around the final capture point while you are attacking the spire.  If the other team isn't turtling up but rather focusing on the spire then when you cap the spire the spy just waltzes onto the final capture point unmolested and it's game over.  If the other team turtles a little bit then he might have to sap a sentry and backstab an engineer on the way in.  If they turtle up big time then forget about it and just go with a traditional assault. 

Okay, those are some random observations I have about Badlands.  Obviously there needs to be more discussion on specific strategies to assault or defend each point.
#  Mar 04, 2008 at 1:48 PM
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BUICK 82538
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I completely vehemently hate the fact that ONE person caps the last point in 2 seconds if I'm not mistaken.

The whole dynamic of the map would chage FOR THE BETTER if it took merely 1 or 2 seconds more, yes only adding 1 second would adjust so much.

I can see a point capping in 5 seconds instead of 10, sure whatever. But if you have TWO people or a scout capture the last point unless they die instantly (stickies really are the only thing that will kill them in UNDER a second) the last point is capped in ONE second.
#  Mar 04, 2008 at 1:49 PM
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i have enormous trouble as engie in badlands. most areas are too large for the sg's range, and there are so many places to get flanked from, the sg's blind spot becomes a huge liability. although an advance tp exit behind the barrels right before the final cp can be oh so lethal!
#  Mar 04, 2008 at 1:54 PM
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Kirky 79682
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 The middle control point is quite easy to control for a decent sniper as theres not much cover for sentrys and engies as well as cover bythe stairs for the sniper .He can quite easily prevent most classes getting onto the cp
#  Mar 04, 2008 at 2:08 PM
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kikinchikin 80063
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Badlands is not a map I like to play.  As an engy, I don't like maps that require me to have a huge amount of support to hold an area, and in badlands, the only spot I can hold effectively is the last point. 

If the other team is not skilled, a window sentry works great, and a quick and skilled offensive engy can really create havok for the other team.  But the map just doesn't have an really fun "epic" spots.  It has the very memorable spire and super-quick last cap, but I just don't have nearly the fun on this one as most other maps.

If vertical was what Valve was wanting, I wish they done something more along the lines of towers like orange_x.  (that is a bad map, but it is still more fun than badlands.)
#  Mar 04, 2008 at 2:16 PM
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Kirky 79682
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I like orange (when snipers are turned off). There are some okay places for a sentry on Badlands. On both sides 2nd point a sentry by the stair case can be quite effective.It stops/slows the other team.
#  Mar 04, 2008 at 4:47 PM
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Hellblazer 77363
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Quote:
Originally Posted by kikinchikin
Badlands is not a map I like to play.  As an engy, I don't like maps that require me to have a huge amount of support to hold an area, and in badlands, the only spot I can hold effectively is the last point. 

If the other team is not skilled, a window sentry works great, and a quick and skilled offensive engy can really create havok for the other team.  But the map just doesn't have an really fun "epic" spots.  It has the very memorable spire and super-quick last cap, but I just don't have nearly the fun on this one as most other maps.

If vertical was what Valve was wanting, I wish they done something more along the lines of towers like orange_x.  (that is a bad map, but it is still more fun than badlands.)

Can't hold a point? Man, the central point is an engineer's heaven! Jump on the trains and build a sentry on the crates as far twords the enemy's side as you can. The Spire is tougher to hold but there are a few spots that can prevent enemies from going back up on the tower.
#  Mar 04, 2008 at 5:35 PM
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kikinchikin 80063
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I've tried building there in the middle, but I haven't been able to get enough support to hold them from the demos coming in at the stairs.  I can see the potential of that spot, but just haven't had the right mix of teamwork when playing.

I'll take your word for it, though, and give it another shot.
#  Mar 04, 2008 at 6:11 PM
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Normally I will only put a sentry there if the point is secure and I have backup. Before then I build a sentry below the point on either side.
#  Mar 05, 2008 at 5:38 AM
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Mister Chef 81921
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Quote:
Originally Posted by Friendly Fire
i have enormous trouble as engie in badlands. most areas are too large for the sg's range, and there are so many places to get flanked from, the sg's blind spot becomes a huge liability. although an advance tp exit behind the barrels right before the final cp can be oh so lethal!

I've done some building in enemy's base on badlands, but never dared to go that far in with a teleport.  Neat idea!
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