And how often has the outcome of the game been altered because of it?
Chapel is a fun map, but this little issue has always nagged at me since I started playing this game. Numerous times in my career have I seen a steady EV escort get shafted because the EV gets stalled in the highly defensible area in front of the target. Many a suicide run has been made trying to repair the EV when it’s surrounded by defenders, and many successful repairs have resulted in a near-immediate airstrike salvo that once again stalls the EV a few feet from where it started, but only if the EV isn’t able to make it through that area in one go.
I can’t help wonder if this is a problem with the map design. Is this a common problem that people have? Is this point in the escort where the defenders have an undeniable upper hand? Do the attackers spawn too far away from the EV? Maybe the other parts of the EV escort are too easy and attackers make it to the second objective more than they should? I can really only guess.
Just making this thread to see if anyone else has these concerns, or if anyone has insights into this aspect of map balance. Cheers.