Following on from recent discussions regarding the balance, or otherwise, of the 6 standard ET maps, I’ve been noticing a change in the balance of these maps lately. I’d imagine this is largely due to familiarity with the maps, and the fact that more and more people now know what to do, and what not to do.
For example:-
Radar
Supposedly biased towards offense (Allies), but I’m seeing Axis hold this one more often now, especially if they set up effective defensive crossfires around the main door and on the tin-roof of the building next to the East Radar. But then Allies seem to be attacking the side door more, and also blowing the main door without taking the bunker first (thereby removing the flag and getting the bunker by default). Originally this map was a foregone conclusion for Allies, but it now seems to lead to more tight, competitive games.
Railgun
At first no-one knew what to do with the Tugs, and the 1st Tug would go back and forth past Allies spawn over and over and it was anyone’s guess who would win. But now it seems to only require a little organisation from Axis and they can get the Ammo from the Depot and fire the Gun. However, if Allies can take an early hold of the Depot, and maintain it, they can make Axis work real hard for this one, and, once they’ve got the upper hand, can often pin the Axis back in their spawn hut. Again, lots of competitive games on this map, although if Axis are going to win it, they’ll normally win it quick.
FuelDump
During Test, when this was the only map, it seemed a fairly even split between Allies and Axis winning this. But now I never see Allied Covert-Ops getting a uniform and getting into the Depot. An Axis Engy or 2 will always build the defences right from the start, and Allies never seem to win this map anymore. Yesterday I did see Allies win it, once, and it reminded me that it’s been months since the last time I saw Allies win. This map seems to go 1 of 2 ways. Either Axis are stronger and will spawn-camp Allies without allowing them to even get the Tank over the Bridge, or Allies are stronger and will get the Tank to the Depot in 5 minutes flat, but then fail to breach the Depot defences for the remaining 25 minutes.
Oasis
At first, a sneaky Allied Engy would almost always win this. But now Axis are setting up more effective defences, making sure the approaches to the Guns are mined to hell and paying more attention to Allies slipping through. A pretty even map, and usually goes the distance, with some intense battles over the Old City Flag to begin with, which changes hands maybe dozens of times before Allies are in a position to plant the Wall.
Battery
Immediately written off as impossible for Allies to win, and certainly there are still games in which Axis can hold the beach-head seemingly indefinately. Most poeple know now not to go onto the Beach or out the Back Door, however, I’m sure I’m now seeing Allies win this more often than Axis! Get that ramp built and a single Engy up and over, and Axis seem too slow to react. The key being NOT to take the flag, but to go straight for the Gun Controls.
GoldRush
So much to do in this one, I love it! Much to my joy I’m not seeing so many XP-whores rushing off to build Truck Barriers right from the off as I used to. Allies can get the Tank straight away if they rush it, though often it takes a few attempts. Having to get past 2 Tank Barriers, 2 Truck Barriers, and steal 2 lots of Gold, and repair a Truck in-between, makes this a hard map for Allies, but they seem to be getting the job done more easily now, though the Bank is proving the most difficult task (i.e. actually stealing the Gold).
Anyone else get the feeling the game has “evolved” now? Do games seem to be getting closer, with both teams maybe getting the upper hand more often on maps they’re not supposed to win (Allies - Battery, Axis - Radar)? Are the maps in general (apart from FuelDump maybe) becoming more balanced as time goes by?
Thoughts?
