[Volk]SpixTalon May 13 @ 8:43am
Sooo...Otori Shima
Any thoughts on how to properly play this map as Japanese? Any half decent US team seems to be able to outflank you easily and before you know it, the spawn ♥♥♥♥ is on. Now I do realise that mass banzai charges work well, but free roaming flamers in the bushes always stop the attackers cold.
Playing as US seems to be remarkably easy, a real turkey shoot.
Maybe it's part of the sale "problem" with a lot of new players runing around but I have only seen this map past Delta once.
I really like the map itself and it's concept but as far as playability goes, this map makes Betio look awesome imo.
Did you guys come up with any viable tips?
EDIT: This is by no means supposed to be one of these "huuuuurrrr duuuurrr! US TEAM OP!" threads (because they are not :D ). I'm just at a loss how to win this map as Japanese.
Last edited by [Volk]SpixTalon; May 13 @ 9:11am
Showing 1-15 of 31 comments
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HUEHUEHUE May 13 @ 9:15am 
At the current setting, taking the objectives is not the primary concern for Japanese. Best approach I think is to kill off their reinforcements, then Banzai all the way to the last.
[Volk]SpixTalon May 13 @ 11:19am 
interesting idea! sounds viable because u got so much time on your hands before the lockdown even begins.
it's kinda contradictory to what you are supposed to do on other maps though.
R5CYA May 13 @ 11:23am 
different battles, different tactics. you can't play all the maps the same way.
[Volk]SpixTalon May 13 @ 11:25am 
Originally posted by R5CYA:
different battles, different tactics. you can't play all the maps the same way.
like...adapt to different situations? now you sound like a crazy person!
R5CYA May 13 @ 11:28am 
LOL! you got that right!
Kowalczyk May 13 @ 11:37am 
On full servers this map doesnt get past A for Axis, so is this really the way to win - to grind down Allies' reinforcements at A so then Axis can bazai all the way to the end? I do not think so.
[Volk]SpixTalon May 13 @ 2:53pm 
Originally posted by Kowalczyk:
On full servers this map doesnt get past A for Axis, so is this really the way to win - to grind down Allies' reinforcements at A so then Axis can bazai all the way to the end? I do not think so.

Like you said yourself: you hardly ever get past Alpha. Sooo...lets try the KILL EM ALL thingy instead of the usual "all get into the cap and forget about the yanks on the flanks!" thingy.
If you have a different idea, fell free to share it! That's what this thread is there for :)
Last edited by [Volk]SpixTalon; May 13 @ 2:54pm
Keijo May 13 @ 3:36pm 
My idea: don't play broken maps until they get fixed.
SmaSh it Up May 13 @ 4:08pm 
Avoid it like the plague. I've tried numerous times with an open mind to try to get into this map but it's absolutely terrible as it stands, basically unplayable. I lose all interest within a couple minutes. I struggle to think why. This is an extremely bizarre scenario because I'm up for playing any Red Orchestra / Rising Storm map bar this one. It's the first ever Red Orchestra map I actually despise. I can't comprehend how it made it as an official selection into the final game - seriously, what are its merits? I guess there was a dearth of functioning community-made maps and Tripwire had to make up the numbers. As for how it looks, it's like a mashup between Hidden and Dangerous (1999) and Quake 2 (1997), but browner and with more rain. Compare it to a new map like Maggot Hill, which is not only visually striking (and doesn't cull the draw distance on the pretext that "it's raining" which "makes atmosphere"), with its own filters (post-proccessed "sweltering" haze) but is designed to encourage flanking, frontal assaults from the high ticket count and relatively short round time, allows combat at various ranges, and so all-in-all affords a variety of tactics, not to mention the high quality environmental models like the temple ruins and the new player skins and other assets.

I'm not trying to knock the effort that went into Otorishima, and it's unfair to compare it to a profesionally-made map, for example the rotating radar dish is quite bold. I simply don't think it's deserving of being in the game right now; it dilutes the quality of Rising Storm having this map on the roster. Spix, I guess to answer your question, keep flanking and hope there aren't too many flamers lurking behind the endless mass of identical bushes, and try to cut them off as others have said.
Last edited by SmaSh it Up; May 13 @ 4:25pm
LO WANG May 13 @ 5:03pm 
I don't hate otorishima. However in comparison to say kitajima or subbase, one wonders why otori was included in the update... Also I've played it recently and gotten to Delta and Charlie a couple times before tickets ran out.
Last edited by LO WANG; May 13 @ 6:49pm
R5CYA May 13 @ 5:26pm 
Originally posted by Keijo:
My idea: don't play broken maps until they get fixed.
better idea. post in the map makers thread about anything you don't like, so they CAN fix it.
http://forums.tripwireinteractive.com/forumdisplay.php?f=84
The Asian Driver May 13 @ 7:08pm 
Originally posted by SmaSh it Up:
Avoid it like the plague. I've tried numerous times with an open mind to try to get into this map but it's absolutely terrible as it stands, basically unplayable. I lose all interest within a couple minutes. I struggle to think why. This is an extremely bizarre scenario because I'm up for playing any Red Orchestra / Rising Storm map bar this one. It's the first ever Red Orchestra map I actually despise. I can't comprehend how it made it as an official selection into the final game - seriously, what are its merits? I guess there was a dearth of functioning community-made maps and Tripwire had to make up the numbers. As for how it looks, it's like a mashup between Hidden and Dangerous (1999) and Quake 2 (1997), but browner and with more rain. Compare it to a new map like Maggot Hill, which is not only visually striking (and doesn't cull the draw distance on the pretext that "it's raining" which "makes atmosphere"), with its own filters (post-proccessed "sweltering" haze) but is designed to encourage flanking, frontal assaults from the high ticket count and relatively short round time, allows combat at various ranges, and so all-in-all affords a variety of tactics, not to mention the high quality environmental models like the temple ruins and the new player skins and other assets.

I'm not trying to knock the effort that went into Otorishima, and it's unfair to compare it to a profesionally-made map, for example the rotating radar dish is quite bold. I simply don't think it's deserving of being in the game right now; it dilutes the quality of Rising Storm having this map on the roster. Spix, I guess to answer your question, keep flanking and hope there aren't too many flamers lurking behind the endless mass of identical bushes, and try to cut them off as others have said.
This guy has no life
The Asian Driver May 13 @ 7:10pm 
My suggestion is not the best, but here it is. Play as a US Commander, put artillery on the point with the most US players, order the arty, quickly switch back to Axis side, get your assists and kills, and you might win.
R5CYA May 13 @ 7:28pm 
Originally posted by The Asian Driver:
My suggestion is not the best, but here it is. Play as a US Commander, put artillery on the point with the most US players, order the arty, quickly switch back to Axis side, get your assists and kills, and you might win.
it wouldn't be the first time someone did that.
The Asian Driver May 13 @ 7:29pm 
Originally posted by R5CYA:
Originally posted by The Asian Driver:
My suggestion is not the best, but here it is. Play as a US Commander, put artillery on the point with the most US players, order the arty, quickly switch back to Axis side, get your assists and kills, and you might win.
it wouldn't be the first time someone did that.
And it won't be the last!
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Date Posted: May 13 @ 8:43am
Posts: 31