Faction 1: blufor
Faction 2: opfor
Download: https://www.dropbox.com/sh/611ph2j0nexr ... 1rO_a?dl=0
Nyles wrote:Avoid using the SE airfield. It is all but impossible to take-off and land their with some planes. Preferably move the airfield for the northern team to the far NE airstrip and move the one of the southern team to the salt lake.
@War wrote:I hadn't realised it but yeah your probably right that less connections is easier fo blu.
@War wrote:However that's not why I said that. I don't want an easier life for blufor.
@War wrote:And yeah I think the "incompetency" would be there anyway.
@War wrote:if you read the thread properly;
1. His initial layout wasn't 11 flag to 14 connections it was more hence why I advised few too many.
@War wrote:2. My last post wasn't about less connections rather about the final stand flag being a bit redundant.
@War wrote:3. I finish my last post saying that's just me nit picking and it's probably fine as is.
@War wrote:However I generally do believe that layouts with a spider web effect of connections ruin the gameplay.
@War wrote:Cancel my last comment; layout was good as it is.
But then again I didn't play the whole 24 hrs lol.
Had some epic gameplay here. I gotta start recording my arty spotting action... at one point I was handling 3 assets by laser and spotting (Janger in a CAS jet, N3RO in scorcher and Rob with a CAS drone) plus manning my own titan AT and Rob with AA. PLUS providing LMG support on flags with a nightstalker! One of the most technical rounds I've played so far
Nyles wrote:Couple of the flags are a bit open. Could use some more cover to advance.
Finding good spots for MHQs was hard on the last sectors to the east.
Also that NW airfield needs to change. You can't land to resupply. Instead use the any of the other strips except the one in the far south-east, which is also bad.
Hazardous Mouse wrote:NE combo of flags hard to attack. Plains, Remains and Orino.
Paint skills fkn top^^
If u capture Plains then u can capture Orino and Orino will be locked.
If u capture Refugee Houses then u can go to Remains to capture and lock it.
Imo when some flags rly close to base then these flags should be connected by simple connections structure. So that way attackers have good chances vs defenders. When defenders can support these flags with mhqs rly fast then u need give something to attackers.
Yesterday i played this layout and i got rly bored.
First 30-40 mins we capture central flag Reach and capture enemy flag Topolia.
End was rly fast about 45 mins or less maybe we capture all 4 enemy flags.
And all other time like 2-2.5 hours we just defend Topolia cuz we cant do anything else.
I see u like simple connections at center of layouts. And more complicated closer to bases. All this make rounds last longer when attackers cant do shit. I like long rounds when there actualy some progress. But when for hours u just fuck around one flag then no ty.
And these 2 flags Plains and Remains not just hard to attack ^^ cuz all this above but they also so fkn open.
Its like u just hate attackers and do everything to make their lifes harder
Was fun to fight though But i dont want play it again.
And on reach layout truck just useless cuz so long way. U just cant be in time to reinforce attack with ur shitty truck ^^
At the same time defenders can reinforce these flags so ez.
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