It may very well be intentional that the CovertOps + enemy uniform + engineer combination works the way it does, but then I can’t help but feel that the class design or, at the very least, the level design is slightly off.
I’ve always considered the human pyramid to be an exploit. Unless the developers actually make this “feature” a part of the game on equal terms with everything else, I cannot accept the idea of one fully equipped soldier jumping on the head of another human being without breaking his neck :disgust:. Now, if Splash damage were to incorporate a more acceptable solution to the problem, like having the jumped upon soldier die from the attempt or making a REAL human ladder, which takes more soldiers to perform and leaves them pretty vulnerable during the stacking, then I would be all for it … as it is now, I simply cannot understand how anybody can defend such an obvious engine/physics fault as being “a part of the game”
Back to the CovertOps problem. The real problem here is a combination of several things.
1) When the disguised CovertOps + engineer thingy takes place, the tank hasn’t blown a hole in the tunnel doors (most often, it hasn’t even crossed the bridge yet) and thus the spawn points haven’t shifted yet. That means that unless the Axis split their forces, thus making it even harder to keep the tank from just parading through the entire first half of the level, the CovertOps and the engineer will have all the time in the world to perform their task and no matter where the engineer places the dynamite charge, it will be impossible for an Axis engineer to get back to the fuel depot and defuse the dynamite.
2) It has been suggested that an Axis engineer starts out by building the fuel dump defenses, but they don’t really matter at all since the CovertOps can simply lead the engineer across the roof thus completely bypassing the eastern and western defenses. If that is too diabolical, then the CovertOps can simply blow the gates with his satchel charge and even though the Axis will be alerted to this breach, the engineer can have placed the dynamite within 10 seconds after the gates came down, so no Axis engineer will make back in time anyway.
3) It has also been suggested that an engineer places a few strategic landmines on both sides of the team door the CoverOps uses to get the engineer inside the Axis base, but given the fact the only class in the game, without a Battle Sense on level 4, that can detect mines is the CovertOps AND given the lack of time pressure (see argument 1), the CovertOps can calmly pull out his binoculars and “flag” any landmines that might be present.
Somebody suggested guarding the ladder leading up from the sewer entrance and that does indeed seem the most viable solution to stop the “backstabbers” :bash: … but that again leaves the Axis to defend 3 seperate crossings (the footbridge, the “big” bridge and the sewer entrance), spreading their forces really thin and though this technique may indeed work as intended, it also makes sure that the Allies will most likely find the first half of the map a “walk in the park”. Besides, guarding the sewer ladder gives the word “Camping” a whole new meaning :bored:
As I see it, Splash Damage can either change the map slightly (like introducing another set of doors in the tunnels that have to be blown before anybody can access the fuel dump area or something like that) or they can make some modifications to the CovertOps class, like making him loose the ability of opening team doors or disabling his ability to detect mines while wearing a disguise or perhaps by disallowing him to “open” doors for others (he can pass the door but the trailing engineer can’t).
There you have it, my oppinion on the matter 