First I’d like to say Saberpeak has left me laughing or screaming in frustration every time I’ve played it… great map
After having played it quite a bit now I’d like to throw in my two cents and offer up a few changes that would possibly make the map smoother flowing rather than sniper/FO wonderland.
Allies can accomplish the objective by sneaking through rather easily, however as a team they take the beating of a lifetime and can be bottled up rather easily by Axis at the first spawn if they don’t slip through the gaps quickly. I’ve won as allies on this map everytime I’ve played on it, however it’s a win thats out of the blue… kind of like when an engineer is grenaded over the fuel depot wall and even my team is left wondering what the heck just happened.
Suggestions…
1.make the command post spawn a capture flag area instead of a command post spawn. Until allies manage to blow the front door axis has control of this prized vantage point making it extremely difficult to push forward for allies. Because the boat can be halted by constant Artillary fire without trouble.
2.Another idea… script the Axis respawn to shift to the sub base once allies advance on the beach.
3.Add a Ally buildable MG at the allies spawn with a firing arc that reaches over to the sub base and covers the narrow gap that leads into allies spawn.
4.Add a Neut buildable MG with a wide firing arc at the ammo crates, so that it can be used by Axis to hold off the allies and it can be used by allies to fire on axis as they come out of the tunnel.
5.Add a Ally buildable MG near the supply cabnet beach house with a wide firing arc to supply cover fire on the sub base and possibly command post base.
6.Change the sub base tower mg’s into Axis buildable MG nests. The towers make great firing positions without MG’s, but having to build the MG’s cuts at least one person out of the ammo deffense for a few minutes at start.
7.Add a current to the water that pushes players inland slowly when they’re near the middle and ocean area’s of the bay.
These changes make “stealth” dyno’s more difficult but not impossible, they also make them less neccessarry sense the allies will be able to actually advance on the beach as the boat moves forward. Something which at this moment is extremely difficult to do. It also supplies engineers and coverts on both sides with more things to do beyond rifle grenading and sniping.
These changes supply more things for allied/axis engineers/coverts to do, and should create a fight that moves rather than another build the bridge while being pounded by artillery. It also gives the axis more reason to move a few players to the sub base early in the fighting. Where as now the main reason to move to the resort early on is to snipe/call for fire.
“Just cause we’re enemies doesnt mean we have to kill each other”