Guide to playing in Kungur effectively
Overview: Kungur is a map that's favored amongst all ranks. Its simple structure leads to brilliant teamplay by tankers. Kungur is a medium-sized map, allowing for most ranged turrets to excel.
Battle Modes: DM, TDM, CTF, CP
Size: 12v12, 24 Players
Legend has it that Kungur is a place for marksmen. Kungur covers snipers with parapet areas from top to bottom. To the south of the blue base lies an exclusive area for snipers. Railguns or Shafts act as camouflage to facilitate their team (in the case of TDM battles) by tying up loose ends. This particular area does not come as a surprise to many, as it has been revealed countless times from enemy personnel. In deathmatch scenarios, it is rare to find a camouflaged sniper. The snipers’ objective in TDM is to retain visual contact with the enemies at all times. A rapport of snipers can eye the enemies more efficiently than a standalone shooter that relies on collateral damage. Medium and long-range turrets mounted on a medium hull prosper in DM mode. Twins and Ricochet can stalk and hunt down light hulls, but the unique characteristics of both turrets dismiss any hope of escape. Smoky, Striker and Thunder can be extremely pesky if they capitalize on the fantastic camping locations that Kungur boasts and they can steal kills or get consistent chip damage on nearby targets.
To neglect the camping posts from both sides of the map would be a terrible mistake. Campers utilize the surrounding buildings in the lower level of the red base. The blue base comprises with a few barricades and houses which put campers on guard. Defense in this map revolves around ranged turrets damaging attackers as much as possible before they can take the flag. Thunder, Railgun, Smoky and Vulcan mounted on a medium or heavy hull will do considerable chip damage to incoming attackers, and the key is to do as much damage as possible to the attacker before they manage to take the flag. An optimal scenario would be managing to deduct enough health from the attackers to the extent that they require the assistance of their repair kit before managing to pick up the flag. Attacking in this map often requires a planned route. If a player chooses to use the ramp, they must be cautious of the keen Shaft or Railgun waiting to snipe players from opposition. A more efficient path would be using the earth parts of the map to bypass enemy fire and swiftly taking the enemy flag with as much health intact as possible. The hardest part of attacking in this map is managing to get back to the base with the flag without being killed. If attacking from the Red team, there is a tactic that is not commonly used but is extremely effective. If using Wasp, under the right circumstances, if a player takes the enemy flag and heads towards the trenches, that player can attempt to jump over them. Once that player takes the enemy flag, a barrage of enemy fire welcomes them - team cooperation and speed is a must. If performed properly, pursuing defenders will have no choice but to go around the ditch or fall into it, giving that player an advantage and golden opportunity. Kungur is often home to fast-paced, dynamic gameplay, complemented by stealthy camping.
Kungur offers five control points. Point A sits in the southern part of the red base; Point B is the central part of this map, Point C in the east of the blue base, Point D in the middle of the large ramp and Point E, which is in the central part of this map. The blue side is nearest to Point C, Point B, and Point E, while Red neighbors Points A and E. Point D is where the massacre takes place and high-damaging turrets such as Firebird, Freeze and Railgun often prosper here. Medium and Heavy hulls are often found clashing in the middle of the ramp. Point C and B are extremely close to the Blue base and should not necessarily need to be heavily defended as Point B and E, which are both situated in the central portion of this map.
Thunder and Magnum can also do a significant job in clearing group of enemies controlling a single point.