Update:
Quote:
Here is some advices for main entrance:
i think more than enough for axis defensive around main entrance,if above stuckage issues fixed and dynamiting on bridge corrected,that will be ok.
its high time to do something for allies attacking main entrance.i really dislike that most allies go inside but few engineers struggle against more axis outside even if tank cross bridge.
Now I will adjust my plan a bit which i had mentioned a few days ago:
1.Allow few allies like cvops to use rear path for flag or satchel.
2.Only allies engineer may go water ways if tank just cross the bridge under the main entrance.
3.No matter whether flag owned by allies,allies should be focus on the fight outside such like backing up construct bridge or so. setting some allies panzer action or so on the hill near the bridge will be useful.
4.A top priority should be allies other class back up their engineers to dynamiate at main entrance outside
5.and the dynamitable should be protect by other allies class nearby until main entrance blow when tank cross bridge.
6.Disable axis dynamite plant on half-built bridge or even bridge fully will be helpful,of course.
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i) "
stuckage issues fixed" (There are now 4 jump down points)
ii)
"dynamiting on bridge corrected" (typo corrected)
3. 4. 5.Allied Soldiers camps (panzer and mg42) aimed at Gate from far side to support engrs. Also one sniper. By not being on gate side they can't be wiped out with an air strike and the camps don't have to be turned off when the bridge is destroyed. On inside Medics roam to support engrs (might add a medic camp)
6. Side effect of fixing the typo means that Axis will not likely dynamite a fully built bridge all the way back to its totally un-constructed state (2 plants needed). Without another fake TOI all I can do is delay disabling the dynamite-action a few seconds after the first dynamite blows. But this delay may mean bots will plant dynamite at a fully blown bridge on occasion.
I am currently experimenting with disabling the tractor(tank) and the inside dynamite depending on the bridge, tractor position and flag ownership. The intent is to stop the Allied engrs wasting time on the tractor and the water route. However I still think that the inside dynamite is the more likely to succeed. The CP is a problem because its priority is can only be set at the start of the map, and making it a priority distract the engrs (who seek to dynamite it/construct it instead of the bridge/gate). Turning the CP priority off will affect the whole match especially later on because the team that owns the CP recharges fastest. I may have to adjust the team make up to give the allies more engrs if I can't come up with a good combination.