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El Kef
In both El Kef and GA El Kef, the allied bots scurry back to the truck once the important box thingie has been picked up. There, they set up a formidable defense, to make sure that you've got a clean path to the truck once you round the corner. The problem is that once you've rounded the corner, you only have five feet to walk anyways.
I'd like to see the bots set up their defense in the courtyard area next to the truck. There's a couple of paths through there, and I think it's more important to get an escort to the corner, as opposed to after the corner. I try to stay pretty stealthy after I've picked up the objective. That means I end up dodging a full compliment of axis troops, while the rest of my team (9 bots!) sits on the truck, waiting for me to magically make it all the way there. Sadly, I can usually make it to that courtyard alive, but almost never the last couple of feet to where my escort awaits. End of thought. |
Re: El Kef
if i get some time this weekend i'll fix this. it should be simple to spread those actions out. possibly route the allies along the paths that the doc carrier is most likely to be on, then have them camp in more spread out spots. I guess I should add some routing for the axis in that phase as well so that they go check up in that balcony by the docs where 99% of players probably hide and wait for them to all leave.
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Re: El Kef
:blush: I know I sure hide and wait.
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Re: El Kef
Sounds good for both maps.
Other changes I was considering for GA_El_kef to improve the axis defense of the docs: (1) break up the 2 axis medic class defense camps (68, 69) on the side path with the doorway near the boxes to jump over. (move one camp forward or backward, and change the class restriction on one of them to say soldiers and field ops then add another camp for the second medic closer to the courtyard). These original 2 camps are predictable and easy to grenade or flambe from around the corner. (2) since the wall is already broken in GA_el_kef add an axis panzer camp on the other side (on the table) in line of sight with the archway (3) Add a construction dyno (type 32) on the barricade (4) I think I tested a couple of other camps near the docs (mobile mg42?) but I would have to diff the navs to be more specific. |
Re: El Kef
should add some cp spawning for allies too i guess; which would mean adjusting the defense quite a bit and adding some routing from cp. thanks for volunteering TomTom! :toung:
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Re: El Kef
Well Ga_el_kef actually has 9 CP spawn pads (each team). But they don't seem to get used unless you have really big teams (the autospawn is unchanged and the CP spawnpads are turned default(on) or invisible(off)). Sw_el_kef has the same scripting.
Do what you planned to SW_el_kef. Doc it and I will try porting it over and adding in my other changes to GA_el_kef. Since the balance testing has to be redone for your changes I might as well throw mine in before retesting the one map. thx |
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