choke point under first bridge


(pulley) #1

Hello,

if the EV just passed the first Bridge and goes down it is nearly impossible for the offense to get him back up.
The defense Spawnpoint is closer to the EV and the attackers only have 1 way to Attack.
This problem happened many times on Public and also in a Match.

I wouldnt set back the defense Spawn Points because its a nice battle area. To solve this problem you could try a new way direct from the upper balcony to the wall, close to the chapel. Just to put up some more pressure to the defense.


(iwound) #2

i’d like to see that bridge barrier useful for both sides.
so instead of just 1 side having a barrier that goes up and down.
make both sides have a barrier. at match start defence side of bridge barrier up. (makes no difference at this point)
defence build, barrier on attack side goes up protecting defence on bridge, but if attack build it, it goes down and the other side goes up.
this will also add a reason defence will want to build it again to lower this barrier.

this would help in the case of what pulley is saying

also maybe some small cover points on the bridge side of the road leading up to the chapel.
would be used by defence and attack, but atm defence have cover but not attack because the walls which are used for cover step in a way to help defence but not attack, an argument could be made that they have cover on the other side though.

maybe move this to general section as its not really a bug.


(pulley) #3

i dont think building up the barrier would help that much. Sure for the beginning we could try it.

I think its mostly a problem because there is only one way they can attack.


(iwound) #4

use this map to pinpoint problem areas. i think i know where you mean. just before it deploys at the chapel?
there is a sticky thread in the general section with over head maps for this.



(pulley) #5

Cool thx. Hope this shows what i mean :slight_smile:



(BTMPL) #6

I can agree with the last part - on full server it’s just a spam fest - granades, air strikes and attackers tryint go suicide run through with the package. Would like to either see that part removed, or changed + made the delivery time longer, so that you’d need more strategy than pure luck in planting the package.


(iwound) #7

[QUOTE=pulley;438722]Cool thx. Hope this shows what i mean :slight_smile:


[/QUOTE]
where you have marked the ev as hard, have you tried using the right route over the bridge and jumping down.
defence dont push much across the bridge , if they do they are weaker on the other side.
or run around garage and move up the left against the wall and nade the short alley they hide in.
also if there is only 1 engineer on attack this will account for most holds here.
i dont think its a map issue just people need to figure out different ways to counter the defence.

i had suggested a tunnel there a while back, i think it could still improve things. as well as being a nice chokepoint that doesnt have an ev blocking it would offer a nice option maybe
.
regarding the last area, i originally hated this section but the work that has been done on it has improved it greatly.
especially with the left side optional route. i actually love this part now. that’s not to say it couldnt get better.
BTMPL point about a longer transmit time is very valid as when attack arrive with the core at a certain distance to the transmit point then its already game over. the transmits are very quick.


(Mustang) #8

The last section is so much nicer than it used to be, I like it quite a bit now.


(rookie1) #9

[QUOTE=pulley;438722]Cool thx. Hope this shows what i mean :slight_smile:


[/QUOTE]

Last objective is starting to be hot ,having more fun since few changes were made ,I wont like this part to be erease :frowning: