Gavutu Confrontation

So why is gavutu physically designed to rail one team as hard as humanly possible in the ass, like the first objective in the huts, one team gets a bridge straight from spawn and the opposite bridge is so far offset it’s just faster to swim across, then the pier has a mainland connection on the same side that got the good bridge for the last point and they get barges to hop on while the same bridge that was good for attacking the last point is now just a suicidal duck hunt for anyone on the pier, then if you get pushed back the other way one cap from the centre the huts you have to defend are surrounded by hills so you get 0 warning before you’re swarmed or time to cut the attacker numbers like who designed this and went “ah it’ll be fine” not even looking twice.

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Water obstacles are a bitch to handle in the Pacific the most especially as Japanese as much of the water crossings there outside of bridges are death traps. The fight on this map is pretty much decided on who controls the middle most of the time as its very difficult to take even if the team that got pushed back retake the next cap, its still difficult for them to get the middle one.

The tank selection in Pacific doesn’t help much either where your options are SPAA or some light tanks instead of stuff like T-34s or Tigers alongside the mid being so exposed to arty and bombers.

This map and the cap point with the canoe are some of the most difficult caps in the game because of their respective campaign’s equipment along with the map design.

Wy ask?you knows the answer, dev find this map design fun