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Re: Ammodepot (Cement island) waypoint project
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tinyrodent
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Join Date: Sep 2007
Default Re: Ammodepot (Cement island) waypoint project - 10-10-2007

Ok first I must sadly admit I have never played ET with humans. My satellite connection is ok for downloading stuff but useless for twitch games.

But with bots I have played quite a lot. And it seems that destructible command posts are a critical objective in almost any map. Building/destroying the CP tips the game in one team's favor, increasing the probability of achieving the final objective.

For this particular map I would say the top priority should be the CP until the sand pile is blown. After that the Allies spawn next to it, making it fairly safe.

Attacking the sand pile from the front seems easier to me because Axis can only approach from the rear. The tunnel exit is a deathtrap! One camped soldier can defend it. Yes the Axis mgs are deadly but easy to take out with panzerfaust. Allies have a bunker with supply cabinets for camping to support the forward attack, and an mg of their own.

3. Maybe the engys could plant on one side of the gate, and the cvops on the other. That way a satchel could be used without killing the engineer.

4. Perhaps I will dig in and try tweaking one of the maps sometime. But really I'm more interested in modifying the basic bot behavior independent of waypoints.
  
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