#Fort Bradley needs a rework

1 messages · Page 1 of 1 (latest)

humble moat
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Design looks nice and flows well however it is heavily imbalanced.
Just this last round we had GGIs set up in a rooftop well above max altitude for soviet aircraft, and take out the North-West corner defenses and repair bay with barely any way to retaliate.
Soviets have no ample rooftop positions for siege choppers, no counter-sniper play, it has become unbearable to play.

The new balance changes will hopefully make things feel more balanced, however, the rooftops getting exploited needs to be looked at sooner rather than later. Otherwise the Allies are just going to GGI/Sniper this single rooftop and wipe out a third of the soviets defenses.

Perhaps take out a block and put in a drive-in movie theater? Use the little fruit 3d animation that's in RA2, that'd be cool.

thorn wharf
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heard that the rooftop issue is already being addressed by adding walls on the top of the city buildings, making it too tall for infantry to fire on

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in the meantime, may as well avoid playing fort bradley if you can

somber cypress
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Why not just increase max altitude for this map so all buildings would be accessible by both teams?
Or make buildings destructible

novel mirage
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Destructible buildings in W3D is probably a pipedream, even with source

thorn wharf
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ok the new test build dropped and can confirm that the rooftop issue is seemingly fixed with all these walls

also, guardian gis seemingly can't lock onto buildings anymore