#Make the Building on Southern Edge in the Foy map enterable.

1 messages · Page 1 of 1 (latest)

frosty pagoda
vapid flicker
primal forum
quaint tapir
gray cipher
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You dont need cover in the point if you fight the enemy before they even get close to it.

tender musk
gray cipher
#

Fortifications are always subordinate to encirclement and superior firepower. Southern edge in particular can hold against any one-directional attack very well since every approach can be crossfired from many angles. But if all the defenders huddle inside the point itself, they cant get out without getting shot from all angles in turn. SPs are more like a base of operations, not something that can hold their own. Just long enough for your own attack to succeed, but a cap race is usually a gamble that ideally should never happen. Besides, if you want more cover, you can always build bunkers. Even a few well-placed truck wrecks help...

quick galleon
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Make All Buildings in the game enterable.

gray cipher
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@marble cradle @quick galleon The problem with cover and enterable buildings (if such a thing was even possible, since they'd tax the performance because of how expensive all the assets are) stems from the silly game mechanics where you can sneakily put a teamspawn behind enemy lines. This is much more easier in dense maps with lots of cover and trees, because you simply cannot see enemy supplydrops and airheads from all the trees in the way. To counter a teamspawn that may flood your defense at any second with several enemy squads, some people have to stay behind just to guard the rear, potentially for over an hour doing nothing - or you risk it all and attack so ferociously that the enemy has no time to even make airheads. Given that the response times of squads often are longer than it takes to capture your point; surely you've seen lots of people stay in the locked enemy sector despite you losing the defense many minutes ago? If only airdrops, airheads and the spotter's ability to create garrisons was removed, the game would flow much more sensibly. You could still create rear teamspawns with trucks, halftracks and support switching, but that is so much less efficient. I love open maps like Foy, Kursk and El Alamein because sneaky teamspawns are practically impossible to make if the teams play observant and responsive. There's no easy teleport to victory there, just tactics, maneuvering and skill.

tepid folio
fervent vessel