Learonys Posted September 7, 2018 Posted September 7, 2018 (edited) Late to the party but ah well: Hourglass: The ramjet argument makes no sense because a single tech outrepairs an arty. on top of that, arties can shoot the ref and barely have their guns visible to ramjets in the GDI base. so, havocs climb up, but the arties with their high splash radius shoot the walls and still can pretty much at the least scare them off the hill because the tib field in the middle is forcing infantry close to those splashable walls. Ironically, ramjets are only effective when arties don't completely own the hill because it gives havocs the necessary space needed to safely climb to the top. when GDI counters with tanks, they can only use 3 puny rocks to prevent getting hit by the obby unless they use MRLS or mammy tusks, so some nod player gets a single stank and abuses its arc to destroy any of them he meets, from a safe distance. the only realistic counter GDI has, is a single rock to prevent getting shot by the obby, for a teched med to be agressive at (the rock most to the left, you can pretty much park your med on it sideways, carefully and still be safe from the obby. This is how I always kill the turrets on this map). But, just a small rock, are you serious...? But wait, there's more! Nod now brings a flamer, and shreds any MRLS while GDI's AGT only manages to tickle it. The side routes are rather exciting for tanks to fight in but only show limited purpose unless you're actually planning a rush or are playing on AOW. Niagra: Remember the ditch? Arties need to actually reach the bottom before they can shoot the PP, because the gun elevation isn't good enough. Here's the problem though: Any teched vehicle will expose their techs/hotwires making the descent, there's no-where to hide. once you reached the bottom, you still can't shoot it with lights/meds/mammies because the distance is so damn big. so once teched vehicles are in position, you're fucked most of the time. Snow sucks balls (in high playercount games) for almost the same reason: the descent itself makes vehicles vulnerable, and their repairers exposed. You can't get to the enemy base before you're shot to pieces. The only, very marginal, advantage an attacking vehicle has in Snow is that the descent is so steep. Once you're on the attack with a light or med, and you're on the upwards slope towards the enemy base, tanks have a hard time shooting you because of their lack of gun depression. Niagra just makes you feel so powerless as you can do absolutely nothing in a light/med because of the garbage map design. The ditch should be less steep, and be made smaller. If both refineries were kept better hidden from tanks on the upper road, and some trees/bushes were removed, i would remove the base defences and replace them with turrets/guard towers as an anti-stank measure and such. Edited September 7, 2018 by Learonys
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