Happy New Years,TomTom!
Doing test many times with 20bots or 24bots even 28bots,i have never experienced memory problems or others,but so far i can't promise whether it will be happened on other one's machines.
During test on matching around main entrance i have still notice some issues
Allies side:at beginning,most of allies escort the tank while few ones go to water entrance.That's fine.
but when tank near the bridge which not built yet,more prefer chosing back path and less maybe go ahead.allies engineers outside hurry to dynmaite main entrance when biridge half-bulit,but they always failed meanwhile allies inside the base never owned flag for long time,it led to allies couldn't protect dynamitable inside or reforce the allies outside through axis main entrance respawn point in time.
Once tank cross the bridge under main entrance,almost no one cross bridge to protect tank,only some allies engineers tried to dynamite plant or so,then u can see our poor engineers still kept on trying to blow main entrance or repairing tank lonely after failed once and again.
it was
worse that allies could turn back to repair the bridge by jumping into frozen river instead of ready to plant dynamite at main entrance when bridge complete destroyed suddenly.so after a long time,main entrance blow and tank into the tunnel.allies should be won but time not enough sometimes.
Axis side:at beginning,it was not easy for axis go outside from the exit above main entrance;they also stuck on the hill under allies mg42 construct point for a while;it seemed that they more like jumping river than do something else.meanwhile u can see some axis defenders stand do nothing inside main entrance nearby until allies invaders inside approached them.
some stranges still happened that axis engineers tried to plant dynamite on bridge even if the bridge destroyed fully,u often watched axis engineers jumping into frozen river to try to get the dynamitable which fell into the river but not planted yet.
more strange was allies cvops in disguise tried in vain to satchel on bridge which not exist!!
(Plz check the pics in detail on attachments)
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.
Well,let's see match around the fuel.
I'm afraid allies hardly won on this big map when 15vs15 and the
allies offensive should be strength for making sure allies by themselves can win even if much more axis defensive.
1.Escort tank to the depot is easy for allies.when tank reach the depot and axis tried to reclaim the flag,allies should use mg42 near the door to outside in the main entrance.that will be a bit useful to prevent axis reaching the flag.
2.Allow allies cvops always satchel the axis mg42 near radar1 even mg42 at water entrance,it will disturb axis engieers'defensive at least.
3.In my opinion,since defensive at ramp become smaller if axis have flag,do not immediately turn on recapture flag by allies but give alliesteam 30 seconds or more
delay when a allies got the fuel.i mean if axis respawn at depotyard naturally decrease the num of axis defensive near ramp and this is a good
chance for allies with fuel to the deliver easily quickly.
4.And once allies got fuel,they have two choices:
chosing the shortcut to ramp,the allies should more covering fire the one with objective nearby,such as fieldops call airstrike at axis respawn exit outside,medic behind the objective-man,cvops sniper at enemy near the ramp or panzer aim at any axis far from;
chosing the tunnel way,some allies should protect him not only follow him to the railtrack but strike at axis main bunker from another direction like the fuelbunker or nearby.
5.BTW,it would better to avoid many allies and the one with objective blocking near the exit of tunnel,it always led to all of them killed soon,u know.
6.I believe that
spreading out axis defensive is a good idea when allies tried to the deliver but axis too heavy. that's it for allies so far,maybe i will need more thinking about allies later.
As to axis defensive,the allies stolen fuel too easy but deliver too hard.For balance we need more defensive in the fuelbunker but less defensive near the ramp.
1.my suggestion is change some action which used to defend the ramp to defend the fuel,such like move the moveable mg42 action to the fuelbunker or remake action for fuel.
2.the fuel mg42 should be more use.
3.let one axis keep in the fuel room maybe a good idea or hiding axis in some room on the second floor.
4.Once allies got fuel and escape from the bunker.made axis using the
radar1 mg42 more often and some panzer waiting on the upper of the main bunker near ramp,others go for the tunnel.that way will be better for balance.
Generally speaking,allies can win but
really heavy fight anywhere,your the WIP work well,
thx for your chrismas gift for me and anybody love ET,cheers!!!
keep up your work,hoping to see more
balance version soon!!