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Anti-manta run defense

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RottenCowCorpse:
I recall some rather insane matches on the "standard" Primeval 10 years back.  One was at stalemate for a truly desperate 40 mins at that middle node.  The skill level was very high and action off-the-charts.  A blizzard of ordanance flying everywhere.  I actually taped that match but it's buried on an external hard drive - I have a bunch of those to sift thru before I can post it on YT.

Staying on-topic one needs to be aware when a manta pro is on the other team and adjust accordingly.

You're gonna have to work harder on the "D".

Piglet:
Yeah. That's how I play if there's one on the other team. I listen out for where they're coming from and try and shock them away.

sup:
You could also interpret camping as a cancer.
cancerping

duke:
It totally depends on the map:
- on summervillages f.e. all you need to do is use the tank and get dialed in on the flag - any kind of fast movement or sound (there's a clear manta sound 0,2 secs before the runner tries to snatch the flag) you hit the flag - boom, done. You need really good focus for this and 1 or 2 constant healers.
- on edgeclassic using the tank also helps a lot, but even a regular defence (like I do) just focusing on both sides and using the shock balls or beam can stop several manta runs
- on noname a well placed focused bender can stop 90% of the attacks easily

Generally using avrils is a good strategy if the mantarunner has to do a long distance run and the avril has time to hit him, so generally some big maps or maps where the runner has a long distance to go

There are also maps like Bloodbath where it's really hard to stop a well performed manta run, but that run is hard to pull off

RottenCowCorpse:
Excellent strategy duke.  Well-taken.

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