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Nanaa

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Everything posted by Nanaa

  1. https://et.trackbase.net/map/6862/ "It's a first test version, not intended for public servers." -sani (Mapping & Creation) So map has no vis / occluders inside walls. That's what I also thought. Is there any mapper or ex-mapper here who'd like to fix this? Test 1 was released over 11 years ago so we can safely assume that the original dev won't fix it.
  2. Nanaa

    Baserace event winners

    Thank you and thanks for organizing the event! I was lucky to be in a team with good team effort each round 😃 I received the prize and it will go towards purchasing Hollow Knight: Silksong when it's released next year hopefully 🎮 😁
  3. Thanks for considering anyways!
  4. Please consider this rule suggestion. You'd need a new rule for this if you want to keep the definition for spawn exits the same as your current consensus is. Maps where this rule would be applied or is already applied for some reason (?!): Braundorf, the gate which allies dynamited to access 2nd phase. Bremen, the gate which allies dynamited to access 2nd phase if it reaches both gate and small door. Siwa Oasis, the gate which allies dynamited to access 2nd phase if it reaches both gate and small door.
  5. Well true, you can can watch the sky and time move. But mortar-guy can counter this by alternating between A and B spots and different time intervals.
  6. Ok, worth a try I guess. I don't think I've seen a game where allies won with mortar shooting at the bridge or at the B-spot though.
  7. Well, if you shoot at the A-spot, you can't get to an open space without getting hit, making that spawn exit useless: B-spot might be even more annoying coz it cancels access to main road and squeaky door from both spawn exits. Well, ok you can enter that house via window jump too but I don't see many ppl doing it. But in the end, the whole Venice 2nd phase heavily disfavors Allies. You'd need in previous map like 300-600 better ending score than Axis to have a proper chance. I think this map has like 10% win rate for allies. The problem is that every route for allies is a bottleneck or has a long, slow swim. Combine that with huge teams and the lethality of bottlenecks is multiplied. If Axis is able to setup heavy weapons, arties, snipers and crossfires at each bottleneck, it's pretty much game over for allies.
  8. What do you mean by the 3rd exit? You have the door facing the canal and this bridge.
  9. IMO, this bridge (circled red) in Venice should not be allowed for mortar. Preferably not even close to it so that you can safely go through the squeaky door. Reasoning: it's 1 of the 2 exits from allied 2nd spawn. Siwa Oasis has the same layout basically and there old wall region is not allowed for mortar either. This evening we had a game where axis was shooting at the center of the bridge for few minutes. So I brought up that it's sk area imo since you can't get around it easily without getting hurt. Others didn't seem to agree with me so Sty told me to make a topic for discussion. -Nanaa
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