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Nanaa

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Posts posted by Nanaa

  1. 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 🎮 😁

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  2. Please consider this rule suggestion.

    xnDjQ4I.png

    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.
  3. 5 minutes ago, StarScream said:

    As the rules, IIRC, say no mortar NEAR spawn exits, there's definitely a case to be made that area A should be out of bounds.

    However, I was playing when the mortar was there (when Nanaa was playing)  and all I had to do is use the green exit, step back and watch the sky, wait until the mortar had landed, then move. 

     

    Remember: WATCH THE SKIES!

     

    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.

  4. 2 hours ago, Ctrz said:

    Bridge is further up the road and fine to be aimed at.

    you are supposed to be able to get away from spawn exit to open area without getting hit by mortar

    Well, if you shoot at the A-spot, you can't get to an open space without getting hit, making that spawn exit useless:

    DTM4QO9.png

    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.

  5. 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.

    YFUM8JV.jpeg

    -Nanaa

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