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01-23-2007, 01:02 PM #31
Re: BF2 Ported maps.
Well I don't know about anyone else that was firing from Temple on the first Stalemate round but that was anything from being blind. I would say a majority of my kills were with the machinegun.
The main problem with those flags is proximity. From temple you can easily pick off any infantry, especially after firing a RPG. Is there maybe a few too many APCS? I would say yes. But would that have stopped the slaughter from temple? I doubt it.
The main thing I saw was misuse of the transport chopper. All I saw it doing the whole round was flying around ineffectively trying to kill people. One squad flying behind our lines and taking our back flags would have eliminated two of the APC spawns and would have split our defenses.
I did not play the second round of this map so I don't know how the closer round was played but I would second a guess that chopper was used.|TG-12th| Sawviper

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01-23-2007, 06:10 PM #32
Re: BF2 Ported maps.
Well, on that note, why was the decision made to add flags to most of the maps? The added flags are all really close to pre existing bases, and it just seems superfluous to me.
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01-23-2007, 06:29 PM #33
Re: BF2 Ported maps.
I would have to guess that it's due to losing 2 capable flags in the now UCB's and the temple was added while the North Island flag was removed. It does keep the fighting in the middle of the map for what it's worth.
Lucky Shot
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01-23-2007, 06:40 PM #34
Re: BF2 Ported maps.
Is it possible to split the total number of armor pieces that can spawn between both UCBs instead of having them spawn at the flags? All the flags spawn APCs at the moment so no one flag is more important than another, so it wont change the strategic part of songhua. You would probably see more disciplined, armor only squads if this happened becuase you are assured of having a certain number of APCs the whole round.
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01-23-2007, 07:25 PM #35
Re: BF2 Ported maps.
Temple fighting was great.I like the map alot more now.
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