In Monastery (Invasion) Stage 4 on the right wall from the attacker side is a breach in the wall, which isn’t often used, but is a good point to flank the attackers. However the only way to get down is jumping of the wall, which isn’t super high, so you don’t take any damage.
The problem is that your ai will run down the staircase I marked with a red rectangle on the map. If you happen to get killed in that time and swap to one of your ais you will be outside of the mission area and have to sprint a bit to not die or take to much damage.
My suggestion is to simply include this staircase into the mission area for the attackers.
5 Likes
Im down for this. I think the playable area should be pushed out on all sides a little more as it is.
2 Likes
Yeah, my Ai always died there lol.
Now I manually jump with everyone. Very tedious.
I dont care of my AI i build a rallypoint in the tower and respawn with the assaulter immediately after
Uhhh NO.
The area is far too large as it is, making the flank route part of it too makes things so much worse.
It’s already ridiculously difficult to defend as the attackers don’t even have to get INSIDE the wall.
I think the area needs to actually be REDUCED and only include the interior of the wall, making attackers actually have to push IN to take the objective.
Reducing the area size would encourage players to use tanks to push up and help with breakthrough efforts, making it much more engaging to play.
I don’t think the area is really that big. It’s basically 2 entries, one through the tunnel and one through the broken wall. The former being very much a funnel. The third entrance mentioned here seems to be used rather rarely and only by few people.
I think defending this spot is acutally quite doable and fun. Especially if you push out every now and then and destroy the spawn on the wall, which is always there. Having one squad on the wall above the broken part can also be very useful to supress enemies down there.
Tanks are kinda meh on that spot. You have to drive into the enemy infantry to actually be able to shoot anything, which just gets you blown up with tnt usually. You can spam shoot into the tunnel and force the enemies to stand at the end of it instead of in the middle of it, but that’s kinda it.
Balancing around tanks in moscow is a bit rough anyways, as the early russian tanks tend to be better. Later on it balances out, but there’s players who don’t have the whole campaign unlocked.
The issue is that the objective area also encompasses the area OUTSIDE the wall. Meaning attackers just have to stack up on their side and spam explosives and fire through. Instead of actually pushing defenders.
Why are they allowed to keep spawning that close in the first place is my question. There is so much potential for an actually fun fight if they are required to actually push up from the embankment and from across the river. How often to you see smoke or player dug trenches used? Almost never because the game simply lets you skip right past all of that with rally points just off the cap.