boxes Posted May 18, 2016 Share Posted May 18, 2016 Update Nov. 5th 2016, Ver. 5.271 Obviously whichever team is better is going to win regardless, but these are based upon two equally skilled teams given biases from map design: Field - Nod (55/45) Vehicle gameplay is equal for both factions, the team with better tankers will face no real bias while taking and holding the field. Usually whichever team holds the Comm center will win the game. However the tunnel opening at the Barracks is a much more effective spot than the one at the airstrip (Safely nuke 2 buildings, more exposed to Mendoza/rocket rushes). Nod can camp their side out with vehicles while GDI can't (as effectively). Walls - GDI (60/40) The biggest advantage GDI has over Nod is how easy it is to kill the HON as opposed to the Bar. The windows make orca/tranny rushes devastating and makes it so much easier to sneak in. GDI's base is also a lot more cramped, making it easier to respond to attacks. But the team that controls the plateau will usually win the game, and Nod has the harder end of the stick when it comes to defending against air/tranny rushes because of the size of their base, though multi-nukes with air and sniper cover is arguably the strongest tactic on the map. Islands - GDI (65/35) In all honesty, the team that has better tankers/snipers and repairs will win. GDI's tanks are just a lot more easier to use and to keep alive. Nod's cheaper vehicles doesn't really matter because of the huge income rate. Infantry tunnels for both teams can be scouted and covered without much hassle. Whiteout - Nod (70/30) Arty spam on the hill w/ techs and laser/sniper support will beat MRLS/Gunners/APCs easily. This usually is enough to wear down most GDI teams, however if GDI survives Nod's early dominance and start rolling out their 1Ks and Mammoths/Meds, the advantage will flip around. Lakeside - Nod (65/35) Although there are HoN windows, Nod has a strong advantage with SBH nukes along with Apaches. GDI has no way to prematurely plant an Ion before an Orca rush, unless Nod apaches fall asleep or an SBH spy. The barracks is also a much better spot for Nod infantry to bunker themselves in once infiltrated. Mesa II - Nod (60/40) Proper Arty/tech covered by a flamer or two is still a pain in the ass to break through, but the recent AGT range buff on the map was a godsend for GDI. It means artys are only restricted to hitting 2 buildings now as opposed to all 5 as it was before the buff. However a coordinated arty-attack on the AGT can still occur and catch GDI off-guard. Goldrush - Nod (60/40) The field is pretty cramped, giving flamers a nice advantage over meds here. The new path also gives plenty of room for unsuspecting stank rushes. The AGT is also placed at a pretty weird spot where it doesn't cover much area. Volcano - Nod (95/05) Nod's early vehicle assaults and infantry rushes are very difficult to hold back, especially when combined with nukes and infiltrators. Also because of chems and the shape of the tiberium tunnel, it is easier for Nod to camp the harvester. Xmountain - Nod (55/45) The barracks is more exposed to infiltration than the airstrip. GDI's base is also easy to walk in and nuke with SBH. Other than that, whichever team has better tankers/snipers will win. Under - GDI (90/10)->(85/15) GDI has far more infiltration and defensive oppurtunites than Nod, and the map itself favors GDI tanks whether it be defending, in the field, or sieging. Nod can't do anything other than a PP rush which is easily shut down with mines and hotties, or maybe a rocket rush on the WF which has an extremely slim chance to succeed because of how tucked away it is behind the AGT. Complex - 50/50 Both teams have equal strengths (GDI-Scattered Med Spam, strip Ion, WF side Gunner rush)(Nod-Stank rush, multi-nuke, Silo-Arty) given how the map is designed. Perhaps still one of the best maps in the game IMO. Canyon - Nod (80/20) Almost like Volcano, but early inf-rush is less of a threat. Map also favors arty shells over straight-line shots, and is cramped well for flame tanks. Valley - 50/50 Team with more skill/luck wins. Eyes - GDI (55/45) Stank rushes are pretty much the only thing GDI has to worry about mid-late game, while Nod usually struggles against tank/orca spam given how wide open the map is. Also HON windows is more exposed to tranny rushes than bar. Crash Site - GDI (60/40) Because of the doors and size, inf rushing through the Ship is practically useless, and GT>>>Turret. The map comes down to better tankers and snipers, and same reasoning as Islands for GDI bias. Snow - Nod (55/45) Because of how close the WF is to the tunnel, Nod has slight advantage here when it comes to infantry rushing. Tomb - GDI (70/30)->(60/40) Just have a camper sitting in the Ref and there goes Nod's only probable infiltration target. Gunners can take on Artys/Lights early game, and when the meds arrive, the flat terrain makes straight-line shots a better choice than arty-shots. Gobi - Nod (70/30) Cramped. Easy for flamer/arty/tech with SBH nukes later on. Arctic Stronghold - GDI (60/40) Because of how flat the terrain is around the EMP cannon, it is easier for GDI to hold it than Nod. Although stank rushes are strong given the amount of hiding spots in the lower path, GDI has a lot more rocket rush locations. After the arty spot on the AGT was taken away, they have limited usage for base pressure. Fort - 50/50 Again both teams have strengths that weigh each other out, such as GDI having Gunner spots on the HoN and Ref on their bunker side while Nod having multi-nukes given how spread out the buildings are. Since there's lots of inf-only areas where they can poke tanks, GDI's tank advantage is balanced out with Nod's AT inf. ~ Ver. 5.1, List is based upon AOW and two equally skilled teams. Field - GDI (80/20) Walls - GDI (60/40) Islands - GDI (60/40) Whiteout - Nod (70/30) Lakeside - GDI (55/45) Mesa II - Nod (90/10) Goldrush - Nod (60/40) Volcano - Nod (95/05) Xmountain - Nod (55/45) Under - GDI (90/10) Complex - Nod (55/45) Canyon - GDI (55/45) Valley - GDI (55/45) Eyes - Nod (60/40) Crash Site - Nod (70/30) Snow - 50/50 Tomb - GDI (70/30) GrassyKnoll - GDI (85/15) Training Yard - GDI (65/35 Quote Link to comment Share on other sites More sharing options...
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