Are maps becoming more balanced?


(Kendle) #21

That game didn’t include mobile MG42s. If that tavern had 2 or 3 heavy guns focused on the door (without the spinup time or recharge delay of the Venom), then I don’t think the med rush would get very far. (Even covert smoke won’t help. Since MG42 gets 300 bullets from a pack, they can just fire in bursts without ever seeing a target)
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Yep, good point, but then RTCW didn’t have Rifle 'Nades either, so maybe a Med / Engy (with Garand) mix would do the trick. I don’t know tbh, I’d like to see it tested.

I know TWL play Battery (but I believe they use the mod that makes the Ramp destructible with Dynamite only so maybe not a fair comparison). I’ll have a look see if they’ve got any demos of Battery available.


(Pamper) #22

I think that TWL may also outlaw blocking doors with your body. If so, that makes it easier for Allies to win battery. Otherwise, one medic can just wedge himself in the teamdoor, blocking all coverts. (They can try to bounce grenades on him, but I don’t think that’ll hit directly enough to kill before he can eat healthpacks)


(Kendle) #23

Just thought I’d better report…tonight on the www.rtcw.co.uk Campaign server…Allies won FuelDump…

OMFG I’m in shock. A Cov-Op, Engy and Med (me) went in via roof and planted.

I think I need to go lie down in a darkened room… :eek2:


(sib|blue) #24

For clan games I would say:

Fueldump: Still out of the question, it isn’t possible to put any real pressure on the defending team unless you choose the shortest way in. If you do, it will be easy to lay crossfire on you. If you choose coordinated attacking it will be easy to lay crossfire on you and landmines will easily pick off one or two too many. Imo the map would be more suitable without the reconstructable doors for the fuel dump. Verdict: No good for clan play.

Battery: The allies can actually quite easily build the ramp and get the bunker with one or two well placed airstrikes to move the defense around a bit before moving up. I can imagine that the axis team would make sure to have 2-3 people in crossfire positions at the choke near the mg nest before actually bothering with trying to stall at the beach. The back entrance isn’t really usable. Verdict: No good for clan play.

The other maps are quite open, really.

Goldrush: This map favours the defenders a bit in the step where you’ve blown up the doors and you’re suposed to get the crates to the truck. It’s hard to push through the spawn and behind the bank with the 30 seconds available before a respawn. It’s close to impossible to push over the yard if the defending team has ever practiced using crossfire.

Oasis: Might be one of the best maps that actually has real chokepoints. It works well on this one.

Railgun: It’s mostly about the depot yard, allies will want to capture and hold it for the duration of the game.

Radar: It would have to be the best map, so far there is no real solid defense strategy that is better than all others. This is where communication, aim and breaking spawns are all put to the test.

Are there any custom maps out there that would be good for 6on6 on a competitive level?