Build the East wall at Fuel dump?


(kvilli) #1

It has been suggested that Axis shouldn’t build the East wall. If an allied engy gets to the office roof and plants the dynamite at the dump, it takes a while for the axis engys to get to the dynamite and disarm it if both walls are build. Enemy cov ops can blow these walls up in seconds anyway.

A soldier with MG and some mines should keep the unbuild east gate secure from any lonely allied engys. Also most of Allied attacks consentrate on the west side, 'cause Axis spawn is on the east side.

How ever, I have to admit, that this is risky on pub servers where the defence is probably not so well coordinated.

Comments please…


(Vengeance) #2

If i was playing i would almost ccertainly set my spawn point in the base and build the east wall and then plant mines where the ops and eng path usually take them. If that dosnt get them i try my best to kill the ops because then the eng has to plant dynamite on the gates giving me 1 or more chances to respawn and kill him.

It alwasy works best though if u have 2 engs who sit back making sure the base is safe.


(senator) #3

Nop, if the allied CovOps blows the gates with his stachel charge the eng can immediately run in and plant his dyna. You’ll get the ‘fortification breached’ and ‘Dyna planted at fuel dump’ messages pretty close together :slight_smile:


(Vengeance) #4

Hence thats why i would try and kill the ops first - quite easy really just lob a cooked nade at him fromt he roof - KABOOM.

Also I usually have another eng has backup :slight_smile:


(kvilli) #5

In this scenario East wall would save Axis’s ass, but I was thinking more of the situation where the battle has already moved on to the Axis base from the bridge. Then the base would have better defence against these solo-engys trying to run straight to the depot.

But if u build the East wall at the beginning of the round, it will prolly be there till the end of round… No Allied is dumb enough to blow the East side :moo:


(BoltyBoy) #6

If I am Axis eng I’d play along these lines…

1 -spawn at axis base
2 -Build all axis fortifications but DONT plant mines
3 -Leave base and plant mines in strategic locations
a - by door to garage and shut main garage doors - so Allies must enter via the now mined doorway
b - by the axis base locked door - to kill any co-ops attempting to guide an eng inside. Can attempt to place them where a spec-ops is unlikely to look with his binocs but still on a route he would take (careless co-ops go boom!)
c - outside the cave exits
d - other places blah

Now by planting mines outside the base and not immediatly by the gates I can hinder any premature break-ins and by the time the Allies gain the forward spawn point many of these mines will prob have been blown and i can then plant mines inside the base.

So now what I do is dive inside the fortification walls and scatter mines in places where an eng will trigger them if led there by a co-op. So ultimatly the fortification walls act to stop an eng breaking in and the mines act to blow up any engs led in via roof by a co-op.

Of course a co-op can spot mines to warn the eng but well the point of the game is that you can’t account for every attacking eventuality or the allies would never win!


(kvilli) #7

Well… You can jump from the roof to top of the fuel depot, so spamming the ground with mines will only take out those careless Allied engys. :slight_smile:

It’s prolly faster and easier for allied just blow the west gate with a satchel charge, than get an uniform and stay alive with all the friendly fire. Unfortunately, only few cov ops seem to understand the power of mine detecting and satchel charging. :frowning:

Smoke grenade is fun too :clap:


([HP] Turem Bain) #8

The fact that an engineer and a covert ops can infiltrate the fuel dump in the beginning of the game… BEFORE THE TUNNEL DOOR is blown… points at the fact that the map is badly designed…

Objectives should either be achievable or not achievable according to the timeline of the game.

Yah yah… you can whine at me about the need for defense… but thats a load of crap… WHY isnt there any barbed wire on top of the perimeter wall? People were exploiting that little design flaw imedietly… WHY IN THE HELL DOES A COVERT OPS GET TO OPEN A LOCKED AND SECURE AXIS DOOR… :banghead: thats a load a crap :banghead:

What? Because he’s wearin a uniform? OK OK… you could argue that he found keys in the guys pockets… BUT THEN ANYONE COULD FIND THE KEYS COULDNT THEY!!!

Design flaw. (thats a period)

And why, FOR THE LOVE OF GOD, isnt there some way for the axis to access the fuel dump (seeing as it so f_ckin important) from a secure route? What military genius decided that the sole reason for putting up a defense at all should be walled off and convienently made accessable by ONLY THE OFFENSE?

thats a load of design flaw crap.

You wanna solve that? Make the tunnels from the axis spawn go dirrectly to the back of the fuel dump…

:banghead:


(Vengeance) #9

Lol fuel dump is badly designed.

The fuel dump is designed to be this way and imo is very well designed - read the player guide it tells you how to do the ops eng strategy and how to counter it. Also you can set your spawn in the fuel dump so accessing it is real easy.

Most RTCW maps had different ways to the objective same way fuel dump has. Its designed this way to make you think about how your gonna play the game.

To be honest this game sounds like its not for you :slight_smile:


(Steve) #10

Making the Axis spawn go directly to the fuel dump would make this map entirely too easy for the Axis. Unless the respawn time was at 40 seconds or so.

We lost games last night because of the covert ops going through the bldg into the depot. And when some of us spawned as engie’s to diffuse, we couldn’t get in with the east gate blocking our path.

As long as there are engineers that gate will get built, at least on pub servers. But I have seen it cost the Axis the game many times.


(Dawg) #11

In clan matches, I can see where it would be advantageous to leave the gate opened since you are (supposedly) well-coordinated.

On a public server I just don’t think its going to work. You are not going to be able to keep your fellow engies away from the gate. Someone is going to build it at some point so you might as well plan for it being built. And, YOU might as well get the points for it! :slight_smile:

I generally try to build the axis CP first, the MG tower second, and then go build defenses on my next spawn. In the depot I only place mines within the dump compound itself. Its better to use them on the standard allied approaches to break up that initial rush after the spawn points shift. They will become available for use inside the depot area in short order! Basically, I agree with BoltyBoy on initial deployment.
:drink:

There is nothing more frustrating than finding out that some other engie has placed all ten mines at the gates (five each). Mines should generally be placed where the enemy does not expect them. In the game, place them in locations that covertOps cannot or do not check with binoculars. Of course, on public servers the covertOps are often not checking at all - but that’s another thread… :slight_smile:

Dawg


(kvilli) #12

True. I know that these XP-hungry engys want to build everything insight, but I just wanted to raise a conversation about this subject. :slight_smile:

As the time goes by, ppl will come more awere of all the aspects of the game. Just have to wait: I think that the game play on pubs is getting better all the time.


(Ifurita) #13

It really depends on the threat.

IF you believe the allied team has a credible disguised covert ops-engy option, THEN I would not build the east gate. The reason for this is, if the CO-engy team accesses the fuel dump via the roof, the the only people the gate is keeping out are the defenders - BAD!

IF you believe the allied team CANNOT pull off any CO-engy option, THEN build the gate. It will take an engy to get thru the gate, you will get a warning, and have time to react. I’d rate this as unlikely

IF you think the most likely attack will be a conventional one with an CO-engy attacking the West gate with a satchel and then the fuel dump with the engy, then you are probably better off NOT building the gate since the extra time it takes to go around might give them just enough time to defend the plant.

IF you think the most likely attack will be a conventional one with an CO-engy attacking the East gate with a satchel and then the fuel dump with the engy, then you are probably better off building the gate. However, I’m not sure that there are a ton of benefits associated with this other than causing the attacking team a minor delay.

I guess in light of these 4 options, the low risk approach is to NOT build the east gate, UNLESS you don’t expect the Allied team to have any sort of credible CO assets


(Saint of Killers) #14

I think the side by the allied forward base is incredibly easy to defend with a couple field ops tossing X-airstrike cans(level 3 isnt that?) by the alcove that everyone likes to hide before mounting an attack. The only problem is your own team likes to go that direction and get toasted. The quarters are so tight that 2 cans would cover almost the entire side.


(senator) #15

Try playing on servers with weapon restrictions on :slight_smile: No ridiculous PF spamming, no ridiculous Arty/Airstrike spamming == more fun playing the game (although I admit that I hate getting the ‘all available planes are already on route’ message !!! :cool: ) :bump:


(D.ark Matter) #16

The gate always get’s built, there really is no stoping it. When I play as on the Allies as a COps I never blow up the east gate unless their is an engineer waiting to get in, because it causes the Axis to go all the way around. I always blow up the west one though.

Maybe they should make it so Axis COps can also blow up the gate. That way you can build it and if the Allies plant at the depot an Axis COps can blow up the east gate allowing you to get their faster. They’d have to make it that the engineer doesn’t get XP for rebuilding a gate destroyed by a friendly of course.

Dark Matter


(Dragon) #17

Full Version has Barbed Wire on the wall breach now :slight_smile:


(ExPLiCiT) #18

I think the ideal way to solve this problem is to allow your teams satch/dyno distroy your own walls etc… hell when FF is on you can kill your team mates but still can’t damage your own structures, doesn’t make any sence except for the main objective of course. That way you could use a CO-Eng defence for a CO-Eng offence.


(Ragnar_40k) #19

Maybe. But that would cause some new kind of TKing and point whoring.
Imaging some bridge TKers that always destroys the (foot)bridge.